Cin*_*its 4 opengl qt qml qt3d
我正在使用Qt3D编写应用程序。我一直在进行的大多数3D处理都使用QML而不是C ++接口。我创建了一个QML效果,可以加载我的着色器程序,类似于Qt5.9附带的PerVertex颜色效果QML。
我遇到的问题是我正在尝试编写片段着色器并加以利用glBlendFunc(sfactor, dfactor)。根据OpenGL文档,我需要设置glEnable(GL_BLEND)和使用glBlendFunc,但是我不知道如何使用QML进行操作。我可以看到它在C ++方面是如何完成的,但是当我使用QML Scene3D时,将需要大量重写才能完成。谁能告诉我如何GL_BLEND通过Qt3D QML 启用OpenGL功能(例如)?
根据要求,片段着色器:
#version 330 core
// TODO: Replace with a struct
uniform vec3 ka; // Ambient reflectivity
uniform vec3 kd; // Diffuse reflectivity
uniform vec3 ks; // Specular reflectivity
uniform float shininess; // Specular shininess factor
uniform float alpha;
uniform vec3 eyePosition;
in vec3 worldPosition;
in vec3 worldNormal;
in vec3 color;
out vec4 fragColor;
#pragma include light.inc.frag
void main()
{
vec3 diffuseColor, specularColor;
adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor);
fragColor = vec4( ka * color + kd * color * diffuseColor + ks * color * specularColor, 1.0 );
}
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这也是效果组件:
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Effect {
id: root
parameters: [
Parameter { name: "k"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
Parameter { name: "kd"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) },
Parameter { name: "ks"; value: Qt.vector3d( 0.95, 0.95, 0.95 ) },
Parameter { name: "shininess"; value: 150.0 }
]
techniques: [
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 3
minorVersion: 1
}
filterKeys: [ FilterKey { name: "renderingStyle"; value: "forward" } ]
parameters: [
Parameter { name: "light.position"; value: Qt.vector4d( 0.0, 0.0, 0.0, 1.0 ) },
Parameter { name: "light.intensity"; value: Qt.vector3d( 1.0, 1.0, 1.0 ) }
]
renderPasses: [
RenderPass {
filterKeys: [ FilterKey { name: "pass"; value: "forward" } ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/thermal.vert")
fragmentShaderCode: loadSource("qrc:/shaders/thermal.frag")
}
}
]
}
]
}
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glBlendFunc在Qt3D中不可能直接调用Direct。您需要设置renderStatesRenderPass 的属性。它应该与此类似,这取决于要启用的混合功能和其他状态:
renderPasses: [
RenderPass {
filterKeys: [ FilterKey { name: "pass"; value: "forward" } ]
renderStates: [
CullFace { mode : CullFace.Back },
DepthTest { depthFunction: DepthTest.Less },
NoDepthMask { },
BlendEquationArguments {
sourceRgb: BlendEquationArguments.SourceAlpha
destinationRgb: BlendEquationArguments.OneMinusSourceAlpha
},
BlendEquation {blendFunction: BlendEquation.Add}
]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/thermal.vert")
fragmentShaderCode: loadSource("qrc:/shaders/thermal.frag")
}
}
]
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