mirror of https://github.com/qt/qt3d.git
104 lines
3.1 KiB
C++
104 lines
3.1 KiB
C++
// Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
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#include "scene.h"
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#include <QtCore/QDebug>
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#include <QtCore/QTimer>
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#include <QtCore/QDateTime>
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#include <Qt3DExtras/QCuboidMesh>
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#include <Qt3DExtras/QDiffuseMapMaterial>
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#include <Qt3DRender/QGeometryRenderer>
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#include <Qt3DRender/QTextureDataUpdate>
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#include <QtGui/qquaternion.h>
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#include <cstring>
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Scene::Scene(Qt3DCore::QEntity *rootEntity)
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: m_rootEntity(rootEntity)
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{
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// Cuboid shape data
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Qt3DExtras::QCuboidMesh *cuboid = new Qt3DExtras::QCuboidMesh();
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// CuboidMesh Transform
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m_transform = new Qt3DCore::QTransform();
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m_transform->setScale(4.0f);;
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// create texture
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m_texture = new Qt3DRender::QTexture2D();
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m_texture->setWidth(512);
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m_texture->setHeight(512);
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m_texture->setFormat(Qt3DRender::QTexture2D::RGBA8_UNorm);
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m_texture->setLayers(1);
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m_texture->setGenerateMipMaps(false);
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m_texture->setMinificationFilter(Qt3DRender::QTexture2D::Nearest);
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m_texture->setMagnificationFilter(Qt3DRender::QTexture2D::Nearest);
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Qt3DExtras::QDiffuseMapMaterial *mat = new Qt3DExtras::QDiffuseMapMaterial();
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mat->setAmbient(QColor(64, 64, 64));
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mat->setSpecular(QColor(255, 255, 255));
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mat->setDiffuse(m_texture);
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//Cuboid
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m_cuboidEntity = new Qt3DCore::QEntity(m_rootEntity);
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m_cuboidEntity->addComponent(cuboid);
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m_cuboidEntity->addComponent(mat);
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m_cuboidEntity->addComponent(m_transform);
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}
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Scene::~Scene()
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{
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}
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void Scene::run()
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{
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QTimer *timer = new QTimer(this);
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connect(timer, &QTimer::timeout, this, &Scene::updateTimer);
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timer->start(50);
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}
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void Scene::updateTimer()
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{
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static int yPos = 0;
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static uchar pixelValue = 255;
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m_transform->setRotation(QQuaternion::fromAxisAndAngle(0, 1, 0, m_angle));
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m_angle += 0.4f;
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QByteArray rawPixelData;
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const int rows = 32;
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rawPixelData.resize(512 * 4 * rows * sizeof(uchar));
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uchar *pixels = reinterpret_cast<uchar *>(rawPixelData.data());
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std::memset(pixels, pixelValue, 512 * rows * 4 * sizeof(uchar));
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// QTextureImageData hold our raw content and size of subcontent
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Qt3DRender::QTextureImageDataPtr imageData = Qt3DRender::QTextureImageDataPtr::create();
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imageData->setWidth(512);
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imageData->setHeight(rows);
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imageData->setMipLevels(1);
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imageData->setLayers(1);
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// We upload the 4 components of an RGBA pixel as 4 uchar
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imageData->setPixelFormat(QOpenGLTexture::RGBA);
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imageData->setPixelType(QOpenGLTexture::UInt8);
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imageData->setFormat(QOpenGLTexture::RGBA8_UNorm);
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imageData->setData(rawPixelData, 4, false);
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// QTextureDataUpdate references our updated content
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// as well as x, y offsets where content needs to be uploaded
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Qt3DRender::QTextureDataUpdate update;
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update.setX(0);
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update.setY(yPos);
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update.setMipLevel(0);
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update.setData(imageData);
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// Send update to texture
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m_texture->updateData(update);
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if (yPos + rows >= 512)
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pixelValue = pixelValue > 0U ? 0U : 255U;
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yPos = (yPos + rows) % 512;
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}
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