QGeometryRenderer的setVertexCount API及其对光线投射结果的影响
setVertexCount API of QGeometryRenderer and its effect on ray casting results
我在三点之间创建了两条线的线框网格:
通过这些函数:
Qt3DRender::QGeometryRenderer *Utils::createWireframeMesh()
{
Qt3DRender::QGeometryRenderer *mesh = new Qt3DRender::QGeometryRenderer();
Qt3DRender::QGeometry *geometry = new Qt3DRender::QGeometry(mesh);
Qt3DRender::QBuffer *vertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer,
geometry);
Qt3DRender::QBuffer *indexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer,
geometry);
QByteArray vertexBufferData;
QByteArray indexBufferData;
int vertexCount = 3; // Three vertices at (0, -1, 0) and (1, 0, 0) and (0, 1, 0)
int lineCount = 2; // Two lines between three vertices
vertexBufferData.resize(vertexCount * 3 * sizeof(float));
indexBufferData.resize(lineCount * 2 * sizeof(ushort));
// Arrow triangle is 2D and is inside XY plane
float *vPtr = reinterpret_cast<float *>(vertexBufferData.data());
vPtr[0] = 0.0f; vPtr[1] = -1.0f; vPtr[2] = 0.0f; // First vertex at (0, -1, 0)
vPtr[3] = 1.0f; vPtr[4] = 0.0f; vPtr[5] = 0.0f; // Second vertex at (1, 0, 0)
vPtr[6] = 0.0f; vPtr[7] = +1.0f; vPtr[8] = 0.0f; // Third vertex at (0, 1, 0)
ushort *iPtr = reinterpret_cast<ushort *>(indexBufferData.data());
iPtr[0] = 0; iPtr[1] = 1; // First line from index 0 to index 1
iPtr[2] = 1; iPtr[3] = 2; // Second line from index 1 to index 2
vertexDataBuffer->setData(vertexBufferData);
indexDataBuffer->setData(indexBufferData);
addPositionAttributeToGeometry(geometry, vertexDataBuffer, vertexCount);
addIndexAttributeToGeometry(geometry, indexDataBuffer, lineCount * 2);
mesh->setInstanceCount(1);
mesh->setIndexOffset(0);
mesh->setFirstInstance(0);
// How to set vertex count here?
mesh->setVertexCount(vertexCount);
mesh->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
mesh->setGeometry(geometry);
return mesh;
}
void Utils::addPositionAttributeToGeometry(Qt3DRender::QGeometry *geometry,
Qt3DRender::QBuffer *buffer, int count)
{
Qt3DRender::QAttribute *posAttribute = new Qt3DRender::QAttribute();
posAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
posAttribute->setBuffer(buffer);
posAttribute->setDataType(Qt3DRender::QAttribute::Float);
posAttribute->setDataSize(3);
posAttribute->setByteOffset(0);
posAttribute->setByteStride(0);
posAttribute->setCount(count);
posAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
geometry->addAttribute(posAttribute);
}
void Utils::addIndexAttributeToGeometry(Qt3DRender::QGeometry *geometry,
Qt3DRender::QBuffer *buffer, int count)
{
Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute();
indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
indexAttribute->setBuffer(buffer);
indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedShort);
indexAttribute->setDataSize(1);
indexAttribute->setByteOffset(0);
indexAttribute->setByteStride(0);
indexAttribute->setCount(count);
geometry->addAttribute(indexAttribute);
}
在上面的代码中,我在这一行尝试了三种不同的语句:
// How to set vertex count here?
mesh->setVertexCount(vertexCount);
mesh->setVertexCount(vertexCount * 2);
mesh->setVertexCount(vertexCount * 3);
有了这些结果 - 我在我的 3D 场景中做了一些光线投射,这也受到了令人惊讶的影响:
Documentation 将 Qt3DRender::QGeometryRenderer
的 vertexCount
属性 解释为:
vertexCount : int
Holds the primitive count.
在我的例子中,图元数是行数,所以我试了但只画了一条线:
我对 setVertexCount
API 感到困惑。有人可以给我提示吗?
vertexCount
与您传递给 glDrawArrays
或 glDrawElements
的值相同,即它是绘图中涉及的顶点数。由于您使用的是索引渲染,因此通常是索引的数量(假设您正在绘制索引数组中的所有数据)。所以在上面的例子中,它应该是 4.
请注意,我们最近修复了使用原始重启时的选行错误,但这不会影响您在上面包含的代码。
我在三点之间创建了两条线的线框网格:
通过这些函数:
Qt3DRender::QGeometryRenderer *Utils::createWireframeMesh()
{
Qt3DRender::QGeometryRenderer *mesh = new Qt3DRender::QGeometryRenderer();
Qt3DRender::QGeometry *geometry = new Qt3DRender::QGeometry(mesh);
Qt3DRender::QBuffer *vertexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::VertexBuffer,
geometry);
Qt3DRender::QBuffer *indexDataBuffer = new Qt3DRender::QBuffer(Qt3DRender::QBuffer::IndexBuffer,
geometry);
QByteArray vertexBufferData;
QByteArray indexBufferData;
int vertexCount = 3; // Three vertices at (0, -1, 0) and (1, 0, 0) and (0, 1, 0)
int lineCount = 2; // Two lines between three vertices
vertexBufferData.resize(vertexCount * 3 * sizeof(float));
indexBufferData.resize(lineCount * 2 * sizeof(ushort));
// Arrow triangle is 2D and is inside XY plane
float *vPtr = reinterpret_cast<float *>(vertexBufferData.data());
vPtr[0] = 0.0f; vPtr[1] = -1.0f; vPtr[2] = 0.0f; // First vertex at (0, -1, 0)
vPtr[3] = 1.0f; vPtr[4] = 0.0f; vPtr[5] = 0.0f; // Second vertex at (1, 0, 0)
vPtr[6] = 0.0f; vPtr[7] = +1.0f; vPtr[8] = 0.0f; // Third vertex at (0, 1, 0)
ushort *iPtr = reinterpret_cast<ushort *>(indexBufferData.data());
iPtr[0] = 0; iPtr[1] = 1; // First line from index 0 to index 1
iPtr[2] = 1; iPtr[3] = 2; // Second line from index 1 to index 2
vertexDataBuffer->setData(vertexBufferData);
indexDataBuffer->setData(indexBufferData);
addPositionAttributeToGeometry(geometry, vertexDataBuffer, vertexCount);
addIndexAttributeToGeometry(geometry, indexDataBuffer, lineCount * 2);
mesh->setInstanceCount(1);
mesh->setIndexOffset(0);
mesh->setFirstInstance(0);
// How to set vertex count here?
mesh->setVertexCount(vertexCount);
mesh->setPrimitiveType(Qt3DRender::QGeometryRenderer::Lines);
mesh->setGeometry(geometry);
return mesh;
}
void Utils::addPositionAttributeToGeometry(Qt3DRender::QGeometry *geometry,
Qt3DRender::QBuffer *buffer, int count)
{
Qt3DRender::QAttribute *posAttribute = new Qt3DRender::QAttribute();
posAttribute->setAttributeType(Qt3DRender::QAttribute::VertexAttribute);
posAttribute->setBuffer(buffer);
posAttribute->setDataType(Qt3DRender::QAttribute::Float);
posAttribute->setDataSize(3);
posAttribute->setByteOffset(0);
posAttribute->setByteStride(0);
posAttribute->setCount(count);
posAttribute->setName(Qt3DRender::QAttribute::defaultPositionAttributeName());
geometry->addAttribute(posAttribute);
}
void Utils::addIndexAttributeToGeometry(Qt3DRender::QGeometry *geometry,
Qt3DRender::QBuffer *buffer, int count)
{
Qt3DRender::QAttribute *indexAttribute = new Qt3DRender::QAttribute();
indexAttribute->setAttributeType(Qt3DRender::QAttribute::IndexAttribute);
indexAttribute->setBuffer(buffer);
indexAttribute->setDataType(Qt3DRender::QAttribute::UnsignedShort);
indexAttribute->setDataSize(1);
indexAttribute->setByteOffset(0);
indexAttribute->setByteStride(0);
indexAttribute->setCount(count);
geometry->addAttribute(indexAttribute);
}
在上面的代码中,我在这一行尝试了三种不同的语句:
// How to set vertex count here?
mesh->setVertexCount(vertexCount);
mesh->setVertexCount(vertexCount * 2);
mesh->setVertexCount(vertexCount * 3);
有了这些结果 - 我在我的 3D 场景中做了一些光线投射,这也受到了令人惊讶的影响:
Documentation 将 Qt3DRender::QGeometryRenderer
的 vertexCount
属性 解释为:
vertexCount : int
Holds the primitive count.
在我的例子中,图元数是行数,所以我试了但只画了一条线:
我对 setVertexCount
API 感到困惑。有人可以给我提示吗?
vertexCount
与您传递给 glDrawArrays
或 glDrawElements
的值相同,即它是绘图中涉及的顶点数。由于您使用的是索引渲染,因此通常是索引的数量(假设您正在绘制索引数组中的所有数据)。所以在上面的例子中,它应该是 4.
请注意,我们最近修复了使用原始重启时的选行错误,但这不会影响您在上面包含的代码。