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Diffstat (limited to 'src/render/Examples/Qt3DSRenderSpinningCubeExample.cpp')
-rw-r--r-- | src/render/Examples/Qt3DSRenderSpinningCubeExample.cpp | 104 |
1 files changed, 104 insertions, 0 deletions
diff --git a/src/render/Examples/Qt3DSRenderSpinningCubeExample.cpp b/src/render/Examples/Qt3DSRenderSpinningCubeExample.cpp new file mode 100644 index 0000000..807f082 --- /dev/null +++ b/src/render/Examples/Qt3DSRenderSpinningCubeExample.cpp @@ -0,0 +1,104 @@ +/**************************************************************************** +** +** Copyright (C) 2008-2012 NVIDIA Corporation. +** Copyright (C) 2017 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of Qt 3D Studio. +** +** $QT_BEGIN_LICENSE:GPL$ +** 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 General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3 or (at your option) 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.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-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ +#include "Qt3DSRenderExample.h" +#include "render/Qt3DSRenderVertexBuffer.h" +#include "render/Qt3DSRenderIndexBuffer.h" +#include "render/NVRenderVertFragShader.h" +#include "render_util/NVRenderUtils.h" +#include "Qt3DSRenderExampleTools.h" +#include "foundation/Qt3DSMat44.h" + +using namespace qt3ds; +using namespace qt3ds::render; + +#pragma warning(disable : 4189) +#pragma warning(disable : 4100) + +namespace { + +struct ShaderArguments +{ + QT3DSMat44 mMatrix; +}; + +class SpinningCube : public NVRenderExample +{ + NVRenderContext &m_Context; + NVScopedRefCounted<NVRenderVertexBuffer> mVertexBuffer; + NVScopedRefCounted<NVRenderIndexBuffer> mIndexBuffer; + NVScopedRefCounted<NVRenderVertFragShader> mShader; + NVRenderHandle mShaderArgGroupId; + float frus[16]; + float model[16]; + float rot[9]; + +public: + SpinningCube(NVRenderContext &ctx) + : m_Context(ctx) + { + NVRenderExampleTools::createBox(ctx, mVertexBuffer.mPtr, mIndexBuffer.mPtr, false); + mVertexBuffer->addRef(); + mIndexBuffer->addRef(); + mShader = NVRenderExampleTools::createSimpleShader(ctx); + ctx.SetViewport(NVRenderRect(0, 0, 400, 400)); + // These properties will get applied just before render no matter what + // so we can just use the default settings here. + ctx.SetVertexBuffer(mVertexBuffer); + ctx.SetIndexBuffer(mIndexBuffer); + if (mShader) { + ctx.SetActiveShader(mShader); + } + ctx.SetDepthTestEnabled(true); + ctx.SetDepthWriteEnabled(true); + NvGl2DemoMatrixIdentity(model); + NvGl2DemoMatrixIdentity(frus); + NvGl2DemoMatrixFrustum(frus, -1, 1, -1, 1, 1, 10); + NvGl2DemoMatrixTranslate(model, 0, 0, -4); + } + virtual void drawFrame(double currentSeconds) + { + NvGl2DemoMatrixRotate_create3x3(rot, (float)currentSeconds * 50, .707f, .707f, 0); + float mvp[16]; + NvGl2DemoMatrixIdentity(mvp); + NvGl2DemoMatrixMultiply(mvp, frus); + NvGl2DemoMatrixMultiply(mvp, model); + NvGl2DemoMatrixMultiply_4x4_3x3(mvp, rot); + + NVConstDataRef<QT3DSU8> instance((QT3DSU8 *)mvp, 16 * sizeof(float)); + m_Context.Clear( + NVRenderClearFlags(NVRenderClearValues::Color | NVRenderClearValues::Depth)); + mShader->SetPropertyValue("mat_mvp", *reinterpret_cast<QT3DSMat44 *>(mvp)); + m_Context.Draw(NVRenderDrawMode::Triangles, mIndexBuffer->GetNumIndices(), 0); + } + virtual QT3DSU32 getRuntimeInSeconds() { return mShader.mPtr ? 5 : 0; } + virtual void release() { NVDelete(m_Context.GetFoundation(), this); } +}; +} +QT3DS_RENDER_REGISTER_EXAMPLE(SpinningCube);
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