[英]Access framebuffer in Qt3D
我的任務:計算3D網格的像素坐標(例如制作快照),從特定的攝像機角度找到該網格的2D形狀。
我目前正在使用帶有QGeometryRenderer的Qt3D將包含網格的場景渲染到QWidget,它可以正常工作。 我嘗試使用QWidget :: render()將QWidget的內容呈現為Pixmap,如本文所建議的如何創建QWidget的屏幕截圖? 。 將像素圖保存為.jpg會產生具有默認背景顏色的空白圖像,這是有意義的,因為QWidget本身並未保存網格對象。
以下是我在mainwindow.cpp中設置場景的方法
// sets the scene objects, camera, lights,...
void MainWindow::setScene() {
scene = custommesh->createScene(mesh->getVertices(),
mesh->getVerticesNormals(),
mesh->getFaceNormals(),
mesh->getVerticesIndex(),
mesh->getFacesIndex()); // QEntity*
custommesh->setMaterial(scene); // CustomMeshRenderer object
camera = custommesh->setCamera(view);
custommesh->setLight(scene, camera);
custommesh->setCamController(scene, camera);
view->setRootEntity(scene); // Qt3DExtras::Qt3DWindow object
// Setting up a QWiget working as a container for the view
QWidget *container = QWidget::createWindowContainer(view);
container->setMinimumSize(QSize(500, 500));
QSizePolicy policy = QSizePolicy(QSizePolicy::Policy(5), QSizePolicy::Policy(5));
policy.setHorizontalStretch(1);
policy.setVerticalStretch(1);
container->setSizePolicy(policy);
container->setObjectName("meshWidget");
this->ui->meshLayout->insertWidget(0, container);
}
至於渲染,這里是custommeshrenderer類,其中定義了QGeometryRenderer,並在初始化網格時返回QEntity *。
#include "custommeshrenderer.h"
#include <Qt3DRender/QAttribute>
#include <Qt3DExtras>
#include <Qt3DRender/QGeometryRenderer>
CustommeshRenderer::CustommeshRenderer()
{
rootEntity = new Qt3DCore::QEntity;
customMeshEntity = new Qt3DCore::QEntity(rootEntity);
transform = new Qt3DCore::QTransform;
customMeshRenderer = new Qt3DRender::QGeometryRenderer;
customGeometry = new Qt3DRender::QGeometry(customMeshRenderer);
m_pVertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry);
m_pNormalDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry);
m_pColorDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, customGeometry);
m_pIndexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, customGeometry);
}
/**
Set vertices and their normals for the scene
@param vertices List with all vertices of the mesh
@param vertices_normals List with all vertice normals
@param face_normals List with all face normals
@param vertice_idx List with the indices for the vertices
@param face_idx List with all indices for the faces
@return Entity where some components were added
*/
Qt3DCore::QEntity *CustommeshRenderer::createScene(QList<QVector3D> vertices, QList<QVector3D> vertices_normals, QList<QVector3D> face_normals, QList<int> vertices_idx, QList<QVector3D> faces_idx) {
// Setting scale to 8.0
transform->setScale(8.0f);
// Setting all the colors to (200, 0, 0)
QList<QVector3D> color_list;
for(int i = 0; i < vertices.length(); i++) {
color_list.append(QVector3D(200.0f, 0.0f, 0.0f));
}
// Fill vertexBuffer with data which hold the vertices, normals and colors
// Build structure: Size of Verticles List * 3 (x,y,z) * 4 (since x,y,z are floats, which needs 4 bytes each)
vertexBufferData.resize(vertices.length() * 3 * (int)sizeof(float));
float *rawVertexArray = reinterpret_cast<float *>(vertexBufferData.data());
normalBufferData.resize(vertices_normals.length() * 3 * (int)sizeof(float));
float *rawNormalArray = reinterpret_cast<float *>(normalBufferData.data());
colorBufferData.resize(color_list.length() * 3 * (int)sizeof(float));
float *rawColorArray = reinterpret_cast<float *>(colorBufferData.data());
setRawVertexArray(rawVertexArray, vertices);
setRawNormalArray(rawNormalArray, vertices_normals);
setRawColorArray(rawColorArray, color_list);
//Fill indexBufferData with data which holds the triangulation information (patches/tris/lines)
indexBufferData.resize(faces_idx.length() * 3 * (int)sizeof(uint));
uint *rawIndexArray = reinterpret_cast<uint *>(indexBufferData.data());
setRawIndexArray(rawIndexArray, faces_idx);
//Set data to buffers
m_pVertexDataBuffer->setData(vertexBufferData);
m_pNormalDataBuffer->setData(normalBufferData);
m_pColorDataBuffer->setData(colorBufferData);
m_pIndexDataBuffer->setData(indexBufferData);
// Attributes
Qt3DRender::QAttribute *positionAttribute = new Qt3DRender::QAttribute();
positionAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
positionAttribute->setBuffer(m_pVertexDataBuffer);
// positionAttribute->setBuffer(m_pVertexDataBuffer.data());
positionAttribute->setDataType(Qt3DRender::QAttribute::Float);
positionAttribute->setDataSize(3);
positionAttribute->setByteOffset(0);
positionAttribute->setByteStride(3 * sizeof(float));
positionAttribute->setCount(vertices.length());
positionAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
Qt3DRender::QAttribute *normalAttribute = new Qt3DRender::QAttribute();
normalAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
normalAttribute->setBuffer(m_pNormalDataBuffer);
//normalAttribute->setBuffer(m_pNormalDataBuffer.data());
normalAttribute->setDataType(Qt3DRender::QAttribute::Float);
normalAttribute->setDataSize(3);
normalAttribute->setByteOffset(0);
normalAttribute->setByteStride(3 * sizeof(float));
normalAttribute->setCount(vertices.length());
normalAttribute->setName(Qt3DRender::QAttribute::defaultNormalAttributeName());
Qt3DRender::QAttribute* colorAttribute = new Qt3DRender::QAttribute();
colorAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
colorAttribute->setBuffer(m_pColorDataBuffer);
//colorAttribute->setBuffer(m_pColorDataBuffer.data());
colorAttribute->setDataType(Qt3DRender::QAttribute::Float);
colorAttribute->setDataSize(3);
colorAttribute->setByteOffset(0);
colorAttribute->setByteStride(3 * sizeof(float));
colorAttribute->setCount(vertices.length());
colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName());
Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute();
indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
indexAttribute->setBuffer(m_pIndexDataBuffer);
//indexAttribute->setBuffer(m_pIndexDataBuffer.data());
indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedInt);
indexAttribute->setDataSize(3);
indexAttribute->setByteOffset(0);
indexAttribute->setByteStride(3 * sizeof(uint));
indexAttribute->setCount(face_normals.length());
customGeometry->addAttribute(positionAttribute);
customGeometry->addAttribute(normalAttribute);
/*customGeometry->addAttribute(colorAttribute);*/
customGeometry->addAttribute(indexAttribute);
//Set the final geometry and primitive type
customMeshRenderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles);
customMeshRenderer->setVerticesPerPatch(3);
customMeshRenderer->setGeometry(customGeometry);
customMeshRenderer->setVertexCount(faces_idx.length()*3);
customMeshEntity->addComponent(customMeshRenderer);
customMeshEntity->addComponent(transform);
setMaterial(customMeshEntity);
return rootEntity;
}
訪問幀緩沖區的最佳方法是什么?還是有其他方法來獲取網格物體的快照?
我最后的希望是自己實現渲染管道(至少從投射的坐標到像素坐標),但我更喜歡另一種解決方案。 不幸的是我不得不依賴Qt3D並且無法切換到其他類如QOpenGLWidget。 至少我還沒有找到整合它的可能性。
我是Qt3D的新手,缺乏詳細的文檔並沒有讓它變得更容易。
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