Qt 3D Render C++ Classes
The Qt 3D Render module contains functionality to support 2D and 3D rendering using Qt 3D. More...
This module was introduced in Qt 5.7.
Namespaces
Contains classes that enable 2D and 3D rendering |
Classes
Specify alpha reference test | |
Specifies the equation used for both the RGB blend equation and the Alpha blend equation | |
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) | |
FrameGraph node to transfer a rectangle of pixel values from one region of a render target to another | |
Exchanges buffer data between GPU and CPU | |
Class to clear buffers | |
Enables an additional OpenGL clipping plane that can be in shaders using gl_ClipDistance | |
Allows specifying which color components should be written to the currently bound frame buffer | |
Specifies whether front or back face culling is enabled | |
Enables a visual overlay with scene details | |
Enables remapping depth values written into the depth buffer | |
Tests the fragment shader's depth value against the depth of a sample being written to | |
Encapsulate a Directional Light object in a Qt 3D scene | |
FrameGraph node to issue work for the compute shader on GPU | |
Defines front and back facing polygons | |
Enable frustum culling for the FrameGraph | |
Controls layers drawn in a frame graph branch | |
Simple spherical volume, defined by its center and radius | |
Specifies the width of rasterized lines | |
Class to emplace a memory barrier | |
A custom mesh loader | |
When a Qt3DRender::QNoDraw node is present in a FrameGraph branch, this prevents the renderer from rendering any primitive | |
When a Qt3DRender::QNoPicking node is present in a FrameGraph branch, this prevents the render aspect from performing picking selection for the given branch | |
A QAbstractTextureImage that can be written through a QPainter | |
Encapsulate a Point Light object in a Qt 3D scene | |
Specifies the size of rasterized points. May either be set statically or by shader programs | |
Sets the scale and steps to calculate depth values for polygon offsets | |
Select entities which are within a distance threshold of a target entity | |
Render state allows to control the type of rasterization to be performed | |
Details of a hit when casting a ray through a model | |
Frame graph node for render capture | |
Receives the result of render capture request | |
Provides storage for vectors of Filter Keys and Parameters | |
FrameGraph node offers a way of specifying a set of QRenderState objects to be applied during the execution of a framegraph branch | |
Provides a way of specifying the render surface | |
Provides a way of specifying a render target | |
Discards fragments that fall outside of a certain rectangular portion of the screen | |
FrameGraphNode used to insert a fence in the graphics command stream | |
Allows to use a textureId from a separate OpenGL context in a Qt 3D scene | |
Provides storage for the sort types to be used | |
Encapsulate a Spot Light object in a Qt 3D scene | |
Controls the front and back writing of individual bits in the stencil planes | |
Specifies stencil operation | |
Specifies arguments for the stecil test | |
Enables or disables entire subtrees of framegraph nodes | |
A QFrameGraphNode used to select QTechniques to use | |
A QAbstractTexture with a Target1D target format | |
A QAbstractTexture with a Target1DArray target format | |
A QAbstractTexture with a Target2D target format | |
A QAbstractTexture with a Target2DArray target format | |
A QAbstractTexture with a Target2DMultisample target format | |
A QAbstractTexture with a Target2DMultisampleArray target format | |
A QAbstractTexture with a Target3D target format | |
A QAbstractTexture with a TargetBuffer target format | |
A QAbstractTexture with a TargetCubeMap target format | |
A QAbstractTexture with a TargetCubeMapArray target format | |
Stores texture information such as the target, height, width, depth, layers, wrap, and if mipmaps are enabled | |
Holds content and information required to perform partial updates of a texture content | |
Provides the image data for a texture | |
Stores data representing a texture | |
Handles the texture loading and setting the texture's properties | |
A QAbstractTexture with a TargetRectangle target format | |
A viewport on the Qt3D Scene | |
FrameGraphNode used to wait for a fence in the graphics command stream to become signaled |
Detailed Description
The Qt 3D Render module provides an aspect, components, and other supporting types necessary to implement 2D and 3D rendering as part of the Qt 3D framework.
To use classes from this module, add this directive into the C++ files:
#include <Qt3DRender>
To link against the corresponding C++ library, add the following to your qmake project file:
QT += 3drender
Classes, types, and functions are declared under the Qt3DRender namespace.
Overview
The Qt 3D Render aspect offers support for data-driven configuration as described in Qt 3D Render Framegraph.
Selecting a Rendering Backend
The Render aspect comes with two rendering backends.
- OpenGL backend (ES 2, ES 3.2, GL 2, GL 3, GL 3.2, GL 4.3)
- RHI backend (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.