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Qt3D Renderer Elements
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" }
}
}
}
}