Qt3D:如何使用Qt C++以线框模式呈现网格?

32

Qt3D文档正在增加,但仍然缺乏一些信息,特别是关于如何在没有Qml / QtQuick的情况下执行操作。 在 intensively 搜索有关以线框模式渲染网格的内容时,我发现了许多有用的提示和示例,这些提示和示例一起组成了一个示例查看器,我想在此作为对所有撰写文章的人以及可能搜索类似示例的其他人的贡献进行展示。

最有用的链接如下:

Qt基本形状示例

Qt线框示例

Qt材料文档

Qt MyCylinder示例

Stackoverflow有关在Qt3DWindow中使用事件过滤器的问题和答案:Mouse controls over Qt 3D Window

该网格可以通过鼠标旋转和缩放。

查看器的截图

欢迎提出有关如何改进此项的任何评论。 特别是,我对如何编写可以以不同颜色渲染正面和背面或按顶点渲染颜色的着色器程序感兴趣。

以下是代码:

// ######### Opening the viewer #########
void MainWindow::import3dMeshInMeshViewer(QString name) 
{
    if (!m_viewer3D)
    {
        m_viewer3D = new Viewer3D(this);
    }
    m_viewer3D->sceneModifier()->addTriangleMeshCustomMaterial(name, m_meshVector);
    m_viewer3D->show();
}

// #########  Viewer class h  #########
class Viewer3D : public QDialog
{
    Q_OBJECT

    public:
        Viewer3D(QWidget *parent = 0);
        SceneModifier* sceneModifier() {return m_sceneModifier;}

    protected:
        bool eventFilter(QObject *obj, QEvent *ev);
        void mouseMoveEvent(QMouseEvent *ev);
        void mousePressEvent(QMouseEvent *ev);
        void mouseReleaseEvent(QMouseEvent *ev);
        void wheelEvent(QWheelEvent *we);
    private:

        QPointer<Qt3DCore::QEntity> m_rootEntity;
        QPointer<SceneModifier> m_sceneModifier;
        Qt3DExtras::Qt3DWindow *m_view;
        QPoint m_moveStartPoint;
        QMatrix4x4 m_cameraMatrix;
};


// ######### Viewer class cpp #########
Viewer3D::Viewer3D(QWidget *parent) :
    QDialog(parent)
{
    setAttribute(Qt::WA_DeleteOnClose);
    m_moveStartPoint.setX(-1);

    m_view = new Qt3DExtras::Qt3DWindow();

    m_view->installEventFilter(this);

    m_view->defaultFrameGraph()->setClearColor(QColor(QRgb(0x4d4d4f)));

    QWidget *container = QWidget::createWindowContainer(m_view);
    QSize screenSize = m_view->screen()->size();
    container->setMinimumSize(QSize(200, 100));
    container->setMaximumSize(screenSize);

    QHBoxLayout *hLayout = new QHBoxLayout(this);
    QVBoxLayout *vLayout = new QVBoxLayout();
    hLayout->addWidget(container, 1);

    setWindowTitle(QStringLiteral("Mesh Viewer"));

    // Root entity
    m_rootEntity = new Qt3DCore::QEntity();

    // Scene modifier
    m_sceneModifier = new SceneModifier(m_rootEntity);

    // Window geometry
    resize(parent->geometry().width() * 0.8, parent->geometry().height() * 0.8);
    move(parent->geometry().center() - QPoint(width() / 2, height() / 2));

    // Camera
    Qt3DRender::QCamera *cameraEntity = m_view->camera();

    //cameraEntity->lens()->setPerspectiveProjection(22.5f, m_view->width()/m_view->height(), 0.01f, 1000.0f);
    cameraEntity->setPosition(QVector3D(0, 0, 500.0f));
    cameraEntity->setUpVector(QVector3D(0, 1, 0));
    cameraEntity->setViewCenter(QVector3D(0, 0, 0));
    cameraEntity->transform()->setScale(1.f);

    // Set root object of the scene
    m_view->setRootEntity(m_rootEntity);
}

bool Viewer3D::eventFilter(QObject *obj, QEvent *ev)
{
    if (ev->type() == QEvent::Wheel)
    {
        wheelEvent(dynamic_cast<QWheelEvent*>(ev));
        return true;
    }
    else if (ev->type() == QEvent::MouseButtonPress)
    {
        mousePressEvent(dynamic_cast<QMouseEvent*>(ev));
        return true;
    }
    else if (ev->type() == QEvent::MouseMove)
    {
        mouseMoveEvent(dynamic_cast<QMouseEvent*>(ev));
        return true;
    }
    else if (ev->type() == QEvent::MouseButtonRelease)
    {
        mouseReleaseEvent(dynamic_cast<QMouseEvent*>(ev));
        return true;
    }

    return QObject::eventFilter(obj, ev);
}

void Viewer3D::wheelEvent(QWheelEvent *we)
{
    Qt3DCore::QTransform* transform = m_view->camera()->transform();

    float scale = transform->scale();
    QPoint delta = we->angleDelta();
    float zoom_distance = scale * static_cast<float>(delta.y()) / 500.f;
    scale -= zoom_distance;
    scale = std::min(10.0000f, scale);
    scale = std::max(0.001f, scale);
    transform->setScale(scale);
}

void Viewer3D::mousePressEvent(QMouseEvent *ev)
{
    if (ev->button() == Qt::LeftButton)
    {
        m_moveStartPoint = ev->pos();
        m_cameraMatrix = m_view->camera()->transform()->matrix();
    }
}

void Viewer3D::mouseMoveEvent(QMouseEvent *ev)
{
    if (m_moveStartPoint.x() > -1)
    {
        QPoint delta = ev->pos() - m_moveStartPoint;
        float angle = static_cast<float>(QPoint::dotProduct(delta, delta)) / 100.f;
        QVector3D axis = QVector3D(delta.y(), delta.x(), 0);

        QMatrix4x4 rotationMatrix = Qt3DCore::QTransform::rotateAround(-m_view->camera()->position(), angle, axis);

        QMatrix4x4 matrix = rotationMatrix * m_cameraMatrix;
        m_view->camera()->transform()->setMatrix(matrix);
    }
}

void Viewer3D::mouseReleaseEvent(QMouseEvent *ev)
{
    if (m_moveStartPoint.x() > -1)
    {
        m_moveStartPoint.setX(-1);
        m_cameraMatrix = m_view->camera()->transform()->matrix();
    }
}


// #########  Scene modifier class h #########
class SceneModifier : public QObject
{
    Q_OBJECT

    public:
        SceneModifier(Qt3DCore::QEntity* rootEntity);
        void addTriangleMeshCustomMaterial(QString name, const std::vector<Import3d::Triangle>& meshVector);

    private:
        Qt3DCore::QEntity* m_rootEntity;
};

// #########  Scene modifier class cpp #########
#include "SceneModifier.h"
#include "TriangleMeshRenderer.h"
#include "MaterialWireFrame.h"

SceneModifier::SceneModifier(Qt3DCore::QEntity* rootEntity) :
    m_rootEntity(rootEntity),
    QObject(rootEntity)
{
}

void SceneModifier::addTriangleMeshCustomMaterial(QString name, const std::vector<Import3d::Triangle>& meshVector)
{
    if (!m_rootEntity)
    {
        return;
    }

    // Mesh entity
    Qt3DCore::QEntity *triangleMeshEntity = new Qt3DCore::QEntity(m_rootEntity);
    triangleMeshEntity->setObjectName(QStringLiteral("customMeshEntity"));

    TriangleMeshRenderer *triangleMeshRenderer = new TriangleMeshRenderer(meshVector);
    MaterialWireFrame* materialWireFrame = new MaterialWireFrame();
    Qt3DCore::QTransform *transform = new Qt3DCore::QTransform;
    transform->setScale(1.f);

    triangleMeshEntity->addComponent(triangleMeshRenderer);
    triangleMeshEntity->addComponent(transform);
    triangleMeshEntity->addComponent(materialWireFrame);

    //emit meshAdded(name, triangleMeshEntity);
}

// ######### Point and Triangle structs #########
struct Point
{
    QVector3D p; //point x, y, z
    QVector3D c; //color red, green, blue

    Point() {}

    Point(float xp, float yp, float zp)
    {
        p = QVector3D(xp, yp, zp);
        c = QVector3D(0, 0, 0);
    }
    Point(QVector3D pos, unsigned char r, unsigned char g, unsigned char b)
    {
        p = pos;
        c = QVector3D(static_cast<float>(r) / 255.f,
                      static_cast<float>(g) / 255.f,
                      static_cast<float>(b) / 255.f);
    }
};

struct Triangle 
{
    Point vertices[3];

    Triangle()
    {
    }

    Triangle(Point p1, Point p2, Point p3)
    {
        vertices[0] = p1;
        vertices[1] = p2;
        vertices[2] = p3;
    }

};


// ######### TriangleMeshRenderer class h #########
class TriangleMeshRenderer : public Qt3DRender::QGeometryRenderer
{
    Q_OBJECT
public:
    explicit TriangleMeshRenderer(const std::vector<Import3d::Triangle>& meshVector, Qt3DCore::QNode *parent = 0);
    ~TriangleMeshRenderer();
};


class TriangleMeshGeometry : public Qt3DRender::QGeometry
{
    Q_OBJECT
public:
    TriangleMeshGeometry(const std::vector<Import3d::Triangle>& meshVector, TriangleMeshRenderer *parent);
};


// ######### TriangleMeshRenderer class cpp #########
TriangleMeshRenderer::TriangleMeshRenderer(const std::vector<Import3d::Triangle>& meshVector, QNode *parent)
    : Qt3DRender::QGeometryRenderer(parent)
{
    setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
    setGeometry(new TriangleMeshGeometry(meshVector, this));
}

TriangleMeshRenderer::~TriangleMeshRenderer()
{
}

TriangleMeshGeometry::TriangleMeshGeometry(const std::vector<Import3d::Triangle>& meshVector, TriangleMeshRenderer *parent)
    : Qt3DRender::QGeometry(parent)
{
    Qt3DRender::QBuffer *vertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, this);
    Qt3DRender::QBuffer *indexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, this);

    // Vertexbuffer
    QByteArray vertexBufferData;
    // Buffer size = triangle count * 3 * (3 + 3 + 3), 3 vertices per trinalge, each 3 floats for vertex position x,y,z, 3 floats normal and 3 floats color
    int bytesPerVertex = 9 * sizeof(float);
    int bytesPerTriangle = 3 * bytesPerVertex;
    vertexBufferData.resize(static_cast<int>(meshVector.size()) * bytesPerTriangle);
    char* pByte = vertexBufferData.data();
    int i = 0;
    // Indexbuffer
    QByteArray indexBufferData;
    indexBufferData.resize(static_cast<int>(meshVector.size()) * 3 * sizeof(uint));
    uint* rawIndexArray = reinterpret_cast<uint*>(indexBufferData.data());
    int idx = 0;

    for (int n = 0; n < meshVector.size(); ++n)
    {
        QVector3D nt = QVector3D::normal(meshVector[n].vertices[0].p, meshVector[n].vertices[1].p, meshVector[n].vertices[2].p); 

        for (int v = 0; v < 3; ++v)
        {
            // Vertex
            *reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].p.x(); pByte += 4;
            *reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].p.y(); pByte += 4;
            *reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].p.z(); pByte += 4;
            // Normal
            *reinterpret_cast<float*>(pByte) = nt.x(); pByte += 4;
            *reinterpret_cast<float*>(pByte) = nt.y(); pByte += 4;
            *reinterpret_cast<float*>(pByte) = nt.z(); pByte += 4;
            // Color
            *reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].c.x(); pByte += 4;
            *reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].c.y(); pByte += 4;
            *reinterpret_cast<float*>(pByte) = meshVector[n].vertices[v].c.z(); pByte += 4;

            // Index
            rawIndexArray[idx] = static_cast<uint>(idx++);
        }
    }

    vertexDataBuffer->setData(vertexBufferData);
    indexDataBuffer->setData(indexBufferData);

    // Attributes
    Qt3DRender::QAttribute *positionAttribute = new Qt3DRender::QAttribute();
    positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
    positionAttribute->setBuffer(vertexDataBuffer);
    positionAttribute->setDataType(Qt3DRender::QAttribute::Float);
    positionAttribute->setDataSize(3);
    positionAttribute->setByteOffset(0);
    positionAttribute->setByteStride(bytesPerVertex);
    positionAttribute->setCount(3 * static_cast<int>(meshVector.size()));
    positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());

    Qt3DRender::QAttribute *normalAttribute = new Qt3DRender::QAttribute();
    normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
    normalAttribute->setBuffer(vertexDataBuffer);
    normalAttribute->setDataType(Qt3DRender::QAttribute::Float);
    normalAttribute->setDataSize(3);
    normalAttribute->setByteOffset(3 * sizeof(float));
    normalAttribute->setByteStride(bytesPerVertex);
    normalAttribute->setCount(3 * static_cast<int>(meshVector.size()));
    normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());

    Qt3DRender::QAttribute *colorAttribute = new Qt3DRender::QAttribute();
    colorAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
    colorAttribute->setBuffer(vertexDataBuffer);
    colorAttribute->setDataType(Qt3DRender::QAttribute::Float);
    colorAttribute->setDataSize(3);
    colorAttribute->setByteOffset(6 * sizeof(float));
    colorAttribute->setByteStride(bytesPerVertex);
    colorAttribute->setCount(3 * static_cast<int>(meshVector.size()));
    colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName());

    Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute();
    indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
    indexAttribute->setBuffer(indexDataBuffer);
    indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedInt);
    indexAttribute->setDataSize(1);
    indexAttribute->setByteOffset(0);
    indexAttribute->setByteStride(0);
    indexAttribute->setCount(3 * static_cast<int>(meshVector.size()));

    addAttribute(positionAttribute);
    addAttribute(normalAttribute);
    addAttribute(colorAttribute);
    addAttribute(indexAttribute);

    parent->setGeometry(this);
}

19
在stackoverflow上分享知识的传统方式是提出问题并创建自己的答案,而不是直接将答案添加到问题中。其他任何人都可以创建第二个答案或评论您的答案。眼下,你的问题并没有一个明确的问题,这可能导致被(错误地)关闭因为不清楚你在问什么。 - m7913d
2
线框着色器非常低效。几何着色器中无需计算长度或角度。请参阅此文章以了解更多信息:https://catlikecoding.com/unity/tutorials/advanced-rendering/flat-and-wireframe-shading/ - Soonts
2
有点晚了,但是材料定义在哪里? - mike
1个回答

1

这位用户想要编写一个着色器程序,所以需要在Qt中编写OpenGL,对吗?就像https://doc.qt.io/qt-5/qtgui-openglwindow-example.htmlhttps://doc.qt.io/qt-5/qtopengl-hellogl2-example.htm中的示例一样。

https://doc.qt.io/qt-5/qopenglshaderprogram.html提供了一个简单的着色器示例。

program.addShaderFromSourceCode(QOpenGLShader::Vertex,
    "attribute highp vec4 vertex;\n"
    "uniform highp mat4 matrix;\n"
    "void main(void)\n"
    "{\n"
    "   gl_Position = matrix * vertex;\n"
    "}");
program.addShaderFromSourceCode(QOpenGLShader::Fragment,
    "uniform mediump vec4 color;\n"
    "void main(void)\n"
    "{\n"
    "   gl_FragColor = color;\n"
    "}");

来自 https://learnopengl.com/Getting-started/Hello-Triangle

要以线框模式绘制三角形,您可以通过glPolygonMode(GL_FRONT_AND_BACK,GL_LINE)配置OpenGL如何绘制其原语。第一个参数表示我们要将其应用于所有三角形的正面和背面,第二个参数告诉我们将它们绘制为线条。任何后续的绘图调用都将以线框模式呈现三角形,直到我们使用glPolygonMode(GL_FRONT_AND_BACK,GL_FILL)将其设置回默认值为止。

并且来自 https://learnopengl.com/Advanced-OpenGL/Advanced-GLSL

gl_FrontFacing变量告诉我们当前片段是前向面还是后向面的一部分。例如,我们可以决定为所有背面输出不同的颜色。


网页内容由stack overflow 提供, 点击上面的
可以查看英文原文,
原文链接