Demonstrates the use of baked lightmaps in a 3D scene.
This example demonstrates using fully baked lighting in a scene. As a result, the rendered scene looks a lot more realistic, mainly because of the added indirect illumination. With the help of a checkbox it also allows disabling lightmapping, thus allowing comparing the rendering results of the real-time and fully baked approaches.
The scene has a single point light. When the checkbox is checked, the bakeMode of the light is set to Light.BakeModeAll.
PointLight { bakeMode: root.lightBakeMode y: 190 brightness: brightnessSlider.value castsShadow: true shadowFactor: 75 shadowBias: 20 }
Setting the property to a value other than
Light.BakeModeDisabled
serves a double purpose: at lightmap baking time it indicates that the light is part of the lightmapped scene, contributing to it. At run time, when rendering the scene normally, it indicates the light is a fully or partially baked light, which leads to disabling certain real time calculations in materials for lightmapped models. This is why the checkbox toggles
both
the bakeMode property on the Light and also the enabled property of the
BakedLightmap
associated with the Model objects.
The Cornell box is a Model with 8 submeshes. This is encapsulated as the Box type, an instance of which is instantiated in the main scene.
Box { usedInBakedLighting: true bakedLightmap: BakedLightmap { enabled: root.lmEnabled key: "box" } scale: Qt.vector3d(100, 100, 100) }
This model both participates in the lightmapped scene, and has a lightmap baked for it . The former is indicated by the usedInBakedLighting property. This alone does not ensure our box miniscene gets a lightmap baked for it, only that it participates in lightmapping (i.e. the light rays can bounce off the model when calculating indirect illumination).
To get the lightmap fully generated and then stored during the baking process, a
BakedLightmap
对象采用
enabled
设为
true
is set as well. The
key
specifies a unique identifier.
For simple deployment, the application can pack the generated lightmaps (
lightmaps.bin
file) into the execuatble via the Qt resource system. When rebaking the lightmap, the application needs to be built again so the changed file is picked up. The source for the lightmaps file is set in
Lightmapper
透过
source
特性。