/**************************************************************************** ** ** 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. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "scene.h" #include #include #include #include #include #include #include #include Scene::Scene(Qt3DCore::QEntity *rootEntity) : m_rootEntity(rootEntity) { // Cuboid shape data Qt3DExtras::QCuboidMesh *cuboid = new Qt3DExtras::QCuboidMesh(); // CuboidMesh Transform m_transform = new Qt3DCore::QTransform(); m_transform->setScale(4.0f);; // create texture m_texture = new Qt3DRender::QTexture2D(); m_texture->setWidth(512); m_texture->setHeight(512); m_texture->setFormat(Qt3DRender::QTexture2D::RGBA8_UNorm); m_texture->setLayers(1); m_texture->setGenerateMipMaps(false); m_texture->setMinificationFilter(Qt3DRender::QTexture2D::Nearest); m_texture->setMagnificationFilter(Qt3DRender::QTexture2D::Nearest); Qt3DExtras::QDiffuseMapMaterial *mat = new Qt3DExtras::QDiffuseMapMaterial(); mat->setAmbient(QColor(64, 64, 64)); mat->setSpecular(QColor(255, 255, 255)); mat->setDiffuse(m_texture); auto renderer = new Qt3DRender::QGeometryRenderer(); renderer->setView(cuboid); //Cuboid m_cuboidEntity = new Qt3DCore::QEntity(m_rootEntity); m_cuboidEntity->addComponent(renderer); m_cuboidEntity->addComponent(mat); m_cuboidEntity->addComponent(m_transform); } Scene::~Scene() { } void Scene::run() { QTimer *timer = new QTimer(this); connect(timer, &QTimer::timeout, this, &Scene::updateTimer); timer->start(50); } void Scene::updateTimer() { static int yPos = 0; static uchar pixelValue = 255; m_transform->setRotation(QQuaternion::fromAxisAndAngle(0, 1, 0, m_angle)); m_angle += 0.4f; QByteArray rawPixelData; const int rows = 32; rawPixelData.resize(512 * 4 * rows * sizeof(uchar)); uchar *pixels = reinterpret_cast(rawPixelData.data()); std::memset(pixels, pixelValue, 512 * rows * 4 * sizeof(uchar)); // QTextureImageData hold our raw content and size of subcontent Qt3DRender::QTextureImageDataPtr imageData = Qt3DRender::QTextureImageDataPtr::create(); imageData->setWidth(512); imageData->setHeight(rows); imageData->setMipLevels(1); imageData->setLayers(1); // We upload the 4 components of an RGBA pixel as 4 uchar imageData->setPixelFormat(QOpenGLTexture::RGBA); imageData->setPixelType(QOpenGLTexture::UInt8); imageData->setFormat(QOpenGLTexture::RGBA8_UNorm); imageData->setData(rawPixelData, 4, false); // QTextureDataUpdate references our updated content // as well as x, y offsets where content needs to be uploaded Qt3DRender::QTextureDataUpdate update; update.setX(0); update.setY(yPos); update.setMipLevel(0); update.setData(imageData); // Send update to texture m_texture->updateData(update); if (yPos + rows >= 512) pixelValue = pixelValue > 0U ? 0U : 255U; yPos = (yPos + rows) % 512; }