Qt 3D Render QML 类型

要导入和使用模块的 QML 类型,使用下列语句:

import Qt3D.Render 2.5
					

选择渲染后端

渲染方面带有 2 种渲染后端。

  • OpenGL 后端 (ES 2、ES 3.2、GL 2、GL 3、GL 3.2、GL 4.3)
  • RHI (渲染硬件接口) 后端 (ES 2、GL、DirectX、Vulkan、Metal)

If you are targeting OpenGL exclusively and are using specific OpenGL features, you might be better off using the OpenGL backend. This is the OpenGL backend that Qt 3D exclusively used in the Qt 5 series.

For cases where you are not using specific OpenGL features and want to target different platforms that might have deprecated OpenGL, using the RHI backend is a better alternative.

To select your rendering backend, the environment variable QT3D_RENDERER is to be set to either "opengl" or "rhi". Defaults to the OpenGL backend.

When using the RHI backend, you can further force the internal RHI backend by setting the QSG_RHI_BACKEND to one of the following values:

  • opengl -> RHI OpenGL backend
  • gl -> RHI OpenGL backend
  • gles2 -> RHI OpenGL backend
  • metal -> RHI Metal backend
  • vulkan -> RHI Vulkan backend
  • d3d11 -> RHI DirectX 11 backend

If not specified, RHI will default to what it deduces to be the best backend for the platform.

Alternatively, if using a QQuickWindow , QQuickWindow::setGraphicsApi () can be used to specify the RHI internal rendering backend.

AbstractRayCaster 用于在 3D 场景中,投射光线的抽象基类
AbstractTexture 用于提供纹理的基类
AbstractTextureImage Encapsulates the necessary information to create an OpenGL texture image
AlphaCoverage Enable alpha-to-coverage multisampling mode
AlphaTest 指定 Alpha 参考测试
BlendEquation Specifies the equation used for both the RGB blend equation and the Alpha blend equation
BlendEquationArguments Encapsulates blending information: specifies how the incoming values (what's going to be drawn) are going to affect the existing values (what is already drawn)
BlitFramebuffer FrameGraph node to transfer a rectangle of pixel values from one region of a render target to another
BufferCapture Exchanges buffer data between GPU and CPU
Camera Defines a view point through which the scene will be rendered
CameraLens Provides the projection matrix that is used to define a Camera for 3D scene
CameraSelector Class to allow for selection of camera to be used
ClearBuffers 用于清零缓冲的类
ClipPlane Enables an additional OpenGL clipping plane that can be in shaders using gl_ClipDistance
ColorMask Allows specifying which color components should be written to the currently bound frame buffer
ComputeCommand Component to issue work for the compute shader on GPU
CullFace Type specifies whether front or back face culling is enabled
DebugOverlay Enables a visual overlay with scene details
DepthRange Enables remapping depth values written into the depth buffer
DepthTest Type tests the fragment shader's depth value against the depth of a sample being written to
DirectionalLight Encapsulate a Directional Light object in a Qt 3D scene
DispatchCompute FrameGraph node to issue work for the compute shader on GPU
Dithering 启用抖动
Effect Base class for effects in a Qt 3D scene
EnvironmentLight Encapsulate an environment light object in a Qt 3D scene
FilterKey Stores filter keys and their values
FrameGraphNode Base class of all FrameGraph configuration nodes
FrontFace Type defines front and back facing polygons
FrustumCulling Enable frustum culling for the FrameGraph
GeometryRenderer 封装几何体渲染
GraphicsApiFilter For OpenGL identifies the API required for the attached technique
Way of filtering which entities will be rendered
LayerFilter Controls layers drawn in a frame graph branch
LevelOfDetail Way of controlling the complexity of rendered entities based on their size on the screen
LevelOfDetailBoundingSphere QML type provides a simple spherical volume, defined by its center and radius
LevelOfDetailLoader An entity loader that changes depending on distance to camera or screen size
LevelOfDetailSwitch Provides a way of enabling child entities based on distance or screen size
Light 将 QAbstractLight 对象封装在 Qt 3D 场景中
LineWidth Specifies the width of rasterized lines
Material Non-creatable abstract base for materials
MemoryBarrier Class to place a memory barrier
Mesh 自定义网格加载器
MultiSampleAntiAliasing Enable multisample antialiasing
NoDepthMask Disable depth write
NoDraw When a NoDraw node is present in a FrameGraph branch, this prevents the renderer from rendering any primitive
NoPicking When a NoPicking node is present in a FrameGraph branch, this prevents the render aspect from performing picking selection for the given branch
ObjectPicker Instantiates a component that can be used to interact with an Entity by a process known as picking
参数 Provides storage for a name and value pair. This maps to a shader uniform
PickEvent Holds information when an object is picked. This is received as a parameter in most of the QObjectPicker component signals when picking succeeds
PickLineEvent Holds information when a segment of a line is picked
PickPointEvent Holds information when a segment of a point cloud is picked
PickTriangleEvent Holds information when a triangle is picked
PickingProxy Can be used to provide an alternate GeometryView used only for picking
PickingSettings Specifies how entity picking is handled
PointLight Encapsulate a Point Light object in a Qt 3D scene
PointSize Specifies the size of rasterized points. May either be set statically or by shader programs
PolygonOffset Type sets the scale and steps to calculate depth values for polygon offsets
ProximityFilter Select entities which are within a distance threshold of a target entity
RasterMode Render state allows to control the type of rasterization to be performed
RayCaster Used to perform ray casting tests in 3d world coordinates
RenderCapabilities QRenderCapabilities class holds settings related to available rendering engines
RenderCapture Capture rendering
RenderCaptureReply Receives render capture result
RenderPass Encapsulates a Render Pass
RenderPassFilter Provides storage for vectors of Filter Keys and Parameters
RenderSettings Type holds settings related to rendering process and host the active FrameGraph
RenderState An abstract base type for all render states
RenderStateSet FrameGraph node offers a way of specifying a set of RenderState objects to be applied during the execution of a framegraph branch
RenderSurfaceSelector Provides a way of specifying the render surface
RenderTarget Encapsulates a target (usually a frame buffer object) which the renderer can render into
RenderTargetOutput Type allows the specification of an attachment of a render target (whether it is a color texture, a depth texture, etc... )
RenderTargetSelector Provides a way of specifying a render target
SceneLoader 提供加载现有场景的设施
ScissorTest Type discards fragments that fall outside of a certain rectangular portion of the screen
ScreenRayCaster Performe ray casting test based on screen coordinates
SeamlessCubemap Enables seamless cubemap texture filtering
ShaderImage Provides Image access to shader programs
ShaderProgram Encapsulates a Shader Program
ShaderProgramBuilder Generates a Shader Program content from loaded graphs
SharedGLTexture Allows to use a textureId from a separate OpenGL context in a Qt 3D scene
SortPolicy Provides storage for the sort types to be used
SpotLight Encapsulate a Spot Light object in a Qt 3D scene
StencilMask Type controls the front and back writing of individual bits in the stencil planes
StencilOperation Type specifies stencil operation
StencilOperationArguments Type sets the actions to be taken when stencil and depth tests fail
StencilTest Type specifies arguments for the stecil test
StencilTestArguments Type specifies arguments for stencil test
SubtreeEnabler Enables or disables entire subtrees of frame graph nodes
Technique 封装技术
TechniqueFilter A FrameGraphNode used to select used Techniques
Texture1D An AbstractTexture with a Target1D target format
Texture1DArray An AbstractTexture with a Target1DArray target format
Texture2D An AbstractTexture with a Target2D target format
Texture2DArray An AbstractTexture with a Target2DArray target format
Texture2DMultisample An AbstractTexture with a Target2DMultisample target format
Texture2DMultisampleArray An AbstractTexture with a Target2DMultisampleArray target format
Texture3D An AbstractTexture with a Target3D target format
TextureBuffer An AbstractTexture with a TargetBuffer target format
TextureCubeMap An AbstractTexture with a TargetCubeMap target format
TextureCubeMapArray An AbstractTexture with a TargetCubeMapArray target format
TextureImage Encapsulates the necessary information to create an OpenGL texture image from an image source
TextureLoader Handles the texture loading and setting the texture's properties
TextureRectangle An AbstractTexture with a TargetRectangle target format
Viewport A viewport on the Qt3D Scene