main.cpp Example File
materials-cpp/main.cpp/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** 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 <window.h> #include <Qt3DCore/QEntity> #include <Qt3DCore/QAspectEngine> #include <Qt3DCore/QCamera> #include <Qt3DInput/QInputAspect> #include <Qt3DRender/QRenderAspect> #include <Qt3DRender/QPhongMaterial> #include <Qt3DRender/QDiffuseMapMaterial> #include <Qt3DRender/QForwardRenderer> #include <Qt3DRender/QFrameGraph> #include <Qt3DRender/QTextureImage> #include "planeentity.h" #include "rotatingtrefoilknot.h" #include "barrel.h" #include "houseplant.h" int main(int argc, char* argv[]) { QGuiApplication app(argc, argv); Window view; Qt3DCore::QAspectEngine engine; engine.registerAspect(new Qt3DRender::QRenderAspect()); Qt3DInput::QInputAspect *input = new Qt3DInput::QInputAspect; engine.registerAspect(input); QVariantMap data; data.insert(QStringLiteral("surface"), QVariant::fromValue(static_cast<QSurface *>(&view))); data.insert(QStringLiteral("eventSource"), QVariant::fromValue(&view)); engine.setData(data); // Scene Root Qt3DCore::QEntity *sceneRoot = new Qt3DCore::QEntity(); // Scene Camera Qt3DCore::QCamera *basicCamera = new Qt3DCore::QCamera(sceneRoot); basicCamera->setProjectionType(Qt3DCore::QCameraLens::PerspectiveProjection); basicCamera->setAspectRatio(view.width() / view.height()); basicCamera->setUpVector(QVector3D(0.0f, 1.0f, 0.0f)); basicCamera->setViewCenter(QVector3D(0.0f, 3.5f, 0.0f)); basicCamera->setPosition(QVector3D(0.0f, 3.5f, 25.0f)); // For camera controls input->setCamera(basicCamera); // Forward Renderer FrameGraph Qt3DRender::QFrameGraph *frameGraphComponent = new Qt3DRender::QFrameGraph(sceneRoot); Qt3DRender::QForwardRenderer *forwardRenderer = new Qt3DRender::QForwardRenderer(); forwardRenderer->setCamera(basicCamera); frameGraphComponent->setActiveFrameGraph(forwardRenderer); sceneRoot->addComponent(frameGraphComponent); // Scene floor PlaneEntity *planeEntity = new PlaneEntity(sceneRoot); planeEntity->mesh()->setHeight(100.0f); planeEntity->mesh()->setWidth(100.0f); planeEntity->mesh()->setMeshResolution(QSize(20, 20)); Qt3DRender::QNormalDiffuseSpecularMapMaterial *normalDiffuseSpecularMapMaterial = new Qt3DRender::QNormalDiffuseSpecularMapMaterial(); normalDiffuseSpecularMapMaterial->setTextureScale(10.0f); normalDiffuseSpecularMapMaterial->setShininess(80.0f); normalDiffuseSpecularMapMaterial->setAmbient(QColor::fromRgbF(0.2f, 0.2f, 0.2f, 1.0f)); Qt3DRender::QTextureImage *diffuseImage = new Qt3DRender::QTextureImage(); diffuseImage->setSource(QUrl(QStringLiteral("qrc:/assets/textures/pattern_09/diffuse.webp"))); normalDiffuseSpecularMapMaterial->diffuse()->addTextureImage(diffuseImage); Qt3DRender::QTextureImage *specularImage = new Qt3DRender::QTextureImage(); specularImage->setSource(QUrl(QStringLiteral("qrc:/assets/textures/pattern_09/specular.webp"))); normalDiffuseSpecularMapMaterial->specular()->addTextureImage(specularImage); Qt3DRender::QTextureImage *normalImage = new Qt3DRender::QTextureImage(); normalImage->setSource(QUrl((QStringLiteral("qrc:/assets/textures/pattern_09/normal.webp")))); normalDiffuseSpecularMapMaterial->normal()->addTextureImage(normalImage); planeEntity->addComponent(normalDiffuseSpecularMapMaterial); // Chest RenderableEntity *chest = new RenderableEntity(sceneRoot); chest->transform()->setScale(0.03f); chest->mesh()->setSource(QUrl(QStringLiteral("qrc:/assets/chest/Chest.obj"))); Qt3DRender::QDiffuseMapMaterial *diffuseMapMaterial = new Qt3DRender::QDiffuseMapMaterial(); diffuseMapMaterial->setSpecular(QColor::fromRgbF(0.2f, 0.2f, 0.2f, 1.0f)); diffuseMapMaterial->setShininess(2.0f); Qt3DRender::QTextureImage *chestDiffuseImage = new Qt3DRender::QTextureImage(); chestDiffuseImage->setSource(QUrl(QStringLiteral("qrc:/assets/chest/diffuse.webp"))); diffuseMapMaterial->diffuse()->addTextureImage(chestDiffuseImage); chest->addComponent(diffuseMapMaterial); // TrefoilKnot RotatingTrefoilKnot *trefoil = new RotatingTrefoilKnot(sceneRoot); trefoil->setPosition(QVector3D(0.0f, 3.5f, 0.0f)); trefoil->setScale(0.5f); Qt3DRender::QPhongMaterial *phongMaterial = new Qt3DRender::QPhongMaterial(); phongMaterial->setDiffuse(QColor(204, 205, 75)); // Safari Yellow #cccd4b phongMaterial->setSpecular(Qt::white); trefoil->addComponent(phongMaterial); // Barrels Barrel *basicBarrel = new Barrel(sceneRoot); basicBarrel->transform()->setTranslation(QVector3D(8.0f, 0.0f, 0.0f)); Barrel *rustyBarrel = new Barrel(sceneRoot); rustyBarrel->setDiffuse(Barrel::RustDiffuse); rustyBarrel->setSpecular(Barrel::RustSpecular); rustyBarrel->setBumps(Barrel::HardBumps); rustyBarrel->transform()->setTranslation(QVector3D(10.0f, 0.0f, 0.0f)); Barrel *blueBarrel = new Barrel(sceneRoot); blueBarrel->setDiffuse(Barrel::Blue); blueBarrel->setBumps(Barrel::MiddleBumps); blueBarrel->transform()->setTranslation(QVector3D(12.0f, 0.0f, 0.0f)); Barrel *greenBarrel = new Barrel(sceneRoot); greenBarrel->setDiffuse(Barrel::Green); greenBarrel->setBumps(Barrel::SoftBumps); greenBarrel->transform()->setTranslation(QVector3D(14.0f, 0.0f, 0.0f)); Barrel *stainlessBarrel = new Barrel(sceneRoot); stainlessBarrel->setDiffuse(Barrel::StainlessSteelDiffuse); stainlessBarrel->setBumps(Barrel::NoBumps); stainlessBarrel->setSpecular(Barrel::StainlessSteelSpecular); stainlessBarrel->setShininess(150.0f); stainlessBarrel->transform()->setTranslation(QVector3D(16.0f, 0.0f, 0.0f)); // Plants HousePlant *squareBamboo = new HousePlant(sceneRoot); squareBamboo->setPotShape(HousePlant::Square); squareBamboo->setPosition(QVector3D(4.0f, 0.0f, 0.0f)); HousePlant *trianglePalm = new HousePlant(sceneRoot); trianglePalm->setPlantType(HousePlant::Palm); trianglePalm->setPotShape(HousePlant::Triangle); trianglePalm->setPosition(QVector3D(0.0f, 0.0f, 4.0f)); HousePlant *spherePine = new HousePlant(sceneRoot); spherePine->setPlantType(HousePlant::Pine); spherePine->setPotShape(HousePlant::Sphere); spherePine->setPosition(QVector3D(-4.0f, 0.0f, 0.0f)); HousePlant *crossSpikes = new HousePlant(sceneRoot); crossSpikes->setPlantType(HousePlant::Spikes); crossSpikes->setPosition(QVector3D(0.0f, 0.0f, -4.0f)); HousePlant *crossPalm = new HousePlant(sceneRoot); crossPalm->setPlantType(HousePlant::Palm); crossPalm->setPosition(QVector3D(0.0f, 0.0f, -8.0f)); crossPalm->setScale(0.05f); HousePlant *crossShrub = new HousePlant(sceneRoot); crossShrub->setPlantType(HousePlant::Shrub); crossShrub->setPosition(QVector3D(0.0f, 0.0f, 8.0f)); crossShrub->setScale(0.05f); engine.setRootEntity(sceneRoot); view.show(); return app.exec(); }
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