Here is a minimally working example:
main.cpp
:
#include <QApplication>
#include "clickwindow.h"
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
GraphicsWindow graphicsWindow;
graphicsWindow.show();
return a.exec();
}
graphicswindow.h
:
#include <Qt3DExtras/Qt3DWindow>
#include <Qt3DCore/QEntity>
#include <Qt3DCore/QTransform>
class GraphicsWindow : public Qt3DExtras::Qt3DWindow {
public:
GraphicsWindow();
void wheelEvent ( QWheelEvent * event ) override;
private:
Qt3DCore::QEntity *createScene();
Qt3DCore::QTransform *planeTransform;
};
graphicswindow.cpp
:
#include "graphicswindow.h"
#include <QMouseEvent>
#include <Qt3DRender/QViewport>
#include <Qt3DRender/QClearBuffers>
#include <Qt3DRender/QRenderSurfaceSelector>
#include <Qt3DRender/QRenderStateSet>
#include <Qt3DRender/QCullFace>
#include <Qt3DRender/QCameraSelector>
#include <Qt3DRender/QCamera>
#include <Qt3DRender/QMaterial>
#include <Qt3DExtras/QGoochMaterial>
#include <Qt3DExtras/QPlaneMesh>
#include <Qt3DRender/QDepthTest>
GraphicsWindow::GraphicsWindow() : Qt3DExtras::Qt3DWindow() {
Qt3DRender::QCamera *camera = this->camera();
camera->lens()->setPerspectiveProjection(45.0f, 16.0f/9.0f, 0.1f, 1000.0f);
camera->setPosition(QVector3D(20.0, 20.0, 20.0f));
camera->setViewCenter(QVector3D(0, 0, 0));
Qt3DRender::QRenderSurfaceSelector *surfaceSelector = new Qt3DRender::QRenderSurfaceSelector;
surfaceSelector->setSurface(this);
Qt3DRender::QViewport *viewport = new Qt3DRender::QViewport(surfaceSelector);
viewport->setNormalizedRect(QRectF(0, 0, 1.0, 1.0));
Qt3DRender::QCameraSelector *cameraSelector = new Qt3DRender::QCameraSelector(viewport);
cameraSelector->setCamera(camera);
Qt3DRender::QClearBuffers *clearBuffers = new Qt3DRender::QClearBuffers(cameraSelector);
clearBuffers->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer);
clearBuffers->setClearColor(Qt::white);
Qt3DRender::QRenderStateSet *renderStateSet = new Qt3DRender::QRenderStateSet(clearBuffers);
Qt3DRender::QCullFace *cullFace = new Qt3DRender::QCullFace(renderStateSet);
cullFace->setMode(Qt3DRender::QCullFace::NoCulling);
renderStateSet->addRenderState(cullFace);
Qt3DRender::QDepthTest *depthTest = new Qt3DRender::QDepthTest;
depthTest->setDepthFunction(Qt3DRender::QDepthTest::Less);
renderStateSet->addRenderState(depthTest);
setActiveFrameGraph(surfaceSelector);
Qt3DCore::QEntity *root = createScene();
setRootEntity(root);
}
void GraphicsWindow::wheelEvent(QWheelEvent *event) {
planeTransform->setRotationZ(planeTransform->rotationZ() + event->delta() / 40.f);
}
Qt3DCore::QEntity* GraphicsWindow::createScene() { // Root entity
Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity;
Qt3DCore::QEntity *planeEntity = new Qt3DCore::QEntity(rootEntity);
Qt3DRender::QMaterial *meshMaterial = new Qt3DExtras::QGoochMaterial;
Qt3DExtras::QPlaneMesh *planeMesh = new Qt3DExtras::QPlaneMesh;
planeMesh->setHeight(10);
planeMesh->setWidth(10);
planeTransform = new Qt3DCore::QTransform;
planeEntity->addComponent(planeTransform);
planeEntity->addComponent(planeMesh);
planeEntity->addComponent(meshMaterial);
return rootEntity;
}
Keep in mind that the setActiveFramegraph
function of the Qt3DWindow
automatically adds the QRenderSettings
returned by the renderSettings()
function of the window on the frame graph node that you set as the active frame graph. If you are implementing your own 3D window or create and offscreen renderer you have to use QRenderSettings
as the root node of your framegraph (the window sets its render settings as the parent of the root frame graph node that you set) and add the render settings to the actual root node, i.e. the node that is the parent of the frame graph and the scene graph.
QRenderStateSet
to the rest? – Tews