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QML中的3D功能--纹理应用

2025/4/25 2:29:11 来源:https://blog.csdn.net/byxdaz/article/details/147348889  浏览:    关键词:QML中的3D功能--纹理应用

Qt 3D 提供了强大的纹理支持,可以实现各种复杂的材质效果。以下是 Qt 3D 纹理开发的全面技术方案。

一、纹理处理的流程图

纹理处理关键步骤说明:

  1. 资源准备阶段

    • 支持格式:PNG/JPG/KTX/DDS等

    • 尺寸要求:建议2的幂次方(非强制)

  2. 纹理加载路径

    qml

    Texture2D {source: "qrc:/textures/wood.png"  // 资源文件// 或 source: "file:///C:/textures/stone.jpg" // 本地文件
    }
  3. 参数配置矩阵

参数类型可选值性能影响
minificationFilterLinear/Nearest/LinearMipMap...
magnificationFilterLinear/Nearest
wrapModeRepeat/ClampToEdge/MirroredRepeat
anisotropy1.0-16.0
generateMipMapstrue/false

     4. 纹理内存处理流程

     

    二、基础纹理应用

    1. 基本纹理贴图

    qml

    import Qt3D.Core 2.15
    import Qt3D.Render 2.15
    import Qt3D.Extras 2.15Entity {components: [Transform { translation: Qt.vector3d(0, 0, -5) },CuboidMesh {},PhongMaterial {diffuse: Texture2D {generateMipMaps: trueminificationFilter: Texture.LinearMipMapLinearmagnificationFilter: Texture.LinearwrapMode {x: WrapMode.Repeaty: WrapMode.Repeat}TextureImage {source: "textures/diffuse.png"}}specular: "gray"shininess: 50}]
    }

    2. 多纹理混合

    qml

    Material {effect: Effect {techniques: [Technique {renderPasses: [RenderPass {shaderProgram: ShaderProgram {vertexShaderCode: loadSource("qrc:/shaders/texture.vert")fragmentShaderCode: loadSource("qrc:/shaders/texture.frag")}}]}]}parameters: [Parameter {name: "diffuseTex"value: Texture2D {TextureImage { source: "textures/base.png" }}},Parameter {name: "detailTex"value: Texture2D {TextureImage { source: "textures/detail.png" }}}]
    }
     
    

    对应着色器代码:

    glsl

    // texture.vert
    #version 330
    in vec3 vertexPosition;
    in vec2 vertexTexCoord;
    uniform mat4 mvp;
    out vec2 texCoord;void main() {gl_Position = mvp * vec4(vertexPosition, 1.0);texCoord = vertexTexCoord;
    }// texture.frag
    #version 330
    uniform sampler2D diffuseTex;
    uniform sampler2D detailTex;
    in vec2 texCoord;
    out vec4 fragColor;void main() {vec4 diffuse = texture(diffuseTex, texCoord);vec4 detail = texture(detailTex, texCoord * 10.0);fragColor = mix(diffuse, detail, 0.3);
    }

    三、高级纹理技术

    1. 动态纹理生成

    qml

    // 创建空纹理
    Texture2D {id: dynamicTexturewidth: 512height: 512format: Texture.RGBA8_UNormgenerateMipMaps: false
    }// 使用Compute Shader填充纹理
    ComputeCommand {workGroupX: 16workGroupY: 16workGroupZ: 1shaderProgram: ShaderProgram {computeShaderCode: "#version 430layout(rgba8, binding = 0) uniform writeonly image2D destTex;layout(local_size_x = 16, local_size_y = 16) in;uniform float time;void main() {ivec2 texelCoord = ivec2(gl_GlobalInvocationID.xy);vec2 uv = vec2(texelCoord) / vec2(imageSize(destTex));float r = sin(uv.x * 10.0 + time) * 0.5 + 0.5;float g = cos(uv.y * 10.0 + time) * 0.5 + 0.5;float b = sin((uv.x + uv.y) * 5.0 + time) * 0.5 + 0.5;imageStore(destTex, texelCoord, vec4(r, g, b, 1.0));}"}onCompleted: {// 将计算着色器结果绑定到纹理dynamicTexture.setTextureData(0, 0, 512, 512, Texture.RGBA, Texture.UnsignedByte, this.outputTextureData)}
    }

    2. 渲染到纹理 (FBO)

    qml

    Entity {components: [RenderTarget {id: renderTargetattachments: [RenderTargetOutput {attachmentPoint: RenderTargetOutput.Color0texture: Texture2D {

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