QCustom3DItem自发光
时间: 2023-12-12 10:24:15 浏览: 109
UNITY3D 自发光光晕插件
QCustom3DItem可以通过添加自定义的材质来实现自发光效果。以下是一些实现自发光效果的步骤:
1. 创建自定义的材质类,并从QPhongMaterial继承,例如QCustomGlowMaterial。
2. 在QCustomGlowMaterial类中,重写createEffect()方法,该方法创建一个QEffect对象,该对象用于处理自发光效果。
3. 在createEffect()方法中,创建一个QLightEmission实例,并将其添加到QEffect中。
4. 将QCustomGlowMaterial应用于QCustom3DItem的外观,以实现自发光效果。
以下是一个简单的例子,该例子演示了如何使用自定义的材质来实现QCustom3DItem的自发光效果:
``` C++
class QCustomGlowMaterial : public Qt3DRender::QPhongMaterial
{
public:
QCustomGlowMaterial(Qt3DCore::QNode *parent = nullptr)
: QPhongMaterial(parent)
{
}
Qt3DRender::QEffect *createEffect() const override
{
Qt3DRender::QEffect *effect = new Qt3DRender::QEffect;
// Create a light emission instance
Qt3DRender::QLightEmission *lightEmission = new Qt3DRender::QLightEmission;
lightEmission->setColor(Qt::white);
lightEmission->setIntensity(1.0f);
// Add light emission to the effect
Qt3DRender::QTechnique *technique = new Qt3DRender::QTechnique;
Qt3DRender::QRenderPass *renderPass = new Qt3DRender::QRenderPass;
renderPass->addRenderState(new Qt3DRender::QBlendEquationArguments(Qt3DRender::QBlendEquationArguments::Add,
Qt3DRender::QBlendEquationArguments::One,
Qt3DRender::QBlendEquationArguments::One));
renderPass->addRenderState(new Qt3DRender::QDepthTest);
renderPass->addRenderState(new Qt3DRender::QDepthMask(false));
renderPass->addRenderState(new Qt3DRender::QColorMask(Qt::allChannels()));
renderPass->addRenderState(new Qt3DRender::QAlphaTest);
renderPass->addRenderState(new Qt3DRender::QCullFace);
renderPass->addRenderState(new Qt3DRender::QNoDepthMask());
renderPass->addRenderState(new Qt3DRender::QNoDepthTest());
renderPass->addRenderState(new Qt3DRender::QNoCulling());
renderPass->addRenderState(new Qt3DRender::QShaderProgram);
Qt3DRender::QShaderProgram *shaderProgram = new Qt3DRender::QShaderProgram;
shaderProgram->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/passthrough.vert"))));
shaderProgram->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/light_emission.frag"))));
renderPass->setShaderProgram(shaderProgram);
technique->addRenderPass(renderPass);
technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::CoreProfile);
effect->addTechnique(technique);
effect->addParameter(lightEmission);
return effect;
}
};
// Create a QCustom3DItem and set its material to a custom glow material
Qt3DCore::QEntity *customItemEntity = new Qt3DCore::QEntity();
QCustom3DItem *customItem = new QCustom3DItem();
QCustomGlowMaterial *glowMaterial = new QCustomGlowMaterial();
customItem->setMaterial(glowMaterial);
customItemEntity->addComponent(customItem);
```
在这个例子中,我们创建了一个名为QCustomGlowMaterial的自定义材质,该材质继承自QPhongMaterial,并重写了createEffect()方法来实现自发光效果。我们还创建了一个QLightEmission实例,将其添加到QEffect中,并将其作为参数传递给效果。最后,我们创建了一个QCustom3DItem实例,将其材质设置为QCustomGlowMaterial,并将其添加到实体中。
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