Qt3D Renderer Elements: Difference between revisions
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Revision as of 16:35, 3 March 2015
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Qt3D Scene Structure and Elements
Renderer elements
The Renderer aspect defines its own set of elements.
Nodes
===== * Effect Specifies a list of techniques and default values to be used by the renderer to properly assign shaders and uniforms. =====
===== * RenderPass Specifies the ShaderProgram o be used for a pass of a technique. The render pass should have a name. =====
===== * Technique Contains a list of RenderPass elements. =====
===== * ShaderProgram Has paths pointing to fragment and vertex shader sources. =====
http://i58.tinypic.com/35n0osi.png
FrameGraphItems
Only a single framegraph can be used at any moment for the rendering of the scene.
===== * Viewport Defines the viewport rectangle to be used.Note : The viewport rectangle is defined from top left unlike OpenGL which defines it from bottom left. =====
===== * CameraSelector Defines the camera entity to be used. =====
===== * RenderPassFilter Defines the name of the RenderPass to be used. =====
===== * RenderTargetSelector To be done - Defines the RenderTarget (Texture/FBO/Screen) =====
===== * TechniqueFilter Defines the name of the technique to be used. =====
http://i59.tinypic.com/2885yit.png
Entity
===== * Scene
Has a source property that can be set to the path of a 3D scene file to be loaded into the current scenegraph tree. =====
Components
===== * Mesh Specifies the path toward a mesh source file. =====
===== * Material Specifies an Effect and may override uniforms set by the Effect to be used by the Techniques' ShaderPrograms Also specifies the textures. =====
===== * Shape Can be a shaper of one of the types : ' Cube ' Sphere ' Cylinder ' Torus Additional properties allow to further define the shape and its precision. =====
Mesh {
id: ballMesh
objectName: "ballMesh"
source: ":/assets/ball.obj"
}
Material {
id: ballMaterial
objectName: "ballMaterial"
// effect: adsEffect
// Custom properties go here
}
Entity {
id: ball
objectName: "ball"
property Transform transform: Transform {
Translate{ dx: 0; dy: –10; dz : 25 }
Scale {scale : 0.1}
}
property Mesh mesh: ballMesh
property Material material: ballMaterial
}
==== * FrameGraph Defines the tree of FrameGraphItems to be used as the rendering pipeline. ====
import Qt3D 2.0
import Qt3D.Render 2.0
TechniqueFilter {
property alias viewportRect: viewport.rect
property alias cameraViewportTopRight: cameraSelectorTopRight.camera
property alias cameraViewportBottomLeft: cameraSelectorBottomLeft.camera
tags: [
Tag { name: "style"; value: "forward"}
]
Viewport {
id: viewport
objectName : "viewport"
rect: Qt.rect(0.0, 0.0, 1.0, 1.0) // From Top Left
Viewport {
id : top_right_viewport
rect: Qt.rect(0.5, 0, 0.5, 0.5)
CameraSelector {
RenderPassFilter { renderPassName: "zFill" }
RenderPassFilter { renderPassName: "lighting" }
}
}
Viewport {
id : bottom_left_viewport
rect: Qt.rect(0.0, 0.5, 0.5, 0.5)
CameraSelector {
RenderPassFilter { renderPassName: "zFill" }
RenderPassFilter { renderPassName: "lighting" }
}
}
}
}