// Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause #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); //Cuboid m_cuboidEntity = new Qt3DCore::QEntity(m_rootEntity); m_cuboidEntity->addComponent(cuboid); 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; }