使用C++在Qt3D中创建多个视口时出现问题



我正在尝试使用C++设置一个具有多个视口的Qt3DWindow。根据文档和提供的QML示例,我所需要做的就是创建一个框架图,其中一个主要的QViewport对象分支到几个RenderView中。第一个RenderView包含一个QClearBuffers对象,其余的包含平铺视口及其相应的摄影机选择器。因此,如果我想要N个视口,我需要创建N+1个RenderViews。

然而,如果我遵循该过程,则主视口显示某种";默认";视图,显示在窗口顶部,跨越所有视口。我不知道这个视图是从哪里来的,因为它与任何相机都不对应。以下是下面发布的代码的输出。

我找到了一个解决方案,但我对此感到不舒服,因为这感觉像是某种破解:我没有从主视口创建所有RenderViews分支,而是将一个子视口附加到ClearBuffers对象本身。因此,对于N个视口,我有N个RenderViews,而不是N+1。我不太了解框架图的内部结构,所以我想知道这个解决方案是否只是从强迫症的角度来看是错误的,或者它在某个时候可能会适得其反。

以下是一个最小的示例,其中两个视口共享默认摄影机。如果我从clearBuffers而不是mainViewPort进行viewPort1viewPort2分支,那么一切都会按预期进行:

#include <QGuiApplication>
#include <Qt3DCore/QTransform>
#include <Qt3DExtras/Qt3DWindow>
#include <Qt3DExtras/QTorusMesh>
#include <Qt3DExtras/QPhongMaterial>
#include <Qt3DRender/QCamera>
#include <Qt3DRender/QRenderSurfaceSelector>
#include <Qt3DRender/QViewport>
#include <Qt3DRender/QClearBuffers>
#include <Qt3DRender/QCameraSelector>
Qt3DCore::QEntity *createScene()
{
// Root entity
auto rootEntity = new Qt3DCore::QEntity;
// Torus
auto torusEntity = new Qt3DCore::QEntity(rootEntity);
auto torusMesh = new Qt3DExtras::QTorusMesh;
torusMesh->setRadius(0.5f);
torusMesh->setMinorRadius(0.1f);
torusMesh->setRings(100);
torusMesh->setSlices(20);
auto torusTransform = new Qt3DCore::QTransform;
torusTransform->setScale3D(QVector3D(1.2f, 1.f, 0.8f));
torusTransform->setRotation(QQuaternion::fromAxisAndAngle(QVector3D(1, 0, 0), 45.0f));
torusEntity->addComponent(torusMesh);
torusEntity->addComponent(torusTransform);
torusEntity->addComponent(new Qt3DExtras::QPhongMaterial(rootEntity));
return rootEntity;
}
int main(int argc, char* argv[])
{
QGuiApplication app(argc, argv);
Qt3DExtras::Qt3DWindow view;
// Set camera transform
view.camera()->setPosition(QVector3D(0, 4.0f, 0));
view.camera()->setViewCenter(QVector3D(0, 0, 0));
// Framegraph root node
auto surfaceSelector = new Qt3DRender::QRenderSurfaceSelector();
auto mainViewPort = new Qt3DRender::QViewport(surfaceSelector);
// First RenderView: clear buffers
auto clearBuffers = new Qt3DRender::QClearBuffers(mainViewPort);
clearBuffers->setBuffers(Qt3DRender::QClearBuffers::ColorDepthBuffer);
clearBuffers->setClearColor(Qt::white);
// Second RenderView: left viewport
auto viewPort1 = new Qt3DRender::QViewport(mainViewPort);
viewPort1->setNormalizedRect(QRectF(0.0f, 0.0f, 0.5f, 1.0f));
auto cameraSelector1 = new Qt3DRender::QCameraSelector(viewPort1);
cameraSelector1->setCamera(view.camera());
// Third RenderView: right viewport
auto viewPort2 = new Qt3DRender::QViewport(mainViewPort);
viewPort2->setNormalizedRect(QRectF(0.5f, 0.0f, 0.5f, 1.0f));
auto cameraSelector2= new Qt3DRender::QCameraSelector(viewPort2);
cameraSelector2->setCamera(view.camera());
// Add framegraph and scenegraph to viewer
view.setActiveFrameGraph(surfaceSelector);
view.setRootEntity(createScene());
view.show();
return app.exec();
}

我仍然认为它在视口顶部绘制是一种错误,但您可以将QNoDraw节点作为QClearBuffers:的子节点放在框架图中

auto noDraw = new Qt3DRender::QNoDraw(clearBuffers);

这解决了渲染问题。

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