Using Qt3DRender::QAttribute
Unsolved
General and Desktop
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Hi,
I would like to render a 3D model from an STL file inside a widget in my GUI. I have trouble using the QAttribute. I have used one of the QT3D example rendering multi color pyramid as an example. My issue is probably related to the fact that all my buffers do not have the right size according the number of vertices and faces. This how I use QAttribute in my code
// Root entity Qt3DCore::QEntity *rootEntity = new Qt3DCore::QEntity(); // background color //view->defaultFrameGraph()->setClearColor(QColor(QRgb(0x575757))); // Camera Qt3DRender::QCamera *cameraEntity = m_view->camera(); cameraEntity->lens()->setPerspectiveProjection(45.0f, 16.0f / 9.0f, 0.1f, 1000.0f); cameraEntity->setPosition(QVector3D(0, 0, -40.0f)); cameraEntity->setUpVector(QVector3D(0, 1, 0)); cameraEntity->setViewCenter(QVector3D(0, 0, 0)); // For camera controls Qt3DExtras::QOrbitCameraController *camController = new Qt3DExtras::QOrbitCameraController(rootEntity); camController->setCamera(cameraEntity); // Material Qt3DRender::QMaterial *material = new Qt3DExtras::QPerVertexColorMaterial(rootEntity); // Torus Qt3DCore::QEntity *meshEntity = new Qt3DCore::QEntity(rootEntity); // Transform Qt3DCore::QTransform *transform = new Qt3DCore::QTransform; transform->setScale(8.0f); // Create the mesh to render Qt3DRender::QGeometryRenderer *meshRenderer = new Qt3DRender::QGeometryRenderer; Qt3DRender::QGeometry *meshGeometry = new Qt3DRender::QGeometry(meshRenderer); Qt3DRender::QBuffer *vertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer, meshGeometry); Qt3DRender::QBuffer *indexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer, meshGeometry); QByteArray vertexBufferData; vertexBufferData.resize ( numberOfVertices * (3 + 3 + 3) * sizeof(float) ); // Faces Indices QByteArray indexBufferData; indexBufferData.resize( numberOfFaces * 3 * sizeof(ushort)); ushort *rawIndexArray = reinterpret_cast<ushort *>(indexBufferData.data()); // Colors QVector3D red(1.0f, 0.0f, 0.0f); // Filling the buffer from the mesh tructure QVector<QVector3D> vertices; vertices.reserve( numberOfVertices * 3); OM_Mesh::FaceIter f_it; size_t faceIndex = 0; for (f_it = m_mesh.faces_begin(); f_it != m_mesh.faces_end(); ++f_it) { rawIndexArray[faceIndex] = faceIndex; ++faceIndex; OM_Mesh::FaceHandle fh = m_mesh.face_handle(f_it->idx()); OM_Mesh::ConstFaceVertexIter fv_it; size_t itVertex = 0; for (fv_it = m_mesh.cfv_begin(fh); fv_it != m_mesh.cfv_end(fh); ++fv_it, ++itVertex) { OM_Mesh::Point vNTmp = m_mesh.normal(fv_it); QVector3D vertexNormalTmp( vNTmp[0], vNTmp[1], vNTmp[2]); OM_Mesh::Point pTmp = m_mesh.point(fv_it); QVector3D vertexPointTmp (pTmp[0], pTmp[1], pTmp[2]); vertices.push_back ( vertexPointTmp); vertices.push_back(vertexNormalTmp); vertices.push_back(red); } } float *rawVertexArray = reinterpret_cast<float *>(vertexBufferData.data()); size_t idx = 0; for (const QVector3D &v : vertices) { rawVertexArray[idx++] = v.x(); rawVertexArray[idx++] = v.y(); rawVertexArray[idx++] = v.z(); } vertexDataBuffer->setData(vertexBufferData); indexDataBuffer->setData(indexBufferData); // Attributes // 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(9 * sizeof(float)); positionAttribute->setCount( numberOfVertices ); 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(9 * sizeof(float)); normalAttribute->setCount( numberOfVertices ); 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(9 * sizeof(float)); colorAttribute->setCount( numberOfVertices ); colorAttribute->setName(Qt3DRender::QAttribute::defaultColorAttributeName()); Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute(); indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute); indexAttribute->setBuffer(indexDataBuffer); indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedShort); indexAttribute->setDataSize(1); indexAttribute->setByteOffset(0); indexAttribute->setByteStride(0); indexAttribute->setCount( numberOfFaces ); meshGeometry->addAttribute(positionAttribute); meshGeometry->addAttribute(normalAttribute); meshGeometry->addAttribute(colorAttribute); meshGeometry->addAttribute(indexAttribute); meshRenderer->setInstanceCount(1); meshRenderer->setFirstVertex(0); meshRenderer->setFirstInstance(0); meshRenderer->setPrimitiveType(Qt3DRender::QGeometryRenderer::Triangles); meshRenderer->setGeometry(meshGeometry); meshRenderer->setVertexCount( numberOfVertices ); meshEntity->addComponent(meshRenderer); meshEntity->addComponent(transform); meshEntity->addComponent(material); m_view->setRootEntity(rootEntity);