/**************************************************************************** ** ** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** 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 https://www.qt.io/terms-conditions. For further ** information use the contact form at https://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.LGPL3 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-3.0.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 (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class ManualRenderer { public: ManualRenderer() : m_aspectEngine(new Qt3DCore::QAspectEngine()) , m_renderAspect(new Qt3DRender::QRenderAspect(Qt3DRender::QRenderAspect::Synchronous)) { } ~ManualRenderer() { m_aspectEngine->setRootEntity(Qt3DCore::QEntityPtr()); m_aspectEngine->unregisterAspect(m_renderAspect); delete m_renderAspect; delete m_aspectEngine; } void initialize(QWindow *window, QOpenGLContext *glCtx) { m_aspectEngine->registerAspect(m_renderAspect); m_aspectEngine->setRunMode(Qt3DCore::QAspectEngine::Manual); Qt3DRender::QRenderAspectPrivate *dRenderAspect = static_cast (Qt3DRender::QRenderAspectPrivate::get(m_renderAspect)); dRenderAspect->renderInitialize(glCtx); m_rootEntity.reset(createSceneTree(window)); m_aspectEngine->setRootEntity(m_rootEntity); } void render() { qDebug() << Q_FUNC_INFO << "Updating Scene"; updateScene(); qDebug() << Q_FUNC_INFO << "Processing Frame"; // Launch jobs to process the frame m_aspectEngine->processFrame(); qDebug() << Q_FUNC_INFO << "Rendering Frame"; // Submit Render Queues Qt3DRender::QRenderAspectPrivate *dRenderAspect = static_cast (Qt3DRender::QRenderAspectPrivate::get(m_renderAspect)); dRenderAspect->renderSynchronous(true); } private: Qt3DCore::QEntity *createSceneTree(QWindow *surface) { // Root entity in the 3D scene. Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity; auto camera = new Qt3DRender::QCamera(rootEntity); camera->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f); camera->setPosition(QVector3D(0, 0, 40.0f)); camera->setViewCenter(QVector3D(0, 0, 0)); // Torus Qt3DCore::QEntity *torusEntity = new Qt3DCore::QEntity(rootEntity); auto material = new Qt3DExtras::QPhongMaterial(rootEntity); auto torusTransform = new Qt3DCore::QTransform; auto torusMesh = new Qt3DExtras::QTorusMesh; torusMesh->setRadius(5); torusMesh->setMinorRadius(1); torusMesh->setRings(100); torusMesh->setSlices(20); torusTransform->setScale3D(QVector3D(1.5, 1, 0.5)); torusTransform->setRotation(QQuaternion::fromAxisAndAngle(QVector3D(1, 0, 0), 45.0f)); torusEntity->addComponent(torusMesh); torusEntity->addComponent(material); torusEntity->addComponent(torusTransform); // FrameGraph auto forwardRenderer = new Qt3DExtras::QForwardRenderer(); forwardRenderer->setSurface(surface); forwardRenderer->setCamera(camera); forwardRenderer->setClearColor(QColor(Qt::black)); auto renderSettings = new Qt3DRender::QRenderSettings(); renderSettings->setActiveFrameGraph(forwardRenderer); rootEntity->addComponent(renderSettings); return rootEntity; } void updateScene() { static int angle = 0; // Update camera position auto camera = m_rootEntity->findChild(); Q_ASSERT(camera); const double angleRad = qDegreesToRadians(double(angle)); const QVector3D newPos(qSin(angleRad), 0.0, qCos(angleRad)); camera->setPosition(newPos * 40.0f); qDebug() << Q_FUNC_INFO << "Camera Transform Matrix" << camera->transform()->matrix(); qDebug() << Q_FUNC_INFO << "Camera ViewMatrix" << camera->viewMatrix(); angle = (angle + 1) % 360; } Qt3DCore::QEntityPtr m_rootEntity; Qt3DCore::QAspectEngine *m_aspectEngine; Qt3DRender::QRenderAspect *m_renderAspect; }; int main(int ac, char **av) { QSurfaceFormat format = QSurfaceFormat::defaultFormat(); #ifdef QT_OPENGL_ES_2 format.setRenderableType(QSurfaceFormat::OpenGLES); #else if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) { format.setVersion(4, 3); format.setProfile(QSurfaceFormat::CoreProfile); } #endif format.setDepthBufferSize(24); format.setSamples(4); format.setStencilBufferSize(8); QSurfaceFormat::setDefaultFormat(format); QGuiApplication app(ac, av); QWindow win; win.setSurfaceType(QSurface::OpenGLSurface); win.resize(1024, 768); win.setFormat(format); win.show(); QOpenGLContext ctx; ctx.setFormat(format); const bool ctxCreated = ctx.create(); if (!ctxCreated) { qWarning() << "Failed to create GL context"; return -1; } ManualRenderer renderer; renderer.initialize(&win, &ctx); QTimer t; QObject::connect(&t, &QTimer::timeout, [&] { renderer.render(); }); t.start(16); return app.exec(); }