QQuick3DTextureData Class▲
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Header: QQuick3DTextureData
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Since: Qt 6.0
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Inherited By:
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Instantiated By: qml-qtquick3d-texturedata.xml
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Inherits: QQuick3DObject
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Inherited By:
Detailed Description▲
The QQuick3DTextureData class can be used to specify custom texture data for a Texture in a Qt Quick 3D scene.
While not strictly required, the typical usage is to inherit from this class. The subclass is then exposed to QML by registering it to the type system. The textureData property of a Texture can then be set to reference an instance of the registered type.
Example implementation:
class
CustomTextureData : public
QQuick3DTextureData
{
Q_OBJECT
... properties ...
public
:
CustomTextureData() {
regenerateTextureData(); }
void
setProperty(...)
{
// Change relevant internal data.
// ...
// Update the texture data
regenerateTextureData();
// Finally, trigger an update. This is relevant in case nothing else
// is changed in the scene; this way we make sure a new frame will
// be rendered
update();
}
private
:
void
regenerateTextureData()
{
QByteArray textureData;
textureData =
generateTextureData();
setTextureData(textureData);
setSize(QSize(256
, 256
));
setFormat(QQuick3DTextureData::Format::
RGBA8)
setHasTransparency(true
);
}
}
;
This class can then be registered as a QML type and used with Texture.
In Qt 5 type registration happened with qmlRegisterType:
qmlRegisterType&
lt;MyCustomTextureData&
gt;("Example"
, 1
, 0
, "MyCustomTextureData"
);
In Qt 6 the default approach is to use automatic registration with the help of the build system. Instead of calling qmlRegisterType, the .pro file can now contain:
CONFIG +=
qmltypes
QML_IMPORT_NAME =
Example
QML_IMPORT_MAJOR_VERSION =
1
With CMake, automatic registration is the default behavior, so no special settings are needed beyond basic QML module setup:
qt_add_qml_module(application
URI Example
VERSION 1.0
)
The class implementation should add QML_NAMED_ELEMENT:
class
CustomTextureData : public
QQuick3DTextureData
{
Q_OBJECT
QML_NAMED_ELEMENT(MyCustomTextureData)
...
}
;
The QML code can then use the custom type:
import
Example 1.0
Model {
source
:
"#Cube"
materials
:
[
DefaultMaterial {
diffuseMap
:
diffuseMapCustomTexture
}
]
Texture {
id
:
diffuseMapCustomTexture
textureData
:
MyCustomTextureData {
}
}
}
Member Type Documentation▲
enum QQuick3DTextureData::Format▲
Returns the color format of the texture data assigned in textureData property.
Constant |
Value |
Description |
---|---|---|
QQuick3DTextureData::None |
0 |
The color format is not defined |
QQuick3DTextureData::RGBA8 |
1 |
The color format is considered as 8-bit integer in R, G, B and alpha channels. |
QQuick3DTextureData::RGBA16F |
2 |
The color format is considered as 16-bit float in R,G,B and alpha channels. |
QQuick3DTextureData::RGBA32F |
3 |
The color format is considered as 32-bit float in R, G, B and alpha channels. |
QQuick3DTextureData::RGBE8 |
4 |
The color format is considered as 8-bit mantissa in the R, G, and B channels and 8-bit shared exponent. |
5 |
The color format is considered as 8-bit integer in R channel. |
|
QQuick3DTextureData::R16 |
6 |
The color format is considered as 16-bit integer in R channel. |
QQuick3DTextureData::R16F |
7 |
The color format is considered as 16-bit float in R channel. |
QQuick3DTextureData::R32F |
8 |
The color format is considered as 32-bit float R channel. |
QQuick3DTextureData::BC1 |
9 |
The color format is considred as BC1 compressed format with R, G, B, and alpha channels. |
QQuick3DTextureData::BC2 |
10 |
The color format is considred as BC2 compressed format with R, G, B, and alpha channels. |
QQuick3DTextureData::BC3 |
11 |
The color format is considred as BC3 compressed format with R, G, B, and alpha channels. |
QQuick3DTextureData::BC4 |
12 |
The color format is considred as BC4 compressed format with one color channel. |
QQuick3DTextureData::BC5 |
13 |
The color format is considred as BC5 compressed format with two color channels. |
QQuick3DTextureData::BC6H |
14 |
The color format is considred as BC6H compressed format with three high dynamic range color channels. |
QQuick3DTextureData::BC7 |
15 |
The color format is considred as BC7 compressed format with R, G, B, and alpha channels. |
QQuick3DTextureData::DXT1_RGBA |
16 |
The color format is considered as DXT1 compressed format with R, G, B and alpha channels. |
QQuick3DTextureData::DXT1_RGB |
17 |
The color format is considered as DXT1 compressed format with R, G and B channels. |
QQuick3DTextureData::DXT3_RGBA |
18 |
The color format is considered as DXT3 compressed format with R, G, B and alpha channels. |
QQuick3DTextureData::DXT5_RGBA |
19 |
The color format is considered as DXT5 compressed format with R, G, B and alpha channels. |
QQuick3DTextureData::ETC2_RGB8 |
20 |
The color format is considered as ETC2 compressed format for RGB888 data |
QQuick3DTextureData::ETC2_RGB8A1 |
21 |
The color format is considered as ETC2 compressed format for RGBA data where alpha is 1-bit. |
QQuick3DTextureData::ETC2_RGBA8 |
22 |
The color format is considered as ETC2 compressed format with RGBA8888 data. |
QQuick3DTextureData::ASTC_4x4 |
23 |
The color format is considered as ASTC compressed format with 4x4 block footprint. |
QQuick3DTextureData::ASTC_5x4 |
24 |
The color format is considered as ASTC compressed format with 5x4 block footprint. |
QQuick3DTextureData::ASTC_5x5 |
25 |
The color format is considered as ASTC compressed format with 5x5 block footprint. |
QQuick3DTextureData::ASTC_6x5 |
26 |
The color format is considered as ASTC compressed format with 6x5 block footprint. |
QQuick3DTextureData::ASTC_6x6 |
27 |
The color format is considered as ASTC compressed format with 6x6 block footprint. |
QQuick3DTextureData::ASTC_8x5 |
28 |
The color format is considered as ASTC compressed format with 8x5 block footprint. |
QQuick3DTextureData::ASTC_8x6 |
29 |
The color format is considered as ASTC compressed format with 8x6 block footprint. |
QQuick3DTextureData::ASTC_8x8 |
30 |
The color format is considered as ASTC compressed format with 8x8 block footprint. |
QQuick3DTextureData::ASTC_10x5 |
31 |
The color format is considered as ASTC compressed format with 10x5 block footprint. |
QQuick3DTextureData::ASTC_10x6 |
32 |
The color format is considered as ASTC compressed format with 10x6 block footprint. |
QQuick3DTextureData::ASTC_10x8 |
33 |
The color format is considered as ASTC compressed format with 10x8 block footprint. |
QQuick3DTextureData::ASTC_10x10 |
34 |
The color format is considered as ASTC compressed format with 10x10 block footprint. |
QQuick3DTextureData::ASTC_12x10 |
35 |
The color format is considered as ASTC compressed format with 12x10 block footprint. |
QQuick3DTextureData::ASTC_12x12 |
36 |
The color format is considered as ASTC compressed format with 12x12 block footprint. |
With the exception of RGBA8, not every format is supported at runtime as this depends on which backend is being used as well which hardware is being used.
RGBE is internally represented as an RGBA8 but is intepreted as described when used as a lightProbe or skybox texture.
Using the value None will assume the default value of RGBA8
Member Function Documentation▲
QQuick3DTextureData::Format QQuick3DTextureData::format() const▲
bool QQuick3DTextureData::hasTransparency() const▲
Returns true if the texture data has transparency.
The default value is false.
See Also▲
See also setHasTransparency()
void QQuick3DTextureData::setFormat(QQuick3DTextureData::Format format)▲
void QQuick3DTextureData::setHasTransparency(bool hasTransparency)▲
Set hasTransparency to true if the texture data has an active alpha channel with non-opaque values.
This is used as an optimization by the engine so that for formats that do support an alpha channel do not need to have each value checked for non-opaque values.
See Also▲
See also hasTransparency()
void QQuick3DTextureData::setSize(const QSize &size)▲
void QQuick3DTextureData::setTextureData(const QByteArray &data)▲
Sets the texture data. The contents of data must respect the size and format properties as the backend will try and upload and use the data as if it were a texture of size and format, and if there is any deviation the result will be somewhere between incorrect rendering of the texture, or potentially a crash.
See Also▲
See also textureData()