mirror of
https://github.com/JakubMelka/PDF4QT.git
synced 2025-06-05 21:59:17 +02:00
3D PDF: Depth test
This commit is contained in:
@@ -2724,6 +2724,8 @@ void PDF3D_U3D_Parser::addBaseMeshGeometry(PDF3D_U3D_MeshGeometry* geometry,
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const PDF3D_U3D_ShadingDescription* shading = declarationBlock->getShadingDescriptionItem(face.m_shadingId);
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triangle.shadingId = face.m_shadingId;
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if (shading)
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{
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triangle.hasDiffuse = shading->hasDiffuseColors();
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@@ -145,6 +145,7 @@ public:
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struct Triangle
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{
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uint32_t shadingId = 0;
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bool hasDiffuse = false;
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bool hasSpecular = false;
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bool hasTexture = false;
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@@ -39,10 +39,10 @@
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#include <Qt3DRender/QTextureImage>
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#include <Qt3DRender/QPaintedTextureImage>
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#include <Qt3DRender/QAlphaTest>
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#include <Qt3DRender/QDepthTest>
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#include <Qt3DRender/QNoDepthMask>
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#include <Qt3DExtras/QDiffuseSpecularMaterial>
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#include <Qt3DExtras/QPhongAlphaMaterial>
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#include <Qt3DExtras/QPerVertexColorMaterial>
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#include <Qt3DExtras/QTextureMaterial>
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namespace pdfviewer
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{
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@@ -404,54 +404,7 @@ Qt3DCore::QNode* PDF3DSceneProcessor::createMeshGeometry(const pdf::u3d::PDF3D_U
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{
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// We will display lines colored by auxiliary color
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// Vertex buffer
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Qt3DRender::QAttribute* positionAttribute = createPositionAttribute(meshGeometry->getPositions());
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// Index buffer
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uint lineCount = static_cast<uint>(meshGeometry->getTriangleCount()) * 3;
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QByteArray indexBufferData;
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indexBufferData.resize(lineCount * 2 * sizeof(unsigned int));
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unsigned int* indexBufferDataPtr = reinterpret_cast<unsigned int*>(indexBufferData.data());
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Qt3DRender::QBuffer* indexBuffer = new Qt3DRender::QBuffer();
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indexBuffer->setType(Qt3DRender::QBuffer::IndexBuffer);
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for (const pdf::u3d::PDF3D_U3D_MeshGeometry::Triangle& triangle : meshGeometry->getTriangles())
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{
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*indexBufferDataPtr++ = triangle.vertices[0].positionIndex;
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*indexBufferDataPtr++ = triangle.vertices[1].positionIndex;
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*indexBufferDataPtr++ = triangle.vertices[1].positionIndex;
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*indexBufferDataPtr++ = triangle.vertices[2].positionIndex;
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*indexBufferDataPtr++ = triangle.vertices[2].positionIndex;
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*indexBufferDataPtr++ = triangle.vertices[0].positionIndex;
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}
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indexBuffer->setData(indexBufferData);
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Qt3DRender::QAttribute* indexAttribute = new Qt3DRender::QAttribute();
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indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
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indexAttribute->setVertexBaseType(Qt3DRender::QAttribute::UnsignedInt);
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indexAttribute->setBuffer(indexBuffer);
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indexAttribute->setCount(2 * lineCount);
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// Geometry
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Qt3DRender::QGeometry* geometry = new Qt3DRender::QGeometry();
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geometry->addAttribute(positionAttribute);
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geometry->addAttribute(indexAttribute);
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Qt3DRender::QGeometryRenderer* geometryRenderer = new Qt3DRender::QGeometryRenderer();
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geometryRenderer->setGeometry(geometry);
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geometryRenderer->setPrimitiveRestartEnabled(false);
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geometryRenderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
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Qt3DExtras::QDiffuseSpecularMaterial* material = new Qt3DExtras::QDiffuseSpecularMaterial();
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material->setAmbient(getAuxiliaryColor());
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material->setDiffuse(QColor(Qt::transparent));
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material->setSpecular(QColor(Qt::transparent));
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Qt3DCore::QEntity* entity = new Qt3DCore::QEntity();
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entity->addComponent(geometryRenderer);
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entity->addComponent(material);
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return entity;
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return createWireframeMeshGeometry(meshGeometry);
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}
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case Vertices:
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@@ -465,132 +418,20 @@ Qt3DCore::QNode* PDF3DSceneProcessor::createMeshGeometry(const pdf::u3d::PDF3D_U
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{
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// We will display solid color
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// Vertex buffer - we create vertex buffer with position(3), normal(3), color(4), texture coordinate (2)
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constexpr int positionVertexSize = 3;
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constexpr int normalVertexSize = 3;
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constexpr int colorVertexSize = 4;
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constexpr int textureVertexSize = 2;
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return createSolidMeshGeometry(meshGeometry);
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}
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const uint triangleCount = static_cast<uint>(meshGeometry->getTriangleCount());
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constexpr uint32_t stride = (positionVertexSize + normalVertexSize + colorVertexSize + textureVertexSize) * sizeof(float);
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constexpr uint32_t positionVertexByteOffset = 0;
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constexpr uint32_t normalVertexByteOffset = positionVertexByteOffset + positionVertexSize * sizeof(float);
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constexpr uint32_t colorVertexByteOffset = normalVertexByteOffset + normalVertexSize * sizeof(float);
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constexpr uint32_t textureVertexByteOffset = colorVertexByteOffset + colorVertexSize * sizeof(float);
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case SolidWireframe:
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{
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Qt3DCore::QNode* node = new Qt3DCore::QNode();
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QByteArray vertexBufferData;
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vertexBufferData.resize(triangleCount * 3 * stride);
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float* vertexBufferDataPtr = reinterpret_cast<float*>(vertexBufferData.data());
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Qt3DCore::QNode* solidGeometry = createSolidMeshGeometry(meshGeometry);
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Qt3DCore::QNode* wireframeGeometry = createWireframeMeshGeometry(meshGeometry);
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bool hasTextures = false;
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bool hasDiffuse = false;
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bool hasSpecular = false;
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solidGeometry->setParent(node);
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wireframeGeometry->setParent(node);
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Qt3DRender::QBuffer* vertexBuffer = new Qt3DRender::QBuffer();
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vertexBuffer->setType(Qt3DRender::QBuffer::VertexBuffer);
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for (const pdf::u3d::PDF3D_U3D_MeshGeometry::Triangle& triangle : meshGeometry->getTriangles())
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{
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hasTextures = hasTextures || triangle.hasTexture;
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hasDiffuse = hasDiffuse || triangle.hasDiffuse;
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hasSpecular = hasSpecular || triangle.hasSpecular;
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for (const pdf::u3d::PDF3D_U3D_MeshGeometry::Vertex& vertex : triangle.vertices)
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{
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QVector3D position = meshGeometry->getPosition(vertex.positionIndex);
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QVector3D normal = meshGeometry->getNormal(vertex.normalIndex);
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QVector4D diffuseColor = meshGeometry->getDiffuseColor(vertex.diffuseColorIndex);
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QVector4D textureCoordinate = meshGeometry->getTextureCoordinate(vertex.textureCoordIndex);
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// Vertex
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*vertexBufferDataPtr++ = position[0];
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*vertexBufferDataPtr++ = position[1];
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*vertexBufferDataPtr++ = position[2];
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// Normal
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*vertexBufferDataPtr++ = normal[0];
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*vertexBufferDataPtr++ = normal[1];
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*vertexBufferDataPtr++ = normal[2];
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// Diffuse
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*vertexBufferDataPtr++ = diffuseColor[0];
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*vertexBufferDataPtr++ = diffuseColor[1];
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*vertexBufferDataPtr++ = diffuseColor[2];
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*vertexBufferDataPtr++ = diffuseColor[3];
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// Texture coordinate
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*vertexBufferDataPtr++ = textureCoordinate[0];
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*vertexBufferDataPtr++ = textureCoordinate[1];
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Q_ASSERT(vertexBufferDataPtr <= reinterpret_cast<float*>(vertexBufferData.data() + vertexBufferData.size()));
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}
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}
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vertexBuffer->setData(vertexBufferData);
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// Position attribute
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Qt3DRender::QAttribute* positionAttribute = new Qt3DRender::QAttribute();
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positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
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positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
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positionAttribute->setDataType(Qt3DRender::QAttribute::Float);
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positionAttribute->setDataSize(positionVertexSize);
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positionAttribute->setBuffer(vertexBuffer);
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positionAttribute->setByteOffset(positionVertexByteOffset);
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positionAttribute->setByteStride(stride);
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positionAttribute->setCount(triangleCount * 3);
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// Normal attribute
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Qt3DRender::QAttribute* normalAttribute = new Qt3DRender::QAttribute();
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normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());
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normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
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normalAttribute->setDataType(Qt3DRender::QAttribute::Float);
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normalAttribute->setDataSize(normalVertexSize);
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normalAttribute->setBuffer(vertexBuffer);
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normalAttribute->setByteOffset(normalVertexByteOffset);
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normalAttribute->setByteStride(stride);
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normalAttribute->setCount(triangleCount * 3);
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// Color attribute
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Qt3DRender::QAttribute* colorAttribute = new Qt3DRender::QAttribute();
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colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName());
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colorAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
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colorAttribute->setDataType(Qt3DRender::QAttribute::Float);
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colorAttribute->setDataSize(colorVertexSize);
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colorAttribute->setBuffer(vertexBuffer);
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colorAttribute->setByteOffset(colorVertexByteOffset);
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colorAttribute->setByteStride(stride);
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colorAttribute->setCount(triangleCount * 3);
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// Texture attribute
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Qt3DRender::QAttribute* textureAttribute = new Qt3DRender::QAttribute();
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textureAttribute->setName(Qt3DRender::QAttribute::defaultTextureCoordinateAttributeName());
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textureAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
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textureAttribute->setDataType(Qt3DRender::QAttribute::Float);
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textureAttribute->setDataSize(textureVertexSize);
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textureAttribute->setBuffer(vertexBuffer);
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textureAttribute->setByteOffset(textureVertexByteOffset);
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textureAttribute->setByteStride(stride);
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textureAttribute->setCount(triangleCount * 3);
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// Geometry
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Qt3DRender::QGeometry* geometry = new Qt3DRender::QGeometry();
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geometry->addAttribute(positionAttribute);
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geometry->addAttribute(normalAttribute);
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geometry->addAttribute(colorAttribute);
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geometry->addAttribute(textureAttribute);
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Qt3DRender::QGeometryRenderer* geometryRenderer = new Qt3DRender::QGeometryRenderer();
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geometryRenderer->setGeometry(geometry);
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geometryRenderer->setPrimitiveRestartEnabled(false);
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geometryRenderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
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Qt3DCore::QEntity* entity = new Qt3DCore::QEntity();
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entity->addComponent(geometryRenderer);
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QString shaderName = meshGeometry->getShaderName(0);
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Qt3DRender::QMaterial* material = createMaterialFromShader(shaderName, false);
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entity->addComponent(material);
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return entity;
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return node;
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}
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case Illustration:
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@@ -600,7 +441,6 @@ Qt3DCore::QNode* PDF3DSceneProcessor::createMeshGeometry(const pdf::u3d::PDF3D_U
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case SolidOutline:
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case Transparent:
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case TransparentWireframe:
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case SolidWireframe:
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case ShadedVertices:
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default:
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@@ -768,6 +608,8 @@ Qt3DCore::QNode* PDF3DSceneProcessor::createPointSetGeometry(const pdf::u3d::PDF
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}
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}
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addDepthTestToMaterial(material);
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Qt3DCore::QEntity* entity = new Qt3DCore::QEntity();
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entity->addComponent(geometryRenderer);
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entity->addComponent(material);
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@@ -890,6 +732,8 @@ Qt3DCore::QNode* PDF3DSceneProcessor::createLineSetGeometry(const pdf::u3d::PDF3
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material->setDiffuse(QColor(Qt::transparent));
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material->setSpecular(QColor(Qt::transparent));
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addDepthTestToMaterial(material);
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Qt3DCore::QEntity* entity = new Qt3DCore::QEntity();
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entity->addComponent(geometryRenderer);
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entity->addComponent(material);
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@@ -1075,6 +919,8 @@ Qt3DCore::QNode* PDF3DSceneProcessor::createLineSetGeometry(const pdf::u3d::PDF3
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}
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}
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addDepthTestToMaterial(material);
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Qt3DCore::QEntity* entity = new Qt3DCore::QEntity();
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entity->addComponent(geometryRenderer);
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entity->addComponent(material);
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@@ -1108,6 +954,8 @@ Qt3DCore::QNode* PDF3DSceneProcessor::createVertexGeometry(const std::vector<QVe
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material->setDiffuse(QColor(Qt::transparent));
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material->setSpecular(QColor(Qt::transparent));
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addDepthTestToMaterial(material);
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Qt3DRender::QEffect* effect = material->effect();
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for (Qt3DRender::QTechnique* technique : effect->techniques())
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{
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@@ -1221,6 +1069,8 @@ Qt3DCore::QNode* PDF3DSceneProcessor::createBoundingBoxWireGeometry(const PDF3DB
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material->setDiffuse(QColor(Qt::transparent));
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material->setSpecular(QColor(Qt::transparent));
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addDepthTestToMaterial(material);
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Qt3DCore::QEntity* entity = new Qt3DCore::QEntity();
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entity->addComponent(geometryRenderer);
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entity->addComponent(material);
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@@ -1326,6 +1176,8 @@ Qt3DCore::QNode* PDF3DSceneProcessor::createBoundingBoxTransparentGeometry(const
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material->setSpecular(QColor(Qt::transparent));
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material->setAlphaBlendingEnabled(true);
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addDepthTestToMaterial(material);
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Qt3DRender::QEffect* effect = material->effect();
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for (Qt3DRender::QTechnique* technique : effect->techniques())
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{
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@@ -1343,6 +1195,223 @@ Qt3DCore::QNode* PDF3DSceneProcessor::createBoundingBoxTransparentGeometry(const
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return entity;
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}
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Qt3DCore::QNode* PDF3DSceneProcessor::createWireframeMeshGeometry(const pdf::u3d::PDF3D_U3D_MeshGeometry* meshGeometry)
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{
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// Vertex buffer
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Qt3DRender::QAttribute* positionAttribute = createPositionAttribute(meshGeometry->getPositions());
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// Index buffer
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uint lineCount = static_cast<uint>(meshGeometry->getTriangleCount()) * 3;
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QByteArray indexBufferData;
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indexBufferData.resize(lineCount * 2 * sizeof(unsigned int));
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unsigned int* indexBufferDataPtr = reinterpret_cast<unsigned int*>(indexBufferData.data());
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Qt3DRender::QBuffer* indexBuffer = new Qt3DRender::QBuffer();
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indexBuffer->setType(Qt3DRender::QBuffer::IndexBuffer);
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for (const pdf::u3d::PDF3D_U3D_MeshGeometry::Triangle& triangle : meshGeometry->getTriangles())
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{
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*indexBufferDataPtr++ = triangle.vertices[0].positionIndex;
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*indexBufferDataPtr++ = triangle.vertices[1].positionIndex;
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*indexBufferDataPtr++ = triangle.vertices[1].positionIndex;
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*indexBufferDataPtr++ = triangle.vertices[2].positionIndex;
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*indexBufferDataPtr++ = triangle.vertices[2].positionIndex;
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*indexBufferDataPtr++ = triangle.vertices[0].positionIndex;
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}
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indexBuffer->setData(indexBufferData);
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Qt3DRender::QAttribute* indexAttribute = new Qt3DRender::QAttribute();
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indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
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indexAttribute->setVertexBaseType(Qt3DRender::QAttribute::UnsignedInt);
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indexAttribute->setBuffer(indexBuffer);
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indexAttribute->setCount(2 * lineCount);
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// Geometry
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Qt3DRender::QGeometry* geometry = new Qt3DRender::QGeometry();
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geometry->addAttribute(positionAttribute);
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geometry->addAttribute(indexAttribute);
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Qt3DRender::QGeometryRenderer* geometryRenderer = new Qt3DRender::QGeometryRenderer();
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geometryRenderer->setGeometry(geometry);
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geometryRenderer->setPrimitiveRestartEnabled(false);
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geometryRenderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
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Qt3DExtras::QDiffuseSpecularMaterial* material = new Qt3DExtras::QDiffuseSpecularMaterial();
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material->setAmbient(getAuxiliaryColor());
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material->setDiffuse(QColor(Qt::transparent));
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material->setSpecular(QColor(Qt::transparent));
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addDepthTestToMaterial(material);
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Qt3DCore::QEntity* entity = new Qt3DCore::QEntity();
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entity->addComponent(geometryRenderer);
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entity->addComponent(material);
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return entity;
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}
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Qt3DCore::QNode* PDF3DSceneProcessor::createSolidMeshGeometry(const pdf::u3d::PDF3D_U3D_MeshGeometry* meshGeometry)
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{
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// Vertex buffer - we create vertex buffer with position(3), normal(3), color(4), texture coordinate (2)
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constexpr int positionVertexSize = 3;
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constexpr int normalVertexSize = 3;
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constexpr int colorVertexSize = 4;
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constexpr int textureVertexSize = 2;
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std::vector<Qt3DCore::QEntity*> entities;
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using Triangle = pdf::u3d::PDF3D_U3D_MeshGeometry::Triangle;
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std::map<uint32_t, std::vector<Triangle>> shadingIdToTriangles;
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for (const pdf::u3d::PDF3D_U3D_MeshGeometry::Triangle& triangle : meshGeometry->getTriangles())
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{
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shadingIdToTriangles[triangle.shadingId].emplace_back(triangle);
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}
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for (const auto& item : shadingIdToTriangles)
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{
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const uint32_t shadingId = item.first;
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const std::vector<Triangle>& triangles = item.second;
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QString shaderName = meshGeometry->getShaderName(shadingId);
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const pdf::u3d::PDF3D_U3D_Shader* shader = m_sceneData->getShader(shaderName);
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const pdf::u3d::PDF3D_U3D_Material* shaderMaterial = m_sceneData->getMaterial(shader->getMaterialName());
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const QColor diffuseColor = shaderMaterial->getDiffuseColor();
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const QVector4D defaultColor(diffuseColor.redF(), diffuseColor.greenF(), diffuseColor.blueF(), diffuseColor.alphaF());
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const uint triangleCount = static_cast<uint>(triangles.size());
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constexpr uint32_t stride = (positionVertexSize + normalVertexSize + colorVertexSize + textureVertexSize) * sizeof(float);
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constexpr uint32_t positionVertexByteOffset = 0;
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constexpr uint32_t normalVertexByteOffset = positionVertexByteOffset + positionVertexSize * sizeof(float);
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constexpr uint32_t colorVertexByteOffset = normalVertexByteOffset + normalVertexSize * sizeof(float);
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constexpr uint32_t textureVertexByteOffset = colorVertexByteOffset + colorVertexSize * sizeof(float);
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QByteArray vertexBufferData;
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vertexBufferData.resize(triangleCount * 3 * stride);
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float* vertexBufferDataPtr = reinterpret_cast<float*>(vertexBufferData.data());
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Qt3DRender::QBuffer* vertexBuffer = new Qt3DRender::QBuffer();
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vertexBuffer->setType(Qt3DRender::QBuffer::VertexBuffer);
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for (const pdf::u3d::PDF3D_U3D_MeshGeometry::Triangle& triangle : triangles)
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{
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for (const pdf::u3d::PDF3D_U3D_MeshGeometry::Vertex& vertex : triangle.vertices)
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{
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QVector3D position = meshGeometry->getPosition(vertex.positionIndex);
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QVector3D normal = meshGeometry->getNormal(vertex.normalIndex);
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QVector4D diffuseColor = meshGeometry->getDiffuseColor(vertex.diffuseColorIndex);
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QVector4D textureCoordinate = meshGeometry->getTextureCoordinate(vertex.textureCoordIndex);
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if (vertex.diffuseColorIndex == 0)
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{
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diffuseColor = defaultColor;
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}
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// Vertex
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||||
*vertexBufferDataPtr++ = position[0];
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*vertexBufferDataPtr++ = position[1];
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*vertexBufferDataPtr++ = position[2];
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// Normal
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*vertexBufferDataPtr++ = normal[0];
|
||||
*vertexBufferDataPtr++ = normal[1];
|
||||
*vertexBufferDataPtr++ = normal[2];
|
||||
|
||||
// Diffuse
|
||||
*vertexBufferDataPtr++ = diffuseColor[0];
|
||||
*vertexBufferDataPtr++ = diffuseColor[1];
|
||||
*vertexBufferDataPtr++ = diffuseColor[2];
|
||||
*vertexBufferDataPtr++ = diffuseColor[3];
|
||||
|
||||
// Texture coordinate
|
||||
*vertexBufferDataPtr++ = textureCoordinate[0];
|
||||
*vertexBufferDataPtr++ = textureCoordinate[1];
|
||||
|
||||
Q_ASSERT(vertexBufferDataPtr <= reinterpret_cast<float*>(vertexBufferData.data() + vertexBufferData.size()));
|
||||
}
|
||||
}
|
||||
vertexBuffer->setData(vertexBufferData);
|
||||
|
||||
// Position attribute
|
||||
Qt3DRender::QAttribute* positionAttribute = new Qt3DRender::QAttribute();
|
||||
positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
|
||||
positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
||||
positionAttribute->setDataType(Qt3DRender::QAttribute::Float);
|
||||
positionAttribute->setDataSize(positionVertexSize);
|
||||
positionAttribute->setBuffer(vertexBuffer);
|
||||
positionAttribute->setByteOffset(positionVertexByteOffset);
|
||||
positionAttribute->setByteStride(stride);
|
||||
positionAttribute->setCount(triangleCount * 3);
|
||||
|
||||
// Normal attribute
|
||||
Qt3DRender::QAttribute* normalAttribute = new Qt3DRender::QAttribute();
|
||||
normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());
|
||||
normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
||||
normalAttribute->setDataType(Qt3DRender::QAttribute::Float);
|
||||
normalAttribute->setDataSize(normalVertexSize);
|
||||
normalAttribute->setBuffer(vertexBuffer);
|
||||
normalAttribute->setByteOffset(normalVertexByteOffset);
|
||||
normalAttribute->setByteStride(stride);
|
||||
normalAttribute->setCount(triangleCount * 3);
|
||||
|
||||
// Color attribute
|
||||
Qt3DRender::QAttribute* colorAttribute = new Qt3DRender::QAttribute();
|
||||
colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName());
|
||||
colorAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
||||
colorAttribute->setDataType(Qt3DRender::QAttribute::Float);
|
||||
colorAttribute->setDataSize(colorVertexSize);
|
||||
colorAttribute->setBuffer(vertexBuffer);
|
||||
colorAttribute->setByteOffset(colorVertexByteOffset);
|
||||
colorAttribute->setByteStride(stride);
|
||||
colorAttribute->setCount(triangleCount * 3);
|
||||
|
||||
// Texture attribute
|
||||
Qt3DRender::QAttribute* textureAttribute = new Qt3DRender::QAttribute();
|
||||
textureAttribute->setName(Qt3DRender::QAttribute::defaultTextureCoordinateAttributeName());
|
||||
textureAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
|
||||
textureAttribute->setDataType(Qt3DRender::QAttribute::Float);
|
||||
textureAttribute->setDataSize(textureVertexSize);
|
||||
textureAttribute->setBuffer(vertexBuffer);
|
||||
textureAttribute->setByteOffset(textureVertexByteOffset);
|
||||
textureAttribute->setByteStride(stride);
|
||||
textureAttribute->setCount(triangleCount * 3);
|
||||
|
||||
// Geometry
|
||||
Qt3DRender::QGeometry* geometry = new Qt3DRender::QGeometry();
|
||||
geometry->addAttribute(positionAttribute);
|
||||
geometry->addAttribute(normalAttribute);
|
||||
geometry->addAttribute(colorAttribute);
|
||||
geometry->addAttribute(textureAttribute);
|
||||
|
||||
Qt3DRender::QGeometryRenderer* geometryRenderer = new Qt3DRender::QGeometryRenderer();
|
||||
geometryRenderer->setGeometry(geometry);
|
||||
geometryRenderer->setPrimitiveRestartEnabled(false);
|
||||
geometryRenderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
|
||||
|
||||
Qt3DCore::QEntity* entity = new Qt3DCore::QEntity();
|
||||
entity->addComponent(geometryRenderer);
|
||||
|
||||
Qt3DRender::QMaterial* material = createMaterialFromShader(shaderName, false);
|
||||
entity->addComponent(material);
|
||||
entities.emplace_back(entity);
|
||||
}
|
||||
|
||||
if (entities.size() == 1)
|
||||
{
|
||||
return entities.front();
|
||||
}
|
||||
else
|
||||
{
|
||||
Qt3DCore::QEntity* entity = new Qt3DCore::QEntity();
|
||||
|
||||
for (Qt3DCore::QEntity* currentEntity : entities)
|
||||
{
|
||||
currentEntity->setParent(entity);
|
||||
}
|
||||
|
||||
return entity;
|
||||
}
|
||||
}
|
||||
|
||||
Qt3DRender::QAttribute* PDF3DSceneProcessor::createGenericAttribute(const std::vector<QVector3D>& values) const
|
||||
{
|
||||
Qt3DRender::QBuffer* vertexBuffer = new Qt3DRender::QBuffer();
|
||||
@@ -1443,9 +1512,10 @@ Qt3DRender::QMaterial* PDF3DSceneProcessor::createMaterialFromShader(const QStri
|
||||
material = textureMaterial;
|
||||
}
|
||||
|
||||
if (shader->isAlphaTestEnabled())
|
||||
Qt3DRender::QEffect* effect = material->effect();
|
||||
|
||||
if (effect && shader->isAlphaTestEnabled())
|
||||
{
|
||||
Qt3DRender::QEffect* effect = material->effect();
|
||||
Qt3DRender::QAlphaTest* alphaTest = new Qt3DRender::QAlphaTest(material);
|
||||
alphaTest->setReferenceValue(shader->getAlphaTestReference());
|
||||
|
||||
@@ -1490,9 +1560,35 @@ Qt3DRender::QMaterial* PDF3DSceneProcessor::createMaterialFromShader(const QStri
|
||||
}
|
||||
}
|
||||
|
||||
addDepthTestToMaterial(material);
|
||||
|
||||
return material;
|
||||
}
|
||||
|
||||
void PDF3DSceneProcessor::addDepthTestToMaterial(Qt3DRender::QMaterial* material)
|
||||
{
|
||||
if (Qt3DRender::QEffect* effect = material->effect())
|
||||
{
|
||||
Qt3DRender::QDepthTest* depthTest = new Qt3DRender::QDepthTest(material);
|
||||
depthTest->setDepthFunction(Qt3DRender::QDepthTest::Less);
|
||||
|
||||
for (Qt3DRender::QTechnique* technique : effect->techniques())
|
||||
{
|
||||
for (Qt3DRender::QRenderPass* renderPass : technique->renderPasses())
|
||||
{
|
||||
for (Qt3DRender::QRenderState* state : renderPass->renderStates())
|
||||
{
|
||||
if (qobject_cast<Qt3DRender::QNoDepthMask*>(state))
|
||||
{
|
||||
renderPass->removeRenderState(state);
|
||||
}
|
||||
}
|
||||
renderPass->addRenderState(depthTest);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pdf::PDFReal PDF3DSceneProcessor::getPointSize() const
|
||||
{
|
||||
return m_pointSize;
|
||||
|
@@ -135,6 +135,8 @@ private:
|
||||
Qt3DCore::QNode* createVertexGeometry(const std::vector<QVector3D>& positions);
|
||||
Qt3DCore::QNode* createBoundingBoxWireGeometry(const PDF3DBoundingBox& boundingBox);
|
||||
Qt3DCore::QNode* createBoundingBoxTransparentGeometry(const PDF3DBoundingBox& boundingBox);
|
||||
Qt3DCore::QNode* createWireframeMeshGeometry(const pdf::u3d::PDF3D_U3D_MeshGeometry* meshGeometry);
|
||||
Qt3DCore::QNode* createSolidMeshGeometry(const pdf::u3d::PDF3D_U3D_MeshGeometry* meshGeometry);
|
||||
|
||||
Qt3DRender::QAttribute* createGenericAttribute(const std::vector<QVector3D>& values) const;
|
||||
Qt3DRender::QAttribute* createPositionAttribute(const std::vector<QVector3D>& positions) const;
|
||||
@@ -143,6 +145,8 @@ private:
|
||||
|
||||
Qt3DRender::QMaterial* createMaterialFromShader(const QString& shaderName, bool forceUseVertexColors) const;
|
||||
|
||||
static void addDepthTestToMaterial(Qt3DRender::QMaterial* material);
|
||||
|
||||
SceneMode m_mode = Solid;
|
||||
QColor m_auxiliaryColor = Qt::black;
|
||||
QColor m_faceColor = Qt::black;
|
||||
|
Reference in New Issue
Block a user