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++ // Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++
++ #include "scene.h"
++
++ #include <QtCore/QDebug>
++ #include <QtCore/QTimer>
++ #include <QtCore/QDateTime>
++
++ #include <Qt3DExtras/QCuboidMesh>
++ #include <Qt3DExtras/QDiffuseMapMaterial>
++ #include <Qt3DRender/QGeometryRenderer>
++ #include <Qt3DRender/QTextureDataUpdate>
++
++ #include <QtGui/qquaternion.h>
++
++ #include <cstring>
++
++
++ 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<uchar *>(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;
++
++ }