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#include "scene.h"
#include <QtCore/QDebug>
#include <QtCore/QTimer>
#include <QtCore/QDateTime>
#include <Qt3DExtras/QCuboidMesh>
#include <Qt3DExtras/QDiffuseMapMaterial>
#include <Qt3DRender/QTextureDataUpdate>
#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;
}