----------------------------------------------
概述
- 请阅读QtHelp: Qt 3D Overview
https://www.kdab.com/overview-qt3d-2-0-part-1/
http://blog.csdn.net/iron_lzn/article/details/51363959
- 上youtube 搜索 Qt 3D 视频
- 上kdab公司的网站,Qt3D的主要代码都是kdab公司提供的
- 建模示例:https://www.kdab.com/qt-3d-animation-easter-teaser/
----------------------------------------------
功能
2D and 3D rendering : 2d/3d渲染
Meshes and Geometry : 面片和坐标
Materials : 材质
Shaders : 着色器
Shadow mapping : 阴影贴图(一种实时阴影技术)
Ambient occlusion : 环境光遮蔽(一种全局光技术)
High dynamic range : 高动态范围(HDR)
Deferred rendering : 延迟渲染(一种多光源渲染技术)
Multitexturing : 多材质
Instanced rendering : 实例渲染
Uniform Buffer Objects : 统一缓冲对象(HBO) 相关库
QT += 3dcore 3drender 3dinput 3dlogic 3dextras
#include <Qt3DCore>
#include <Qt3DRender>
#include <Qt3DInput>
#include <Qt3DLogic>
#include <Qt3DExtras>
QT += 3dcore 3drender 3dinput 3dlogic 3dextras qml quick 3dquick
import Qt3D.Core 2.0 // 节点实体模型,基础变化
import Qt3D.Render 2.0 // 相机,缓冲,滤镜,图层,面片,光照,特效,材质,Shader,
import Qt3D.Input 2.0 // 输入
import Qt3D.Logic 2.0 // 每帧动画控制
import Qt3D.Extras 2.0 // 第一人称相机,轨道相机,反射贴图,基础模型等 继承关系
Node // qt3d 所有类的基类
Entity //
Camera //
Component3D //
Layer //
Transform //
CameraLens //
ComputeCommand //
FrameAction //
InputSettings //
KeyboardHandler //
GeometryRenderer //
Mesh // 面片
ConeMesh // 圆锥体 ConeMesh {bottomRadius: 0.05; topRadius:; length : 0.1; rings :; slices:},
CuboidMesh // 长方体
CylinderMesh // 圆柱体 CylinderMesh{length : size; radius : 0.05; rings :; slices:}
PlaneMesh // 平面 PlaneMesh {width: 1.0; height: 1.0; meshResolution: Qt.size(2, 2)}
SphereMesh // 球体 SphereMesh {radius:}
TorusMesh // 三叶体
Light // 光照基类
DirectionLight // 方向光(如太阳)
PointLight // 电光源(如灯泡)
SportLight // 聚光
Material //
Texture2D //
DiffuseMapMaterial // 漫反射贴图材质
DiffuseSpecularMapMaterial // 漫反射高光贴图材质
GoochMaterial // Gooch shading model, popular in CAD and CAM applications
NormalDiffuseMapMaterial //
NormalDiffuseMapAlphaMaterial //
NormalDiffuseSpecularMapMaterial //
PhongMaterial //
PhongAlphaMaterial //
PerVertexColorMaterial //
AbstractTextureImage //
Effect //
FilterKey //
FrameGraphNode // FrameGraph 配置基类,用于控制渲染
LayerFilter // 层过滤(只显示指定层的对象)
CameraSelector // 相机选择器
ClearBuffers // enables clearing of the specific render target buffers with specific values
DispatchCompute // FrameGraph node to issue work for the compute shader on GPU
FrustumCulling // enables frustum culling of the drawable entities based on the camera view and Geometry bounds of the entities
NoDraw // Prevents from drawing anything
RenderCapture // Used to request render capture. User can specify a captureId to identify the request.
RenderSurfaceSelector // be used to select the surface
RenderTargetSelector // s used to select active RenderTarget for the FrameGraph
RenderPassFilter //
RenderStateSet //
SortPolicy //
TechniqueFilter //
Viewport //
KeyboardDevice //
RenderPass //
RenderState //
RenderTargetOutput //
ShaderPrograme
CameraController
FirstPersonCameraController // 第一人称相机控制器(类似cs)
OrbitCameraController // 轨道相机控制器(围绕物体旋转)
Geometry //
ConeGeometry // allows creation of a cone in 3D space
CuboidGeometry // allows creation of a cuboid in 3D space.
CylinderGeometry //
PlaneGeometry //
SphereGeometry //
TorusGeometry // eg
CuboidMesh {
id: mesh
property real multiplier: 0.0256
xExtent: 512 * multiplier
yExtent: 768 * multiplier
zExtent: 2.0
yzMeshResolution: Qt.size(20, 20)
xzMeshResolution: Qt.size(20, 20)
xyMeshResolution: Qt.size(20, 20)
} 显示OpenGL版本
Rectangle {
color: "black"
Text {
color: "white"
anchors.centerIn: parent
text: "Open%4 %1.%2 %3"
.arg(OpenGLInfo.majorVersion)
.arg(OpenGLInfo.minorVersion)
.arg({0: "NoProfile", 1: "CoreProfile", 2: "CompatibilityProfile"}[OpenGLInfo.profile])
.arg({: "Unspecified", 1: "GL", 2: "GLES"}[OpenGLInfo.renderableType])
styleColor: "#8b8b8b"
style: Text.Sunken
font.pointSize: 24
onTextChanged: {
Resources.setGlInfo(OpenGLInfo);
}
}
} ----------------------------------------------
Scene3D
提供3d运行场景,嵌在普通qml中
----------------------------------------------
属性
activeCamera : Camera3D
activeLight : Light3D
devicePixelRatio : float
graphPositionQuery : point
invalidSelectionPoint : point
primarySubViewport : rect
secondarySubViewport : rect
secondarySubviewOnTop : bool
selectionQueryPosition : point
slicingActive : bool
viewport : rect 示例
Scene3D {
id: scene3d
anchors.fill: parent
anchors.margins: 10
focus: true
aspects: ["input", "logic"]
cameraAspectRatioMode: Scene3D.AutomaticAspectRatio
AnimatedEntity {}
} ----------------------------------------------
Entity
Entity有个属性component,里面可以容纳 Mesh, Transformation, Audio, Material.....,
这是一种很灵活的方式,可简化3d对象类的层次,也便于扩展。
----------------------------------------------
标准写法
Entity {
components: [
Mesh {source: "assets/obj/toyplane.obj"},
PhongMaterial {diffuse: "white"; shininess:}
]
} 从文件中加载场景
Entity {
components: [
SceneLoader {source: "qrc:/assets/test_scene.dae"}
]
} ----------------------------------------------
Camera
import Qt3D.Core 2.0
import Qt3D.Render 2.0
----------------------------------------------
第一人称三角透视相机
Camera {
id: mainCamera
objectName: "mainCamera"
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 22.5
aspectRatio: _window.width / _window.height
onAspectRatioChanged: console.log( "aspectRatio = " + aspectRatio )
nearPlane: 0.01
farPlane: 1000.0
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
}
FirstPersonCameraController { camera: mainCamera } 轨道透视相机(右键按住拖动,可对准原点旋转相机)
components: [
RenderSettings {
activeFrameGraph: ForwardRenderer {
clearColor: Qt.rgba(0, 0.5, 1, 1)
camera: camera
}
},
InputSettings { }
]
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d( 0.0, 0.0, -40.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}
OrbitCameraController { camera: camera} 多角度观测
Viewport {
id: mainViewport
normalizedRect: Qt.rect(0, 0, 1, 1)
ClearBuffers {
buffers: ClearBuffers.ColorDepthBuffer
} Viewport {
id: topLeftViewport
normalizedRect: Qt.rect(0, 0, 0.5, 0.5)
CameraSelector { id: cameraSelectorTopLeftViewport }
}
Viewport {
id: topRightViewport
normalizedRect: Qt.rect(0.5, 0, 0.5, 0.5)
CameraSelector { id: cameraSelectorTopRightViewport }
}
Viewport {
id: bottomLeftViewport
normalizedRect: Qt.rect(0, 0.5, 0.5, 0.5)
CameraSelector { id: cameraSelectorBottomLeftViewport }
}
Viewport {
id: bottomRightViewport
normalizedRect: Qt.rect(0.5, 0.5, 0.5, 0.5)
CameraSelector { id: cameraSelectorBottomRightViewport }
}
} ----------------------------------------------
Light
----------------------------------------------
方向光(平行光,如太阳)
Enity {
components: [
DirectionalLight {
worldDirection: Qt.vector3d(0.3, -3.0, 0.0).normalized();
color: "#fbf9ce"
intensity: 0.3
}
]
} 点光源(如灯泡)
Entity {
components: [
PointLight {
color: "red"
intensity: 0.3
constantAttenuation: 1.0
linearAttenuation: 0.0
quadraticAttenuation: 0.0025
}
]
} 聚光(如舞台聚光灯)
Entity {
components: [
SpotLight {
localDirection: Qt.vector3d(0.0, -1.0, 0.0)
color: "white"
intensity: 0.6
}
]
} ----------------------------------------------
Material(材质)
贴图相关概念
https://zhidao.baidu.com/question/167602912.html
http://www.cnblogs.com/xiuj/p/5875461.html
-------------------------------------------
ambient : 环境色。物体自己发出的光。
diffuse map : 漫反射贴图(色彩贴图), 它的作用是给模型上颜色和材质
specular map : 高光贴图,不同材质,在光照下,它们的反射光的强弱都不同
normal map : 法线贴图.用来表现凹凸
-------------------------------------------
gloss map : 指示着色器对物体的表面的某些部分着色更亮一点,某些部分更暗一点,因为Gloss Maps只需要单通道, 可用alpha通道的图或灰度图
emboss bump map : 做表面的浮雕效果的
opacity map : 透明贴图。透明通道制作头发或者损坏的衣服布料等等可以用到
shininess : 光泽(0-1)
lighting map 和 AO map : 让材质制作更加逼真,更加方便
Qt3D中材质
用Material组件编写
提供了几种材质组件,通常是几种贴图方式的组合
PhongMaterial
DiffuseMapMaterial
NormalDiffuseMapMaterial
GoochMaterial
----------------------------------------------
简单色彩材质
色彩材质
ColorMaterial{
diffuseColor: Qt.rgba(0.2, 0.5, 0.3, 1.0)
specularColor: Qt.rgba(0, 0, 0, 1.0)
}
Phong 基础光照模型材质
PhongMaterial {
ambient: Qt.rgba( 0.02, 0.02, 0.02, 1.0 )
diffuse: Qt.rgba( 0.8, 0.0, 0.0, 1.0 )
specular: Qt.rgba( 0.8, 0.0, 0.0, 1.0 )
shininess: 1.0
}
PhongAlphaMaterial(带透明通道的基础Phong光照模型材质)
PhongMaterial {
ambient: Qt.rgba( 0.02, 0.02, 0.02, 1.0 )
diffuse: Qt.rgba( 0.8, 0.0, 0.0, 1.0 )
specular: Qt.rgba( 0.8, 0.0, 0.0, 1.0 )
shininess: 1.0
alpha: 0.8
}
GoochMaterial
Gooch光照渲染模型。
常用于CAD和CAM程序,完全拟真不是该模型的目标,
该模型同时使用 color 和 brightness 来显示3d表面的弯曲部分;
该模型混合了漫反射光/冷光/暖光来产生渐变色带,冷光和暖光分别由alpha和beta参数影响。色带区间:[cool + alpha * diffuse, warm + beta * diffuse]
参数
shininess : real
diffuse : color
specular : color
coolColor : color
warmColor : color
alpha : real
beta : real
PerVertexColorMaterial
Default implementation for rendering the color properties set for each vertex
帮助上没有任何参数 漫反射贴图材质(Phong光照模型)
漫反射贴图材质(漫反射由贴图提供)
DiffuseMapMaterial {
diffuse: "assets/chest/diffuse.webp"
specular: Qt.rgba( 0.2, 0.2, 0.2, 1.0 )
shininess: 2.0
ambient: color
textureScale: 1.0
}
漫反射高光贴图材质(漫反射和高光均有贴图提供)
DiffuseSpecularMapMaterial{
diffuse: "assets/chest/diffuse.webp"
specular: "assets/chest/specular.webp"
shininess: 2.0
ambient: color
textureScale: 1.0
} 凹凸贴图材质(用贴图来模拟细节,减小建模复杂度)
法线漫反射贴图材质(实现了phong光照和凹凸贴图模型)
NormalDiffuseMapMaterial {
ambient: Qt.rgba( 0.05, 0.05, 0.05, 1.0 )
shininess: 5.0
textureScale: 1.0
diffuse: "assets/houseplants/pot.webp"
normal: "assets/houseplants/pot_normal.webp"
specular: Qt.rgba( 0.75, 0.75, 0.75, 1.0 )
}
法线漫反射贴图质(和前一个的区别?)
NormalDiffuseMapAlphaMaterial {
ambient: Qt.rgba( 0.05, 0.05, 0.05, 1.0 )
shininess: 1.0
textureScale: 1.0
diffuse: "qrc:/images/songtitle.png"
normal: "qrc:/images/normalmap.png"
specular: color
}
法线漫反射高光贴图材质(高光可以指定贴图)
NormalDiffuseSpecularMapMaterial {
ambient: Qt.rgba( 0.05, 0.05, 0.05, 1.0 )
shininess: 10.0
textureScale: 10.0
diffuse: "assets/textures/pattern_09/diffuse.webp"
normal: "assets/textures/pattern_09/normal.webp"
specular: "assets/textures/pattern_09/specular.webp"
} 自定义材质(使用Shader技术实现)
示例1
Material {
id: instancedPhongMaterial
effect: Effect {
techniques: Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
minorVersion: 2
majorVersion: 3
}
filterKeys: FilterKey { name: "renderingStyle"; value: "forward" }
renderPasses: RenderPass {
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/instanced.vert")
fragmentShaderCode: loadSource("qrc:/instanced.frag")
}
}
}
}
}
线框材质
请查看官方示例“Wireframe qml example”
WireframeMaterial {
id: wireframeMaterial
effect: WireframeEffect {}
ambient: Qt.rgba( 0.2, 0.0, 0.0, 1.0 )
diffuse: Qt.rgba( 0.8, 0.0, 0.0, 1.0 )
}
详见官方示例:Planets qml example
Texture2D {
id: diffuseTexture
minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
wrapMode {
x: WrapMode.Repeat
y: WrapMode.Repeat
}
generateMipMaps: true
maximumAnisotropy: 16.0
TextureImage {source: "qrc:/texturePalette.png"}
} ----------------------------------------------
Layer(QLayer>)
类似ps中的图层,可在程序中控制某些图层显示隐藏
----------------------------------------------
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Entity {
id: root
components: RenderSettings {
Viewport {
ClearBuffers {
buffers: ClearBuffers.ColorDepthBuffer
CameraSelector {
camera: mainCamera
LayerFilter {layers: [layer1]}
}
}
}
}
Camera { id: mainCamera } // scene
Entity {
id: renderableEntity
components: [ mesh, layer1 ]
}
Layer { id: layer1 }
GeometryRenderer { id: mesh }
} ----------------------------------------------
TechniqueFilter e
----------------------------------------------
import Qt3D.Core 2.0
import Qt3D.Render 2.0
TechniqueFilter {
property alias camera: cameraSelector.camera
property alias window: surfaceSelector.surface id: root
objectName : "techniqueFilter"
matchAll: [ FilterKey { name: "renderingStyle"; value: "forward" } ] // Select the forward rendering Technique of any used Effect RenderSurfaceSelector {
id: surfaceSelector
Viewport {
id: viewport
objectName : "viewport"
normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0)
CameraSelector {
id : cameraSelector
objectName : "cameraSelector"
ClearBuffers {
buffers : ClearBuffers.ColorDepthBuffer
clearColor: "black"
SortPolicy {
sortTypes: [
SortPolicy.StateChangeCost,
SortPolicy.Material
]
}
}
}
}
}
} ----------------------------------------------
AspectEngine
----------------------------------------------
3d模拟是AspectEngine来执行等
AbstractAspect
Behavior 处理组件数据 RenderAspect
InputAspect
LoginAspect ----------------------------------------------
FrameGraph & ViewPort & Layer
描述了后期处理逻辑,如:阴影/透明/后期处理/多视图/选择渲染
import Qt3D.Core 2.0
import Qt3D.Render 2.0
----------------------------------------------
默认的RenderSetting
Entity {
Camera { id:camera ... }
FirstPersonCameraController {camera:camera}
components: [
RenderSetting{
activeFrameGraph : ForwardRenderer {camera:camera, clearColor:"transparent"},
InputSetting{}
}
]
...
} 自定义RenderSetting(多视图)
RenderSettings {
id: quadViewportFrameGraph
property alias topLeftCamera: cameraSelectorTopLeftViewport.camera;
property alias topRightCamera: cameraSelectorTopRightViewport.camera;
property alias bottomLeftCamera: cameraSelectorBottomLeftViewport.camera;
property alias bottomRightCamera: cameraSelectorBottomRightViewport.camera;
property alias window: surfaceSelector.surface activeFrameGraph: RenderSurfaceSelector {
id: surfaceSelector
Viewport {
id: mainViewport
normalizedRect: Qt.rect(0, 0, 1, 1) ClearBuffers {
buffers: ClearBuffers.ColorDepthBuffer
} Viewport {
id: topLeftViewport
normalizedRect: Qt.rect(0, 0, 0.5, 0.5)
CameraSelector { id: cameraSelectorTopLeftViewport }
} Viewport {
id: topRightViewport
normalizedRect: Qt.rect(0.5, 0, 0.5, 0.5)
CameraSelector { id: cameraSelectorTopRightViewport }
} Viewport {
id: bottomLeftViewport
normalizedRect: Qt.rect(0, 0.5, 0.5, 0.5)
CameraSelector { id: cameraSelectorBottomLeftViewport }
} Viewport {
id: bottomRightViewport
normalizedRect: Qt.rect(0.5, 0.5, 0.5, 0.5)
CameraSelector { id: cameraSelectorBottomRightViewport }
}
}
}
} 选择图层渲染
RenderSurfaceSelector{
RenderTargetSelector{
target: sceneTarget
CameraSelector{
camera: mainCamera
ClearBuffer {
buffers: ClearBuffers.ColorDepthBuffer
clearColor: "white"
NoDraw{}
}
LayerFilter{
layers: [objectsLayer]
RenderPassFilter{
matchAny: FilterKey{name: "renderPass"; value: "allObjects"}
}
}
LayerFilter{
layers: [enviromentLayer]
}
}
}
} ----------------------------------------------
CustomMaterial & Effect
----------------------------------------------
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Material {
// 定义材质的参数
id: root
property color ambient: Qt.rgba( 0.05, 0.05, 0.05, 1.0 )
property color diffuse: Qt.rgba( 0.7, 0.7, 0.7, 1.0 )
property color specular: Qt.rgba( 0.95, 0.95, 0.95, 1.0 )
property real shininess: 150.0
property real lineWidth: 0.8
property color lineColor: Qt.rgba( 0.0, 0.0, 0.0, 1.0 )
parameters: [
Parameter { name: "ka"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) },
Parameter { name: "kd"; value: Qt.vector3d(root.diffuse.r, root.diffuse.g, root.diffuse.b) },
Parameter { name: "ks"; value: Qt.vector3d(root.specular.r, root.specular.g, root.specular.b) },
Parameter { name: "shininess"; value: root.shininess },
Parameter { name: "line.width"; value: root.lineWidth },
Parameter { name: "line.color"; value: root.lineColor }
] // 具体的效果实现逻辑(使用Shader实现)
effect: Effect {
parameters: [
Parameter { name: "ka"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
Parameter { name: "kd"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) },
Parameter { name: "ks"; value: Qt.vector3d( 0.95, 0.95, 0.95 ) },
Parameter { name: "shininess"; value: 150.0 }
]
techniques: [
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 3
minorVersion: 1
}
filterKeys: [ FilterKey { name: "renderingStyle"; value: "forward" } ]
parameters: [
Parameter { name: "light.position"; value: Qt.vector4d( 0.0, 0.0, 0.0, 1.0 ) },
Parameter { name: "light.intensity"; value: Qt.vector3d( 1.0, 1.0, 1.0 ) },
Parameter { name: "line.width"; value: 1.0 },
Parameter { name: "line.color"; value: Qt.vector4d( 1.0, 1.0, 1.0, 1.0 ) }
]
// 渲染通道
renderPasses: [
RenderPass {
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/Materials/Shaders/robustwireframe.vert")
geometryShaderCode: loadSource("qrc:/Materials/Shaders/robustwireframe.geom")
fragmentShaderCode: loadSource("qrc:/Materials/Shaders/robustwireframe.frag")
}
}
]
}
]
}
}
shader 详见Qt3D.Shader章节 ----------------------------------------------
ObjectPicker & animation(5.9)
https://www.kdab.com/qt-3d-animation-easter-teaser/
ClipAnimator 5.9 提供。可加载设计好的动画
----------------------------------------------
Entity {
id: cube
components: [
Transform {
id: cubeTransform
},
Mesh {
source: "qrc:/assets/egg/egg.obj"
},
TexturedMetalRoughMaterial {
baseColor: TextureLoader {
format: Texture.SRGB8_Alpha8
source: "qrc:/assets/egg/basecolor.png"
}
metalness: TextureLoader { source: "qrc:/assets/egg/metalness.png" }
roughness: TextureLoader { source: "qrc:/assets/egg/roughness.png" }
normal: TextureLoader { source: "qrc:/assets/egg/normal.png" }
ambientOcclusion: TextureLoader { source: "qrc:/assets/egg/ambientocclusion.png" }
},
ObjectPicker {
onClicked: animator.running = true
},
ClipAnimator {
id: animator
loops: 3
clip: AnimationClipLoader { source: "qrc:/jumpinganimation.json" }
channelMapper: ChannelMapper {
mappings: [
ChannelMapping { channelName: "Location"; target: cubeTransform; property: "translation" },
ChannelMapping { channelName: "Rotation"; target: cubeTransform; property: "rotation" },
ChannelMapping { channelName: "Scale"; target: cubeTransform; property: "scale3D" }
]
}
}
]
} ----------------------------------------------
-- 批量生成对象
----------------------------------------------
NodeInstantiator {
id: collection
property int maxCount: parent.numberOfBars
model: maxCount
delegate: BarEntity {
id: cubicEntity
entityMesh: CuboidMesh {xExtent: 0.1; yExtent: 0.1; zExtent: 0.1}
rotationTimeMs: sceneRoot.barRotationTimeMs
entityIndex: index
entityCount: sceneRoot.numberOfBars
entityAnimationsState: animationState
magnitude: 0
}
} NodeInstantiator {
id: grid
model: rows * columns
property int rows: 6
property int columns: 11 Entity {
property int _row: index / grid.columns
property int _col: index % grid.columns components: [ sphereTransform, sphereMesh, sphereMaterial ]
SphereMesh {
id: sphereMesh
slices: 60
rings: 60
radius: 0.65
}
Transform {
id: sphereTransform
translation: Qt.vector3d(-7.5 + _col * 1.5, -4.0 + _row * 1.5, 0)
}
MetalRoughMaterial {
id: sphereMaterial
baseColor: scene.baseColor
metalness: 0.2 * _row
roughness: 0.1 * _col
}
}
} ----------------------------------------------
-- 杂
----------------------------------------------
KeyboardInput
可响应键盘消息 LogicComponent
可设置逻辑。如物体位置/精灵创建/离屏销毁等。 FrameGraph
如何渲染场景 CameraSelector NoDraw
Viewport {
CameraSelector {
ClearBuffers {
buffers: ClearBuffers.ColorDepthBuffer
NoDraw { } // Prevents from drawing anything
}
RenderPassFilter {
...
}
RenderPassFilter {
...
}
}
} ClearBuffers
ClearBuffers {
buffers: ClearBuffers.DepthBuffer
CameraSelector {
id: lightCameraSelector
}
} --------------------------------------------------
三维旋转控制
--------------------------------------------------
// 旋转
Transform {
id: modelTransform
property real angle: 0
matrix: {
var m = cameraMatrix.inverted();
m.translate(Qt.vector3d(6,
-4 - (1.0 - showDetailsTransitionState) * 10,
-20 * showDetailsTransitionState));
m.rotate(modelTransform.angle, Qt.vector3d(0, 1, 0)); // 动画绕y轴旋转360度
m.rotate(15, Qt.vector3d(0, 0, 1)); // 沿z轴倾斜15度
return m;
}
} //
Transform {
id: cameraRotationTransform
matrix: {
var m = Qt.matrix4x4();
m.rotate(-19 * window.carouselOffset, Qt.vector3d(0.0, 1.0, 0.0));
m.rotate(5 * mainCamera.roll, Qt.vector3d(0.0, 0.0, 1.0));
m.lookAt(Qt.vector3d( 0.0, 0.0, 0.0 ),
Qt.vector3d(-40 * Math.sin(mainCamera.yaw), mainCamera.roll * 3, -40 * Math.cos(mainCamera.yaw) ),
Qt.vector3d( 0.0, 1.0, 0.0 ));
return m;
}
} Transform {
id: modelTransform
matrix: {
var m = cameraMatrix.inverted();
m.translate(Qt.vector3d(0.0, -1.5 + (1.5 * showDetailsTransitionState), -40));
m.rotate(40 * Math.min(1.0, showDetailsTransitionState * 1.5), Qt.vector3d(0, 1, 0));
m.translate(Qt.vector3d(-25 * Math.max(0, showDetailsTransitionState - 0.4), 0.0, 0.0));
return m;
}
}
--------------------------------------------------
贴图位置的控制
--------------------------------------------------
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Texture2D {
property alias source: image.source
minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
generateMipMaps: true
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
TextureImage {
id: image
}
}

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