def __init__(self): super(Window, self).__init__() # Default set-up self.rootEntity = Kuesa.SceneEntity() self.rootEntity.addComponent(DefaultEnvMap(self.rootEntity)) self.camera().setPosition(QVector3D(5, 1.5, 5)) self.camera().setViewCenter(QVector3D(0, 0.5, 0)) self.camera().setUpVector(QVector3D(0, 1, 0)) self.camera().setAspectRatio(16. / 9.) self.camController = Qt3DExtras.QOrbitCameraController(self.rootEntity) self.camController.setCamera(self.camera()) self.fg = Kuesa.ForwardRenderer() self.fg.setCamera(self.camera()) self.fg.setClearColor("white") self.setActiveFrameGraph(self.fg) # Load a glTF model self.gltfImporter = Kuesa.GLTF2Importer(self.rootEntity) self.gltfImporter.setSceneEntity(self.rootEntity) self.gltfImporter.setSource(assetsUrl() + "/models/duck/Duck.glb") self.gltfImporter.statusChanged.connect(self.importerLoaded) # Skybox creation envmap_root = assetsUrl() + "/envmaps/pink_sunrise" envmap_name = "pink_sunrise" + ("_16f" if platform.system() == "Darwin" else "") + "_radiance" self.skybox = Kuesa.Skybox(self.rootEntity) self.skybox.setBaseName(envmap_root + "/" + envmap_name) self.skybox.setExtension(".dds") self.setRootEntity(self.rootEntity)
def __init__(self): super(Window, self).__init__() # Scene creation # Kuesa content must be child of a Kuesa.SceneEntity. # These entites are all themselves standard Qt3D::QEntity self.rootEntity = Kuesa.SceneEntity() # GLTF2Importer will load the glTF 2.0 content and add # it as a child in the SceneEntity. self.gltfImporter = Kuesa.GLTF2Importer(self.rootEntity) self.gltfImporter.setSceneEntity(self.rootEntity) self.gltfImporter.setSource(assetsUrl() + "/models/Box.glb") # Since Kuesa is based on a PBR pipeline, we need an environment map. self.rootEntity.addComponent(DefaultEnvMap(self.rootEntity)) # Camera. self.camera().setPosition(QVector3D(10, 1.5, 10)) self.camera().setViewCenter(QVector3D(0, .5, 0)) self.camera().setUpVector(QVector3D(0, 1, 0)) self.camera().setAspectRatio(16. / 9.) # Camera controls. self.camController = Qt3DExtras.QOrbitCameraController(self.rootEntity) self.camController.setCamera(self.camera()) # Frame graph. self.fg = Kuesa.ForwardRenderer() self.fg.setCamera(self.camera()) self.fg.setClearColor("white") self.setActiveFrameGraph(self.fg) self.setRootEntity(self.rootEntity)
def __init__(self): super(Window, self).__init__() # Since we are going to use animations, we need to register # the Qt3D animation aspect : self.animationAspect = Qt3DAnimation.QAnimationAspect(self) self.registerAspect(self.animationAspect) # Default set-up self.rootEntity = Kuesa.SceneEntity() self.rootEntity.addComponent(DefaultEnvMap(self.rootEntity)) self.camera().setPosition(QVector3D(25, 1.5, 25)) self.camera().setViewCenter(QVector3D(0, 3, 0)) self.camera().setUpVector(QVector3D(0, 1, 0)) self.camera().setAspectRatio(16. / 9.) self.camController = Qt3DExtras.QOrbitCameraController(self.rootEntity) self.camController.setCamera(self.camera()) self.fg = Kuesa.ForwardRenderer() self.fg.setCamera(self.camera()) self.fg.setClearColor("white") self.setActiveFrameGraph(self.fg) # Load a glTF model self.gltfImporter = Kuesa.GLTF2Importer(self.rootEntity) self.gltfImporter.setSceneEntity(self.rootEntity) self.gltfImporter.setSource(assetsUrl() + "/models/InterpolationTest.glb") self.gltfImporter.statusChanged.connect(self.on_sceneLoaded) self.setRootEntity(self.rootEntity)
def __init__(self): super(Window, self).__init__() # Default set-up self.rootEntity = Kuesa.SceneEntity() self.rootEntity.addComponent(DefaultEnvMap(self.rootEntity)) self.camera().setPosition(QVector3D(5, 1.5, 5)) self.camera().setViewCenter(QVector3D(0, 0.5, 0)) self.camera().setUpVector(QVector3D(0, 1, 0)) self.camera().setAspectRatio(16. / 9.) self.camController = Qt3DExtras.QOrbitCameraController(self.rootEntity) self.camController.setCamera(self.camera()) self.fg = Kuesa.ForwardRenderer() self.fg.setCamera(self.camera()) self.fg.setClearColor("white") self.setActiveFrameGraph(self.fg) # Load a glTF model self.gltfImporter = Kuesa.GLTF2Importer(self.rootEntity) self.gltfImporter.setSceneEntity(self.rootEntity) self.gltfImporter.setSource(assetsUrl() + "/models/duck/Duck.glb") self.gltfImporter.statusChanged.connect(self.importerLoaded) # Skybox creation envmap_root = assetsUrl() + "/envmaps/pink_sunrise" envmap_name = "pink_sunrise" + ("_16f" if platform.system() == "Darwin" else "") + "_radiance" self.skybox = Kuesa.Skybox(self.rootEntity) self.skybox.setBaseName(envmap_root + "/" + envmap_name) self.skybox.setExtension(".dds") # Creation of a few post-processing effects self.blurFx = Kuesa.GaussianBlurEffect() self.blurFx.setBlurPassCount(8) self.dofFx = Kuesa.DepthOfFieldEffect() self.dofFx.setFocusRange(3.1) self.dofFx.setRadius(21.) self.dofFx.setFocusDistance(6.6) self.threshFx = Kuesa.ThresholdEffect() self.threshFx.setThreshold(.1) # self.fg.addPostProcessingEffect(self.blurFx) # self.fg.addPostProcessingEffect(self.dofFx) self.fg.addPostProcessingEffect(self.threshFx) self.setRootEntity(self.rootEntity)
def __init__(self): super(Window, self).__init__() # Default set-up self.rootEntity = Kuesa.SceneEntity() self.rootEntity.addComponent(DefaultEnvMap(self.rootEntity)) self.camera().setPosition(QVector3D(5, 1.5, 5)) self.camera().setViewCenter(QVector3D(0, 0.5, 0)) self.camera().setUpVector(QVector3D(0, 1, 0)) self.camera().setAspectRatio(16. / 9.) self.camController = Qt3DExtras.QOrbitCameraController(self.rootEntity) self.camController.setCamera(self.camera()) self.fg = Kuesa.ForwardRenderer() self.fg.setCamera(self.camera()) self.fg.setClearColor("white") self.setActiveFrameGraph(self.fg) # Load a glTF model self.gltfImporter = Kuesa.GLTF2Importer(self.rootEntity) self.gltfImporter.setSceneEntity(self.rootEntity) self.gltfImporter.setSource(assetsUrl() + "/models/duck/Duck.glb") # Skybox creation envmap_root = assetsUrl() + "/envmaps/pink_sunrise" envmap_name = "pink_sunrise" + ("_16f" if platform.system() == "Darwin" else "") + "_radiance" self.skybox = Kuesa.Skybox(self.rootEntity) self.skybox.setBaseName(envmap_root + "/" + envmap_name) self.skybox.setExtension(".dds") # Tonemapping and gamma correction self.toneMapAlgorithm = Kuesa.ToneMappingAndGammaCorrectionEffect.ToneMapping( ) self.fg.setExposure(2) self.fg.setGamma(2.8) self.fg.setToneMappingAlgorithm(self.toneMapAlgorithm) # Cycle through the various tonemapping algorithms provided by Kuesa timer = QTimer(self) timer.setInterval(1000) timer.timeout.connect(self.changeTonemapping) timer.start() self.setRootEntity(self.rootEntity)
def __init__(self): super(Window, self).__init__() # Default set-up self.rootEntity = Kuesa.SceneEntity() self.rootEntity.addComponent(DefaultEnvMap(self.rootEntity)) self.camera().setPosition(QVector3D(25, 1.5, 25)) self.camera().setViewCenter(QVector3D(0, 3, 0)) self.camera().setUpVector(QVector3D(0, 1, 0)) self.camera().setAspectRatio(16. / 9.) self.camController = Qt3DExtras.QOrbitCameraController(self.rootEntity) self.camController.setCamera(self.camera()) self.fg = Kuesa.ForwardRenderer() self.fg.setCamera(self.camera()) self.fg.setClearColor("white") self.setActiveFrameGraph(self.fg) # Load a glTF model self.gltfImporter = Kuesa.GLTF2Importer(self.rootEntity) self.gltfImporter.setSceneEntity(self.rootEntity) self.gltfImporter.setSource(assetsUrl() + "/models/InterpolationTest.glb") # When opening this model in gltfEditor, we can see : # - Multiple entities : # Cube, Cube.001, Cube.002, Light, Plane... # - Multiple meshes : # Cube.001_0, Cube.002_0, ... # - Multiple materials : # Material, Material.001, ... # etc. # Let's use Kuesa to change one of these entities on-the-fly. # We need to wait for the glTF file to be fully loaded in order to do that : self.gltfImporter.statusChanged.connect(self.on_sceneLoaded) self.setRootEntity(self.rootEntity)
def __init__(self): super(Window, self).__init__() # Default set-up - by now you know the drill :-) self.rootEntity = Kuesa.SceneEntity() self.rootEntity.addComponent(DefaultEnvMap(self.rootEntity)) self.gltfImporter = Kuesa.GLTF2Importer(self.rootEntity) self.gltfImporter.setSceneEntity(self.rootEntity) self.gltfImporter.setSource(assetsUrl() + "/models/duck/Duck.glb") self.camera().setPosition(QVector3D(10, 1.5, 10)) self.camera().setViewCenter(QVector3D(0, .5, 0)) self.camera().setUpVector(QVector3D(0, 1, 0)) self.camera().setAspectRatio(16. / 9.) self.camController = Qt3DExtras.QOrbitCameraController(self.rootEntity) self.camController.setCamera(self.camera()) self.fg = Kuesa.ForwardRenderer() self.fg.setCamera(self.camera()) self.fg.setClearColor("white") self.setActiveFrameGraph(self.fg) envmap_root = assetsUrl() + "/envmaps/pink_sunrise" envmap_name = "pink_sunrise" + ("_16f" if platform.system() == "Darwin" else "") + "_radiance" self.skybox = Kuesa.Skybox(self.rootEntity) self.skybox.setBaseName(envmap_root + "/" + envmap_name) self.skybox.setExtension(".dds") # Now we create some lights. # All lights have an intensity and a color. # Specific light types have relevant additional properties. # Point light self.pointLightEntity = Qt3DCore.QEntity(self.rootEntity) self.pointLightTransform = Qt3DCore.QTransform(self.pointLightEntity) self.pointLightTransform.setTranslation(QVector3D(20, -10, -10)) self.pointLight = Kuesa.PointLight(self.pointLightEntity) self.pointLight.setIntensity(1000.0) self.pointLight.setColor("red") self.pointLightEntity.addComponent(self.pointLightTransform) self.pointLightEntity.addComponent(self.pointLight) # Spot light self.spotLightEntity = Qt3DCore.QEntity(self.rootEntity) self.spotLightTransform = Qt3DCore.QTransform(self.spotLightEntity) self.spotLightTransform.setTranslation(QVector3D(-10, 10, 10)) self.spotLight = Kuesa.SpotLight(self.spotLightEntity) self.spotLight.setIntensity(1000.0) self.spotLight.setColor("green") self.spotLight.setInnerConeAngle(50) self.spotLight.setOuterConeAngle(100) self.spotLight.setRange(1000) self.spotLightEntity.addComponent(self.spotLightTransform) self.spotLightEntity.addComponent(self.spotLight) # Directional light self.directionalLightEntity = Qt3DCore.QEntity(self.rootEntity) self.directionalLightTransform = Qt3DCore.QTransform( self.directionalLightEntity) self.directionalLight = Kuesa.DirectionalLight( self.directionalLightEntity) self.directionalLight.setIntensity(100.0) self.directionalLight.setColor("blue") self.directionalLight.setDirection(QVector3D(10, 10, -10)) self.directionalLightEntity.addComponent( self.directionalLightTransform) self.directionalLightEntity.addComponent(self.directionalLight) self.setRootEntity(self.rootEntity)