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/****************************************************************************
**
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** 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 <QGuiApplication>
#include <QAnimationDriver>
#include <QPropertyAnimation>
#include <QQmlComponent>
#include <QQmlEngine>
#include <Qt3DCore/QEntity>
#include <Qt3DCore/QAspectEngine>
#include <Qt3DCore/QTransform>
#include <Qt3DRender/QCamera>
#include <Qt3DInput/QInputAspect>
#include <Qt3DRender/QRenderAspect>
#include <Qt3DRender/QEffect>
#include <Qt3DRender/QMaterial>
#include <Qt3DExtras/QForwardRenderer>
#include <Qt3DQuickScene2D/QScene2D>
#include <Qt3DExtras/QPlaneMesh>
#include <Qt3DRender/QTextureWrapMode>
#include <Qt3DRender/QClearBuffers>
#include <Qt3DRender/QTexture>
#include "qt3dwindow.h"
#include "qfirstpersoncameracontroller.h"
#include "planematerial.h"
int main(int argc, char *argv[])
{
QGuiApplication app(argc, argv);
Qt3DExtras::Qt3DWindow view;
// Scene Root
Qt3DCore::QEntity *sceneRoot = new Qt3DCore::QEntity();
// Scene Camera
Qt3DRender::QCamera *basicCamera = view.camera();
basicCamera->setProjectionType(Qt3DRender::QCameraLens::PerspectiveProjection);
basicCamera->setAspectRatio(view.width() / view.height());
basicCamera->setUpVector(QVector3D(0.0f, 1.0f, 0.0f));
basicCamera->setPosition(QVector3D(0.0f, 0.0f, 6.0f));
basicCamera->setViewCenter(QVector3D(0.0f, 0.0f, 0.0f));
basicCamera->setNearPlane(0.1f);
basicCamera->setFarPlane(1000.0f);
basicCamera->setFieldOfView(45.0f);
// For camera controls
Qt3DExtras::QFirstPersonCameraController *camController = new Qt3DExtras::QFirstPersonCameraController(sceneRoot);
camController->setCamera(basicCamera);
Qt3DRender::QFrameGraphNode* frameGraphNode = view.activeFrameGraph();
while (frameGraphNode->childNodes().size() > 0)
frameGraphNode = (Qt3DRender::QFrameGraphNode*)frameGraphNode->childNodes().at(0);
view.defaultFrameGraph()->setClearColor(QColor::fromRgbF(1.0f, 1.0f, 1.0f));
Qt3DRender::Quick::QScene2D *qmlTextureRenderer = new Qt3DRender::Quick::QScene2D(frameGraphNode);
Qt3DRender::QTexture2D* offscreenTexture = new Qt3DRender::QTexture2D(qmlTextureRenderer);
offscreenTexture->setSize(1024, 1024);
offscreenTexture->setFormat(Qt3DRender::QAbstractTexture::RGBA8_UNorm);
offscreenTexture->setGenerateMipMaps(true);
offscreenTexture->setMagnificationFilter(Qt3DRender::QAbstractTexture::Linear);
offscreenTexture->setMinificationFilter(Qt3DRender::QAbstractTexture::Linear);
offscreenTexture->setWrapMode(Qt3DRender::QTextureWrapMode(Qt3DRender::QTextureWrapMode::ClampToEdge, offscreenTexture));
Qt3DRender::QRenderTargetOutput *output = new Qt3DRender::QRenderTargetOutput(qmlTextureRenderer);
output->setAttachmentPoint(Qt3DRender::QRenderTargetOutput::Color0);
output->setTexture(offscreenTexture);
qmlTextureRenderer->setOutput(output);
QQmlEngine engine;
QQmlComponent component(&engine, QUrl(QStringLiteral("qrc:/OffscreenGui.qml")));
qmlTextureRenderer->setItem(static_cast<QQuickItem *>(component.create()));
Qt3DCore::QEntity* planeEntity = new Qt3DCore::QEntity(sceneRoot);
Qt3DExtras::QPlaneMesh* planeMesh = new Qt3DExtras::QPlaneMesh(planeEntity);
planeMesh->setWidth(4);
planeMesh->setHeight(4);
planeEntity->addComponent(planeMesh);
PlaneMaterial* material = new PlaneMaterial(offscreenTexture, planeEntity);
planeEntity->addComponent(material);
Qt3DCore::QTransform* transform = new Qt3DCore::QTransform(planeEntity);
transform->setRotation(QQuaternion::fromAxisAndAngle(1,0,0,90));
planeEntity->addComponent(transform);
view.setRootEntity(sceneRoot);
view.show();
return app.exec();
}
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