Qt3D Renderer Elements: Difference between revisions
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[[Category:Developing_with_Qt]] | |||
==Renderer elements== | = Qt3D Scene Structure and Elements = | ||
== Renderer elements == | |||
The Renderer aspect defines its own set of elements. | The Renderer aspect defines its own set of elements. | ||
===Nodes=== | === 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''' | * '''ShaderProgram''' | ||
Has paths pointing to fragment and vertex shader sources. | |||
http://i58.tinypic.com/35n0osi.png | |||
====FrameGraphItems==== | ==== FrameGraphItems ==== | ||
Only a single framegraph can be used at any moment for the rendering of the scene. | 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. ===== | |||
<code> | |||
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 | |||
}</code> | |||
* '''FrameGraph''' | |||
Defines the tree of FrameGraphItems to be used as the rendering pipeline. ==== | |||
<code>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" } | |||
} | |||
} | |||
} | |||
} | |||
</code> |
Latest revision as of 23:58, 24 May 2015
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.
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.
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" }
}
}
}
}