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// Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include <QGuiApplication>
#include <Qt3DCore/QEntity>
#include <Qt3DRender/QCamera>
#include <Qt3DRender/QCameraLens>
#include <Qt3DCore/QTransform>
#include <Qt3DCore/QAspectEngine>
#include <Qt3DCore/QGeometry>
#include <Qt3DCore/QAttribute>
#include <Qt3DCore/QBuffer>
#include <Qt3DInput/QInputAspect>
#include <Qt3DRender/QRenderStateSet>
#include <Qt3DRender/QRenderAspect>
#include <Qt3DExtras/QForwardRenderer>
#include <Qt3DExtras/QPerVertexColorMaterial>
#include <Qt3DRender/QGeometryRenderer>
#include <QPropertyAnimation>
#include <Qt3DExtras/qt3dwindow.h>
#include <Qt3DExtras/qorbitcameracontroller.h>
#include <Qt3DRender/QParameter>
#include <Qt3DRender/QEffect>
#include <Qt3DRender/QTechnique>
#include <Qt3DRender/QAbstractTexture>
#include <Qt3DRender/QShaderProgram>
#include <Qt3DRender/QRenderPass>
#include <Qt3DRender/QBlendEquation>
#include <Qt3DRender/QBlendEquationArguments>
#include <Qt3DRender/QFilterKey>
#include <Qt3DRender/QGraphicsApiFilter>
#include <Qt3DRender/QRenderSurfaceSelector>
#include <Qt3DRender/QViewport>
#include <Qt3DRender/QCameraSelector>
#include <Qt3DRender/QNoDraw>
#include <QColor>
#include <QVector2D>
#include <QUrl>
#include <QTimer>
#include <Qt3DRender/QMaterial>
#include <Qt3DRender/QFilterKey>
#include <Qt3DRender/QTechnique>
#include <Qt3DRender/QMaterial>
#include <Qt3DRender/QTexture>
#include <qmath.h>
#include <Qt3DRender/qt3drender-config.h>
static const constexpr auto vertex_shader = R"_(#version 450
/**
* Unicode comment: Ѧ𝙱ƇᗞΣ
*/
layout(location = 0) in vec3 vertexPosition;
layout(location = 1) in vec3 vertexColor;
layout(location = 0) out vec3 color;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 uncorrectedProjectionMatrix;
mat4 clipCorrectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelViewMatrix;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 mvp;
mat4 inverseModelViewProjectionMatrix;
};
void main()
{
color = vertexColor;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
)_";
static const constexpr auto fragment_shader = R"_(#version 450
/**
* Unicode comment: Ѧ𝙱ƇᗞΣ
*/
layout(location = 0) out vec4 fragColor;
layout(location = 0) in vec3 color;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 uncorrectedProjectionMatrix;
mat4 clipCorrectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelViewMatrix;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 mvp;
mat4 inverseModelViewProjectionMatrix;
};
layout(std140, binding = 2) uniform custom_ubo {
vec3 colorFactor;
};
layout(binding = 3) uniform sampler2D myTexture;
void main()
{
vec2 texCoord = color.xz;
vec2 rhiTexCoord = textureTransformMatrix.xy * texCoord+ textureTransformMatrix.zw;
fragColor = vec4(color * colorFactor, 1.0);
fragColor *= texture(myTexture, rhiTexCoord);
}
)_";
class Material : public Qt3DRender::QMaterial
{
public:
explicit Material(Qt3DCore::QNode *parent = nullptr)
: QMaterial(parent)
, m_effect(new Qt3DRender::QEffect(this))
{
setEffect(m_effect);
m_testParam = new Qt3DRender::QParameter(QStringLiteral("example"), float(0.5));
m_effect->addParameter(m_testParam);
m_filter = new Qt3DRender::QFilterKey(this);
m_filter->setName(QStringLiteral("renderingStyle"));
m_filter->setValue(QStringLiteral("forward"));
m_technique = new Qt3DRender::QTechnique(m_effect);
m_technique->addFilterKey(m_filter);
m_effect->addTechnique(m_technique);
m_program = new Qt3DRender::QShaderProgram(m_effect);
m_program->setVertexShaderCode(vertex_shader);
m_program->setFragmentShaderCode(fragment_shader);
m_renderPass = new Qt3DRender::QRenderPass(m_effect);
m_renderPass->setShaderProgram(m_program);
m_technique->addRenderPass(m_renderPass);
m_technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::RHI);
}
private:
Qt3DRender::QEffect *m_effect{};
Qt3DRender::QParameter *m_testParam{};
Qt3DRender::QFilterKey *m_filter{};
Qt3DRender::QTechnique *m_technique{};
Qt3DRender::QShaderProgram *m_program{};
Qt3DRender::QRenderPass *m_renderPass{};
};
int main(int argc, char* argv[])
{
qputenv("QT3D_RENDERER", "rhi");
QGuiApplication app(argc, argv);
auto api = Qt3DRender::API::OpenGL;
if (argc >= 2) {
#ifdef Q_OS_WIN
if (argv[1] == QByteArrayLiteral("--d3d11")) api = Qt3DRender::API::DirectX;
#endif
#if QT_CONFIG(qt3d_vulkan)
if (argv[1] == QByteArrayLiteral("--vulkan")) api = Qt3DRender::API::Vulkan;
#endif
#if defined(Q_OS_MACOS) || defined(Q_OS_IOS)
if (argv[1] == QByteArrayLiteral("--metal")) api = Qt3DRender::API::Metal;
#endif
}
Qt3DExtras::Qt3DWindow view{nullptr, api};
// Root entity
Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity();
// Camera
Qt3DRender::QCamera *topViewCamera = new Qt3DRender::QCamera(rootEntity);
topViewCamera->setPosition(QVector3D(0, 40, 0));
topViewCamera->setViewCenter(QVector3D(0, 0, 0));
topViewCamera->setUpVector(QVector3D(0, 0, 1));
topViewCamera->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
Qt3DRender::QCamera *cameraEntity = view.camera();
cameraEntity->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
cameraEntity->setPosition(QVector3D(0, 0, 40.0f));
cameraEntity->setUpVector(QVector3D(0, 1, 0));
cameraEntity->setViewCenter(QVector3D(0, 0, 0));
{
// Custom FG
auto *surfaceSelector = new Qt3DRender::QRenderSurfaceSelector();
surfaceSelector->setSurface(&view);
// RV 1
auto *clearBuffer = new Qt3DRender::QClearBuffers(surfaceSelector);
clearBuffer->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer);
clearBuffer->setClearColor(QColor::fromRgbF(0.1, 0.5, 0.0, 1.0));
auto *noDraw = new Qt3DRender::QNoDraw(clearBuffer);
Q_UNUSED(noDraw);
// RV 2
auto *cameraSelector1 = new Qt3DRender::QCameraSelector(surfaceSelector);
cameraSelector1->setCamera(view.camera());
auto *viewport1 = new Qt3DRender::QViewport(cameraSelector1);
viewport1->setNormalizedRect(QRectF(0.0f, 0.0f, 0.5f, 0.5f));
// RV3
auto *cameraSelector2 = new Qt3DRender::QCameraSelector(surfaceSelector);
cameraSelector2->setCamera(topViewCamera);
auto *viewport2 = new Qt3DRender::QViewport(cameraSelector2);
viewport2->setNormalizedRect(QRectF(0.5f, 0.5f, 0.5f, 0.5f));
view.setActiveFrameGraph(surfaceSelector);
}
QTimer *cameraAnimationTimer = new QTimer(&view);
QObject::connect(cameraAnimationTimer, &QTimer::timeout,
cameraEntity, [cameraEntity] {
static int angle = 0;
const float radius = 40.0f;
const float anglef = qDegreesToRadians(float(angle));
cameraEntity->setPosition(QVector3D(qSin(anglef), 0.0f, qCos(anglef)) * radius);
angle += 1;
});
cameraAnimationTimer->start(16);
// For camera controls
Qt3DExtras::QOrbitCameraController *camController = new Qt3DExtras::QOrbitCameraController(rootEntity);
camController->setCamera(cameraEntity);
// Material
Qt3DRender::QMaterial *material = new Material(rootEntity);
Qt3DRender::QParameter *parameter = new Qt3DRender::QParameter(QStringLiteral("colorFactor"), QColor(Qt::white));
material->addParameter(parameter);
Qt3DRender::QTextureLoader *textureLoader = new Qt3DRender::QTextureLoader{};
textureLoader->setSource(QUrl{QStringLiteral("qrc:///qtlogo.png")});
Qt3DRender::QParameter *texture = new Qt3DRender::QParameter(QStringLiteral("myTexture"), textureLoader);
material->addParameter(texture);
QTimer *parameterAnimationTimer = new QTimer(&view);
QObject::connect(parameterAnimationTimer, &QTimer::timeout,
parameter, [parameter] {
static int angle = 0;
const float anglef = qDegreesToRadians(float(angle));
parameter->setValue(QColor::fromRgbF(fabs(qCos(anglef)), fabs(qSin(anglef)), 1.0f));
angle += 10;
});
parameterAnimationTimer->start(16);
// Torus
Qt3DCore::QEntity *customMeshEntity = new Qt3DCore::QEntity(rootEntity);
// Transform
Qt3DCore::QTransform *transform = new Qt3DCore::QTransform;
transform->setScale(8.0f);
// Custom Mesh (TetraHedron)
Qt3DRender::QGeometryRenderer *customMeshRenderer = new Qt3DRender::QGeometryRenderer;
Qt3DCore::QGeometryView *customMeshView = new Qt3DCore::QGeometryView;
Qt3DCore::QGeometry *customGeometry = new Qt3DCore::QGeometry;
Qt3DCore::QBuffer *vertexDataBuffer = new Qt3DCore::QBuffer(customGeometry);
Qt3DCore::QBuffer *indexDataBuffer = new Qt3DCore::QBuffer(customGeometry);
// 5 vertices of 3 vertices + 3 colors
QByteArray vertexBufferData;
vertexBufferData.resize(5 * (3 + 3) * sizeof(float));
// Vertices
QVector3D v0(-1.0f, 0.0f, -1.0f);
QVector3D v1(1.0f, 0.0f, -1.0f);
QVector3D v2(-1.0f, 0.0f, 1.0f);
QVector3D v3(1.0f, 0.0f, 1.0f);
QVector3D v4(0.0f, 2.0f, 0.0f);
QVector3D red(1.0f, 0.0f, 0.0f);
QVector3D green(0.0f, 1.0f, 0.0f);
QVector3D blue(0.0f, 0.0f, 1.0f);
QVector3D white(1.0f, 1.0f, 1.0f);
QVector3D grey(0.5f, 0.5f, 0.5f);
const QList<QVector3D> vertices = { v0, red,
v1, green,
v2, blue,
v3, grey,
v4, white };
memcpy(vertexBufferData.data(), vertices.constData(), vertices.size() * sizeof(QVector3D));
vertexDataBuffer->setData(vertexBufferData);
QByteArray indexBufferData;
// 6 triangle faces
indexBufferData.resize(6 * 3 * sizeof(ushort));
ushort *rawIndexArray = reinterpret_cast<ushort *>(indexBufferData.data());
rawIndexArray[0] = 0;
rawIndexArray[1] = 1;
rawIndexArray[2] = 2;
rawIndexArray[3] = 2;
rawIndexArray[4] = 1;
rawIndexArray[5] = 3;
rawIndexArray[6] = 2;
rawIndexArray[7] = 3;
rawIndexArray[8] = 4;
rawIndexArray[9] = 3;
rawIndexArray[10] = 1;
rawIndexArray[11] = 4;
rawIndexArray[12] = 1;
rawIndexArray[13] = 0;
rawIndexArray[14] = 4;
rawIndexArray[15] = 0;
rawIndexArray[16] = 2;
rawIndexArray[17] = 4;
indexDataBuffer->setData(indexBufferData);
// Attributes
Qt3DCore::QAttribute *positionAttribute = new Qt3DCore::QAttribute();
positionAttribute->setAttributeType(Qt3DCore::QAttribute::VertexAttribute);
positionAttribute->setBuffer(vertexDataBuffer);
positionAttribute->setVertexBaseType(Qt3DCore::QAttribute::Float);
positionAttribute->setVertexSize(3);
positionAttribute->setByteOffset(0);
positionAttribute->setByteStride(6 * sizeof(float));
positionAttribute->setCount(5);
positionAttribute->setName(Qt3DCore::QAttribute::defaultPositionAttributeName());
Qt3DCore::QAttribute *colorAttribute = new Qt3DCore::QAttribute();
colorAttribute->setAttributeType(Qt3DCore::QAttribute::VertexAttribute);
colorAttribute->setBuffer(vertexDataBuffer);
colorAttribute->setVertexBaseType(Qt3DCore::QAttribute::Float);
colorAttribute->setVertexSize(3);
colorAttribute->setByteOffset(3 * sizeof(float));
colorAttribute->setByteStride(6 * sizeof(float));
colorAttribute->setCount(5);
colorAttribute->setName(Qt3DCore::QAttribute::defaultColorAttributeName());
Qt3DCore::QAttribute *indexAttribute = new Qt3DCore::QAttribute();
indexAttribute->setAttributeType(Qt3DCore::QAttribute::IndexAttribute);
indexAttribute->setBuffer(indexDataBuffer);
indexAttribute->setVertexBaseType(Qt3DCore::QAttribute::UnsignedShort);
indexAttribute->setVertexSize(1);
indexAttribute->setByteOffset(0);
indexAttribute->setByteStride(0);
indexAttribute->setCount(18);
customGeometry->addAttribute(positionAttribute);
customGeometry->addAttribute(colorAttribute);
customGeometry->addAttribute(indexAttribute);
customMeshView->setPrimitiveType(Qt3DCore::QGeometryView::Triangles);
customMeshView->setGeometry(customGeometry);
customMeshRenderer->setView(customMeshView);
customMeshEntity->addComponent(customMeshRenderer);
customMeshEntity->addComponent(transform);
customMeshEntity->addComponent(material);
view.setRootEntity(rootEntity);
view.show();
return app.exec();
}