/**************************************************************************** ** ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see http://www.qt.io/terms-conditions. For further ** information use the contact form at http://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPLv3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "qt3dwindow.h" #include "qfirstpersoncameracontroller.h" int main(int argc, char* argv[]) { QGuiApplication app(argc, argv); Qt3DWindow view; view.defaultFramegraph()->setClearColor(QColor::fromRgbF(0.0, 0.5, 1.0, 1.0)); // Root entity Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity(); // Camera Qt3DRender::QCamera *cameraEntity = view.camera(); cameraEntity->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f); cameraEntity->setPosition(QVector3D(0, 0, 40.0f)); cameraEntity->setUpVector(QVector3D(0, 1, 0)); cameraEntity->setViewCenter(QVector3D(0, 0, 0)); // For camera controls Qt3DInput::QFirstPersonCameraController *camController = new Qt3DInput::QFirstPersonCameraController(rootEntity); camController->setCamera(cameraEntity); // Material Qt3DRender::QMaterial *material = new Qt3DRender::QPerVertexColorMaterial(rootEntity); // Torus Qt3DCore::QEntity *customMeshEntity = new Qt3DCore::QEntity(rootEntity); // Transform Qt3DCore::QTransform *transform = new Qt3DCore::QTransform; transform->setScale(8.0f); // Custom Mesh (TetraHedron) Qt3DRender::QGeometryRenderer *customMeshRenderer = new Qt3DRender::QGeometryRenderer; Qt3DRender::QGeometry *customGeometry = new Qt3DRender::QGeometry(customMeshRenderer); Qt3DRender::QBuffer *vertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry); Qt3DRender::QBuffer *indexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, customGeometry); // vec3 for position // vec3 for colors // vec3 for normals /* 2 /|\ / | \ / /3\ \ 0/___\ 1 */ // 4 distinct vertices QByteArray vertexBufferData; vertexBufferData.resize(4 * (3 + 3 + 3) * sizeof(float)); // Vertices QVector3D v0(-1.0f, 0.0f, -1.0f); QVector3D v1(1.0f, 0.0f, -1.0f); QVector3D v2(0.0f, 1.0f, 0.0f); QVector3D v3(0.0f, 0.0f, 1.0f); // Faces Normals QVector3D n023 = QVector3D::normal(v0, v2, v3); QVector3D n012 = QVector3D::normal(v0, v1, v2); QVector3D n310 = QVector3D::normal(v3, v1, v0); QVector3D n132 = QVector3D::normal(v1, v3, v2); // Vector Normals QVector3D n0 = QVector3D(n023 + n012 + n310).normalized(); QVector3D n1 = QVector3D(n132 + n012 + n310).normalized(); QVector3D n2 = QVector3D(n132 + n012 + n023).normalized(); QVector3D n3 = QVector3D(n132 + n310 + n023).normalized(); // Colors QVector3D red(1.0f, 0.0f, 0.0f); QVector3D green(0.0f, 1.0f, 0.0f); QVector3D blue(0.0f, 0.0f, 1.0f); QVector3D white(1.0f, 1.0f, 1.0f); QVector vertices = QVector() << v0 << n0 << red << v1 << n1 << blue << v2 << n2 << green << v3 << n3 << white; float *rawVertexArray = reinterpret_cast(vertexBufferData.data()); int idx = 0; Q_FOREACH (const QVector3D &v, vertices) { rawVertexArray[idx++] = v.x(); rawVertexArray[idx++] = v.y(); rawVertexArray[idx++] = v.z(); } // Indices (12) QByteArray indexBufferData; indexBufferData.resize(4 * 3 * sizeof(ushort)); ushort *rawIndexArray = reinterpret_cast(indexBufferData.data()); // Front rawIndexArray[0] = 0; rawIndexArray[1] = 1; rawIndexArray[2] = 2; // Bottom rawIndexArray[3] = 3; rawIndexArray[4] = 1; rawIndexArray[5] = 0; // Left rawIndexArray[6] = 0; rawIndexArray[7] = 2; rawIndexArray[8] = 3; // Right rawIndexArray[9] = 1; rawIndexArray[10] = 3; rawIndexArray[11] = 2; vertexDataBuffer->setData(vertexBufferData); indexDataBuffer->setData(indexBufferData); // Attributes Qt3DRender::QAttribute *positionAttribute = new Qt3DRender::QAttribute(); positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute); positionAttribute->setBuffer(vertexDataBuffer); positionAttribute->setDataType(Qt3DRender::QAttribute::Float); positionAttribute->setDataSize(3); positionAttribute->setByteOffset(0); positionAttribute->setByteStride(9 * sizeof(float)); positionAttribute->setCount(4); positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName()); Qt3DRender::QAttribute *normalAttribute = new Qt3DRender::QAttribute(); normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute); normalAttribute->setBuffer(vertexDataBuffer); normalAttribute->setDataType(Qt3DRender::QAttribute::Float); normalAttribute->setDataSize(3); normalAttribute->setByteOffset(3 * sizeof(float)); normalAttribute->setByteStride(9 * sizeof(float)); normalAttribute->setCount(4); normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName()); Qt3DRender::QAttribute *colorAttribute = new Qt3DRender::QAttribute(); colorAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute); colorAttribute->setBuffer(vertexDataBuffer); colorAttribute->setDataType(Qt3DRender::QAttribute::Float); colorAttribute->setDataSize(3); colorAttribute->setByteOffset(6 * sizeof(float)); colorAttribute->setByteStride(9 * sizeof(float)); colorAttribute->setCount(4); colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName()); Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute(); indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute); indexAttribute->setBuffer(indexDataBuffer); indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedShort); indexAttribute->setDataSize(1); indexAttribute->setByteOffset(0); indexAttribute->setByteStride(0); indexAttribute->setCount(12); customGeometry->addAttribute(positionAttribute); customGeometry->addAttribute(normalAttribute); customGeometry->addAttribute(colorAttribute); customGeometry->addAttribute(indexAttribute); customMeshRenderer->setInstanceCount(1); customMeshRenderer->setBaseVertex(0); customMeshRenderer->setBaseInstance(0); customMeshRenderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles); customMeshRenderer->setGeometry(customGeometry); // 4 faces of 3 points customMeshRenderer->setPrimitiveCount(12); customMeshEntity->addComponent(customMeshRenderer); customMeshEntity->addComponent(transform); customMeshEntity->addComponent(material); view.setRootEntity(rootEntity); view.show(); return app.exec(); }