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QtCS2018 Graphics Vision 2020: Difference between revisions
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Pasikeranen (talk | contribs) (Added more minutes) |
Pasikeranen (talk | contribs) (More minutes as meeting continues.) |
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Laszlo presented the current 5.11 graphics diagram and vision diagram as discussion starting point. | Laszlo presented the current 5.11 graphics diagram and vision diagram as discussion starting point. | ||
Qt .511 | <u>'''Qt .511'''</u> | ||
* Qt 3D Studio 2.0 runtime is now built on Qt 3D. | * Qt 3D Studio 2.0 runtime is now built on Qt 3D. | ||
** This means we have a 3D scene graph that is mainted by the runtime. | ** This means we have a 3D scene graph that is mainted by the runtime. | ||
* Qt 3D is available for use. | ** Qt 3D is still available for use. | ||
* On Qt Quick 2 side we have Qt Quick Scenegraph. | * On Qt Quick 2 side we have Qt Quick Scenegraph. | ||
** One mistake we did in Qt 5 was to depend on OpenGL and exposing shader coding directly as GLSL. | |||
* You can use OpenGL texture streaming to render from Qt 3D Studio to Qt Quick or vice versa. | * You can use OpenGL texture streaming to render from Qt 3D Studio to Qt Quick or vice versa. | ||
** Allows embedding of 2D to 3D and 3D to 2D. | ** Allows embedding of 2D to 3D and 3D to 2D. | ||
** But has limitations and not highly efficient as we run two independent rendering pipelines with synch points etc. | ** But has limitations and not highly efficient as we run two independent rendering pipelines with synch points etc. | ||
* | *These two silos should be integrated in the future. | ||
**To get there the underlying things should be fixed. | |||
<u>'''Qt Graphics 2020'''</u> | |||
*One possible destination. | |||
*We start with Designer Tool (one tool). | |||
*Underneath this tooling we have an architecture that: | |||
**Qt Quick Scenegraph | |||
***Still has the Qt Quick and Qt Quick Scenegraph with Software renderer path | |||
***Can have still Qt Quick and Qt Quick Scenegraph with OpenGL backend | |||
***Remove all others (OpenVG as it's limited, D3D12 that is not quite complete even today). | |||
**Qt 3D Studio Scenegraph | |||
***Manages Qt 3D scene and frame graphs | |||
***2D scene graph merged at runtime in to the 3D scenegraph. | |||
***Resulting in a combined scene graph with 2D branches and no texture composition (unless needed for optimisation reasons). | |||
**Shared Parts between QQ and Q3DS | |||
***Visual shader graph node editing for: | |||
****QQ shader effects | |||
****Q3DS materials | |||
****Postprocessing FX | |||
***This gets us to describing the logical presentation of a material or effect. Allows then having different backends for Vulcan, Metal, DX12, OpenGL ES etc.) | |||
*** |
Revision as of 11:22, 11 June 2018
Laszlo presented the current 5.11 graphics diagram and vision diagram as discussion starting point.
Qt .511
- Qt 3D Studio 2.0 runtime is now built on Qt 3D.
- This means we have a 3D scene graph that is mainted by the runtime.
- Qt 3D is still available for use.
- On Qt Quick 2 side we have Qt Quick Scenegraph.
- One mistake we did in Qt 5 was to depend on OpenGL and exposing shader coding directly as GLSL.
- You can use OpenGL texture streaming to render from Qt 3D Studio to Qt Quick or vice versa.
- Allows embedding of 2D to 3D and 3D to 2D.
- But has limitations and not highly efficient as we run two independent rendering pipelines with synch points etc.
- These two silos should be integrated in the future.
- To get there the underlying things should be fixed.
Qt Graphics 2020
- One possible destination.
- We start with Designer Tool (one tool).
- Underneath this tooling we have an architecture that:
- Qt Quick Scenegraph
- Still has the Qt Quick and Qt Quick Scenegraph with Software renderer path
- Can have still Qt Quick and Qt Quick Scenegraph with OpenGL backend
- Remove all others (OpenVG as it's limited, D3D12 that is not quite complete even today).
- Qt 3D Studio Scenegraph
- Manages Qt 3D scene and frame graphs
- 2D scene graph merged at runtime in to the 3D scenegraph.
- Resulting in a combined scene graph with 2D branches and no texture composition (unless needed for optimisation reasons).
- Shared Parts between QQ and Q3DS
- Visual shader graph node editing for:
- QQ shader effects
- Q3DS materials
- Postprocessing FX
- This gets us to describing the logical presentation of a material or effect. Allows then having different backends for Vulcan, Metal, DX12, OpenGL ES etc.)
- Visual shader graph node editing for:
- Qt Quick Scenegraph