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authorTopi Reinio <topi.reinio@qt.io>2018-04-17 12:21:10 +0200
committerTopi Reiniƶ <topi.reinio@qt.io>2018-04-20 10:17:14 +0000
commitbb09fa7b64b288a68edc61c52ea8467f96eb3924 (patch)
treea34ce86e2112890f99f762639997e326c5fb5f8e /src/doc
parentc5fb8786d31fa0e257c9c50a7ea74610073b2c85 (diff)
Revert "Doc: Divide documentation into submodules"
This reverts commit c8964b8f1cf56718a189b0f57bad446cec30a8b8. QDoc now supports documentation-specific custom module headers and include headers that allow us to keep using a single documentation project that covers multiple modules. Change-Id: I84706a7149097a6b03f0f266e55d6f712a6c773e Reviewed-by: Martin Smith <martin.smith@qt.io>
Diffstat (limited to 'src/doc')
-rw-r--r--src/doc/qt3d-config.qdocconf36
-rw-r--r--src/doc/qt3d.qdocconf91
-rw-r--r--src/doc/src/levelofdetailloader.qdoc57
-rw-r--r--src/doc/src/qcircularbuffer.qdoc1590
-rw-r--r--src/doc/src/qmlextracontrollers.qdoc170
-rw-r--r--src/doc/src/qmlextramaterials.qdoc568
-rw-r--r--src/doc/src/qt3d-module.qdoc35
-rw-r--r--src/doc/src/qt3danimation-module.qdoc232
-rw-r--r--src/doc/src/qt3dextras-module.qdoc132
-rw-r--r--src/doc/src/qt3dinput-module.qdoc78
-rw-r--r--src/doc/src/qt3dlogic-module.qdoc80
-rw-r--r--src/doc/src/qt3drender-framegraph.qdoc518
-rw-r--r--src/doc/src/qt3drender-geometry.qdoc154
-rw-r--r--src/doc/src/qt3drender-module.qdoc103
-rw-r--r--src/doc/src/qt3drender-protips.qdoc130
-rw-r--r--src/doc/src/qt3dscene2d-module.qdoc97
16 files changed, 4014 insertions, 57 deletions
diff --git a/src/doc/qt3d-config.qdocconf b/src/doc/qt3d-config.qdocconf
deleted file mode 100644
index b5f1fad8f..000000000
--- a/src/doc/qt3d-config.qdocconf
+++ /dev/null
@@ -1,36 +0,0 @@
-examplesinstallpath = qt3d
-
-# Dependencies to Qt documentation
-depends += qtcore qtgui qtqml qtquick qtdoc qmake
-
-# Exclude private header files from the documentation build
-excludefiles += "*_p.h"
-
-examples.fileextensions += "*.fraq *.geom *.vert"
-examples.imageextensions += "*.png"
-
-macro.TODO = " "
-
-Cpp.ignoretokens += QT3DINPUTSHARED_EXPORT \
- QT3DCORESHARED_EXPORT \
- QT3DLOGIC_PRIVATE_EXPORT \
- QT3DLOGICSHARED_EXPORT \
- QT3DRENDERSHARED_EXPORT \
- QT3DRENDERSHARED_PRIVATE_EXPORT \
- QT3DQUICKSHARED_PRIVATE_EXPORT \
- QT3DEXTRASSHARED_EXPORT \
- QT3DANIMATIONSHARED_EXPORT \
- QT3DQUICKSCENE2DSHARED_EXPORT
-
-Cpp.ignoredirectives += Q_DECLARE_LOGGING_CATEGORY
-
-manifestmeta.highlighted.names = \
- "Qt3D/Qt 3D: Advanced custom material QML Example" \
- "Qt3D/Qt 3D: Audio Visualizer Example" \
- "Qt3D/Qt 3D: Planets QML Example"
-
-manifestmeta.thumbnail.names += "Qt3D/Qt 3D: Deferred Renderer C++ Example"
-
-navigation.landingpage = "Qt 3D"
-navigation.cppclassespage = "Qt 3D C++ Classes"
-navigation.qmltypespage = "Qt 3D QML Types"
diff --git a/src/doc/qt3d.qdocconf b/src/doc/qt3d.qdocconf
index b397f1837..7da047ced 100644
--- a/src/doc/qt3d.qdocconf
+++ b/src/doc/qt3d.qdocconf
@@ -1,10 +1,17 @@
include($QT_INSTALL_DOCS/global/qt-module-defaults.qdocconf)
-include(qt3d-config.qdocconf)
project = Qt3D
description = Qt 3D Reference Documentation
version = $QT_VERSION
+examplesinstallpath = qt3d
+
+indexes += $QT_INSTALL_DOCS/qtcore/qtcore.index \
+ $QT_INSTALL_DOCS/qtgui/qtgui.index \
+ $QT_INSTALL_DOCS/qtqml/qtqml.index \
+ $QT_INSTALL_DOCS/qtquick/qtquick.index \
+ $QT_INSTALL_DOCS/qmake/qmake.index
+
qhp.projects = Qt3D
qhp.Qt3D.file = qt3d.qhp
@@ -17,33 +24,87 @@ qhp.Qt3D.filterAttributes = qt3d $QT_VERSION qtrefdoc
qhp.Qt3D.customFilters.Qt.name = Qt3D $QT_VERSION
qhp.Qt3D.customFilters.Qt.filterAttributes = qt3d $QT_VERSION
-qhp.Qt3D.subprojects = classes qmltypes examples
+qhp.Qt3D.subprojects = classes qmltypes
qhp.Qt3D.subprojects.classes.title = C++ Classes
qhp.Qt3D.subprojects.classes.indexTitle = Qt 3D C++ Classes
-qhp.Qt3D.subprojects.classes.selectors = class doc:headerfile
+qhp.Qt3D.subprojects.classes.selectors = class fake:headerfile
qhp.Qt3D.subprojects.classes.sortPages = true
qhp.Qt3D.subprojects.qmltypes.title = QML Types
qhp.Qt3D.subprojects.qmltypes.indexTitle = Qt 3D QML Types
-qhp.Qt3D.subprojects.qmltypes.selectors = qmltype
+qhp.Qt3D.subprojects.qmltypes.selectors = qmlclass
qhp.Qt3D.subprojects.qmltypes.sortPages = true
-qhp.Qt3D.subprojects.examples.title = Examples
-qhp.Qt3D.subprojects.examples.indexTitle = Qt 3D Examples
-qhp.Qt3D.subprojects.examples.selectors = doc:example
-qhp.Qt3D.subprojects.examples.sortPages = true
+tagfile = qt3d.tags
+
+depends += qtcore qtgui qtqml qtquick qtdoc
-# dependencies to other Qt 3D modules
-depends += qt3dcore qt3drender qt3dlogic qt3dinput \
- qt3dextras qt3danimation qt3dscene2d
+headerdirs += . \
+ ../render \
+ ../core \
+ ../logic \
+ ../plugins \
+ ../quick3d/quick3d \
+ ../input \
+ ../extras \
+ ../animation \
+ ../quick3d/quick3dscene2d
-tagfile = qt3d.tags
+# Exclude private header files from the documentation build
+excludefiles += "*_p.h"
-headerdirs += src
-sourcedirs += src
+sourcedirs += . \
+ ../render \
+ ../core \
+ ../logic \
+ ../plugins \
+ ../quick3d/quick3d \
+ ../input \
+ ../extras \
+ ../animation \
+ ../quick3d/quick3dscene2d
exampledirs += ../../examples/qt3d \
snippets
-imagedirs += images
+examples.fileextensions += "*.fraq *.geom *.vert"
+examples.imageextensions += "*.png"
+
+excludedirs += \
+ ../plugins/renderplugins
+
+macro.TODO = " "
+imagedirs += images \
+ ../../examples/qt3d/shadow-map-qml/doc/images \
+ ../../examples/qt3d/basicshapes-cpp/doc/images \
+ ../../examples/qt3d/planets-qml/doc/images \
+ ../../examples/qt3d/wireframe/doc/images \
+ ../../examples/qt3d/audio-visualizer-qml/doc/images \
+ ../../examples/qt3d/simplecustommaterial/doc/images \
+ ../../examples/qt3d/scene2d/doc/images \
+ ../../examples/qt3d/advancedcustommaterial/doc/images
+
+Cpp.ignoretokens += QT3DINPUTSHARED_EXPORT \
+ QT3DCORESHARED_EXPORT \
+ QT3DLOGIC_PRIVATE_EXPORT \
+ QT3DLOGICSHARED_EXPORT \
+ QT3DRENDERSHARED_EXPORT \
+ QT3DRENDERSHARED_PRIVATE_EXPORT \
+ QT3DQUICKSHARED_PRIVATE_EXPORT \
+ QT3DEXTRASSHARED_EXPORT \
+ QT3DANIMATIONSHARED_EXPORT \
+ QT3DQUICKSCENE2DSHARED_EXPORT
+
+Cpp.ignoredirectives += Q_DECLARE_LOGGING_CATEGORY
+
+manifestmeta.highlighted.names = \
+ "Qt3D/Qt 3D: Advanced custom material QML Example" \
+ "Qt3D/Qt 3D: Audio Visualizer Example" \
+ "Qt3D/Qt 3D: Planets QML Example"
+
+manifestmeta.thumbnail.names += "Qt3D/Qt 3D: Deferred Renderer C++ Example"
+
+navigation.landingpage = "Qt 3D"
+navigation.cppclassespage = "Qt 3D C++ Classes"
+navigation.qmltypespage = "Qt 3D QML Types"
diff --git a/src/doc/src/levelofdetailloader.qdoc b/src/doc/src/levelofdetailloader.qdoc
new file mode 100644
index 000000000..6294e4735
--- /dev/null
+++ b/src/doc/src/levelofdetailloader.qdoc
@@ -0,0 +1,57 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \qmltype LevelOfDetailLoader
+ \inqmlmodule Qt3D.Render
+ \inherits Entity
+ \since 5.9
+ \brief An entity loader that changes depending on distance to camera or screen size
+
+ A LevelOfDetailLoader will load the entity matching the \l LevelOfDetail::currentIndex.
+ The source is selected from the \l sources property.
+
+ \sa LevelOfDetail
+*/
+
+/*!
+ \qmlproperty list<string> LevelOfDetailLoader::sources
+
+ The list of sources (array of strings) to load from.
+*/
diff --git a/src/doc/src/qcircularbuffer.qdoc b/src/doc/src/qcircularbuffer.qdoc
new file mode 100644
index 000000000..e313a7375
--- /dev/null
+++ b/src/doc/src/qcircularbuffer.qdoc
@@ -0,0 +1,1590 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/* !\internal
+ \class Qt3DCore::QCircularBuffer
+ \inmodule Qt3DCore
+ \brief A template class providing a dynamic circular array.
+
+ \ingroup tools
+ \ingroup shared
+
+ \reentrant
+
+ QCircularBuffer\<T\> is one of Qt's generic \l{container classes}. It
+ stores its items in adjacent memory locations and provides fast
+ index-based access.
+
+ QCircularBuffer\<T\> provides similar functionality as QVector\<T\> and QList\<T\>,
+ but behaves differently when adding items to a full QCircularBuffer. Whereas
+ QVector\<T\> and QList\<T\> will both grow to accommodate the new items,
+ QCircularBuffer\<T\> will overwrite the oldest items. This provides circular
+ behavior to the container, and also means that it can maintain a flat memory
+ profile.
+
+ QCircularBuffer\<T\> also offers performance gains over the other container classes when
+ doing lots of appending or prepending to the buffer, such as in data logging
+ applications. This is because appending (or prepending) an item does not require any
+ extra memory to be allocated, unlike, for example, QVector\<T\> or QList\<T\>.
+ Appending and prepending items to a QCircularBuffer\<T\> is an O(1) operation.
+
+ As with QVector\<T\>, items in QCircularBuffer\<T\> occupy adjacent positions in memory.
+ However, the items may not be located in order in a single array. At times, the internal
+ indices used to store the positions of the first and last items may wrap around as the
+ QCircularBuffer\<T\> is modified. If the index of the last item is greater than the
+ index of the first item, then the buffer is said to be non-linearized.
+
+ Here's an example of a QCircularBuffer that stores integers and a QCircularBuffer
+ that stores QString values:
+
+ \snippet code/src_core_qcircularbuffer.cpp 0
+
+ The above examples create QCircularBuffer objects with a capacity of 0. The capacity
+ is the number of items that can be stored in a QCircularBuffer. The size of a
+ QCircularBuffer object is the number of items that actually are stored in it. Here's
+ an example of creating a QCircularBuffer with a capacity for 200 elements and a size of 0:
+
+ \snippet code/src_core_qcircularbuffer.cpp 1
+
+ By default the QCircularBuffer is empty. If you want to create a circular buffer with
+ unused capacity, pass a size argument to the constructor.
+
+ \snippet code/src_core_qcircularbuffer.cpp 2
+
+ If you wish to fill a subset of the QCircularBuffer with a default value, then you
+ should also pass a size argument to the constructor. The following example creates
+ a QCircularBuffer with a capacity for 200 QString items, and initializes the first 50
+ of them to the value "Qt":
+
+ \snippet code/src_core_qcircularbuffer.cpp 3
+
+ You can also call fill() at any time to fill the QCircularBuffer with a value.
+
+ QCircularBuffer uses 0-based indexes, just like C++ arrays. To access the
+ item at a particular index position, you can use \l{operator[]()}{operator[]}. On
+ non-const buffers, \l{operator[]()}{operator[]} returns a reference to the item
+ that can be used on the left side of an assignment:
+
+ \snippet code/src_core_qcircularbuffer.cpp 4
+
+ For read-only access, an alternative syntax is to use at():
+
+ \snippet code/src_core_qcircularbuffer.cpp 5
+
+ at() can be faster than \l{operator[]()}{operator[]}, because it never causes
+ a \l{deep copy} to occur.
+
+ Another way to access the data stored in a QCircularBuffer is to call data(),
+ or dataOne() and dataTwo() depending on if the buffer is linearized or not.
+ See the discussion in isLinearised() for more information. The data() function
+ returns an \l array_range object describing the array of items stored
+ in the QCircularBuffer. You can use the pointer in the array_range to
+ directly access and modify the elements stored in the circular buffer. The pointer is also
+ useful if you need to pass a QCircularBuffer to a function that accepts a plain
+ C++ array.
+
+ If the circular buffer is non-linearized, the data() function will
+ linearize it before returning. This can be an expensive operation for large buffers.
+ To avoid this cost, QCircularBuffer also provides alternative methods called
+ dataOne() and dataTwo() that return pointers to the two contiguous arrays used
+ to represent the buffer. dataOne() returns a pointer to the earlier (or oldest)
+ items, and dataTwo() returns a pointer to the later (or newer) items. The dataOne()
+ and dataTwo() functions never cause the circular buffer to be linearized.
+
+ If you wish to pass a C++ array to a function and that function is expensive to call,
+ then you may wish to use the data() method so that you only need to call your
+ expensive function once. If your function is cheap and you have a large circular
+ buffer (so that linearizing it is expensive), then you may wish to use dataOne() and
+ dataTwo() and call your function twice.
+
+ Here is a simple example that shows the semantics of how QCircularBuffer operates:
+
+ \snippet code/src_core_qcircularbuffer.cpp 6
+
+ Notice how appending items to a full buffer overwrites the earliest items.
+
+ If you want to find all occurrences of a particular value in a
+ circular buffer, use indexOf() or lastIndexOf(). The former searches
+ forward starting from a given index position, the latter searches
+ backward. Both return the index of the matching item if they found
+ one; otherwise, they return -1. For example:
+
+ \snippet code/src_core_qcircularbuffer.cpp 7
+
+ If you simply want to check whether a circular buffer contains a
+ particular value, use contains(). If you want to find out how
+ many times a particular value occurs in the circular buffer, use count().
+
+ QCircularBuffer provides these basic functions to add, move, and remove
+ items: insert(), replace(), remove(), prepend(), append(). The insert() and
+ remove() functions can be slow (\l{linear time}) for large circular buffers,
+ because they require moving many items in the circular buffer by one or more positions
+ in memory. The implementation does however take care to minimize the number of
+ items that need to be moved. In the extreme worst case for insert() and remove(),
+ half of the items will be moved in memory. QCircularBuffer also takes care
+ to move items around using the best method available for the type being stored.
+ If your type is movable, then it is best to tell Qt about this by using the
+ Q_DECLARE_TYPEINFO() macro. In such cases memory moves are performed using
+ memmove() rather than calling the copy constructor for each item. If you want
+ a container class that always provides fast insertion/removal in the middle,
+ use QList or QLinkedList instead.
+
+ Unlike plain C++ arrays, QCircularBuffers can be resized at any time by
+ calling resize() or setCapacity(). The resize() function can only allocate
+ items up to the number specified by capacity(). If you wish to alter the
+ capacity of the CircularBuffer, then use setCapacity(). This can be slow as
+ new memory needs to be allocated. It is most common to specify the capacity
+ of the circular buffer in the constructor or immediately after construction,
+ and then simply keep appending to the buffer. If you wish to reclaim any
+ unused memory from the circular buffer, then call squeeze(). This is
+ equivalent to calling \l {setCapacity()}{setCapacity}( size() ).
+
+ Note that using non-const operators and functions can cause
+ QCircularBuffer to do a deep copy of the data. This is due to
+ \l{implicit sharing}.
+
+ QCircularBuffer's value type must be an \l{assignable data type}. This
+ covers most data types that are commonly used, but the compiler
+ won't let you, for example, store a QWidget as a value; instead,
+ store a QWidget *. Some functions have additional requirements;
+ for example, indexOf() and lastIndexOf() expect the value type to
+ support \c operator==(). These requirements are documented on a
+ per-function basis.
+
+ QCircularBuffer provides \l{STL-Style Iterators} (\l {const_iterator}
+ and \l {iterator}). In practice, these are rarely used,
+ because you can use indexes into the buffer.
+
+ QCircularBuffer does \e not support inserting, prepending, appending, or
+ replacing with references to its own values. Doing so will cause your
+ application to abort with an error message.
+
+ \sa iterator, const_iterator, QVector, QList, QLinkedList
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::QCircularBuffer()
+
+ Constructs an empty circular buffer with zero capacity.
+
+ \sa resize(), setCapacity()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::QCircularBuffer(int capacity)
+
+ Constructs an empty circular buffer with an initial capacity of \a capacity
+ elements.
+
+ \sa resize(), setCapacity()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::QCircularBuffer(int capacity, const T &value)
+
+ Constructs a circular buffer with an initial capacity and size of
+ \a capacity elements.
+
+ The elements are initialized to \a value.
+
+ \sa resize(), setCapacity(), fill()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::QCircularBuffer(int capacity, int size, const T &value)
+
+ Constructs a circular buffer with an initial capacity of \a capacity
+ elements and initial size of \a size elements.
+
+ The first \a size elements are initialized to \a value.
+
+ \sa resize(), setCapacity(), fill()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::QCircularBuffer(const QCircularBuffer<T> &other)
+
+ Constructs a copy of \a other.
+
+ This operation takes \l{constant time}, because QCircularBuffer is
+ \l{implicitly shared}. This makes returning a QCircularBuffer from a
+ function very fast. If a shared instance is modified, it will be
+ copied (copy-on-write), and that takes \l{linear time}.
+
+ \sa operator=()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::~QCircularBuffer()
+
+ Destroys the circular buffer.
+*/
+
+/* \fn QCircularBuffer &Qt3DCore::QCircularBuffer::operator=(const QCircularBuffer<T> &other)
+
+ Assigns \a other to this circular buffer and returns a reference to this
+ circular buffer.
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator Qt3DCore::QCircularBuffer::begin()
+
+ Returns an \l{STL-Style iterators}{STL-style iterator} pointing to the first item in
+ the circular buffer.
+
+ \sa constBegin(), end()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator Qt3DCore::QCircularBuffer::begin() const
+
+ \overload
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator Qt3DCore::QCircularBuffer::constBegin() const
+
+ Returns a const \l{STL-Style Iterators}{STL-style iterator} pointing to the first item in
+ the circular buffer.
+
+ \sa begin(), constEnd()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator Qt3DCore::QCircularBuffer::end()
+
+ Returns an \l {STL-Style Iterators} {STL-style iterator} pointing to the imaginary item
+ after the last item in the circular buffer.
+
+ \sa begin(), constEnd()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator Qt3DCore::QCircularBuffer::end() const
+
+ \overload
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator Qt3DCore::QCircularBuffer::constEnd() const
+
+ Returns a const \l{STL-Style Iterators} {STL-style iterator} pointing to the imaginary item
+ after the last item in the circular buffer.
+
+ \sa constBegin(), end()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator Qt3DCore::QCircularBuffer::erase(const_iterator pos)
+
+ Removes the item pointed to by the iterator \a pos from the
+ circular buffer, and returns an iterator to the next item in the circular
+ buffer (which may be end()).
+
+ \sa insert(), remove()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator Qt3DCore::QCircularBuffer::erase(const_iterator begin, const_iterator end)
+
+ \overload
+
+ Removes all the items from \a begin up to (but not including) \a
+ end. Returns an iterator to the same item that \a end referred to
+ before the call.
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::push_back(const T &value)
+
+ This function is provided for STL compatibility. It is equivalent
+ to append(\a value).
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::push_front(const T &value)
+
+ This function is provided for STL compatibility. It is equivalent
+ to prepend(\a value).
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::pop_back()
+
+ This function is provided for STL compatibility. It is equivalent
+ to erase(end() - 1).
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::pop_front()
+
+ This function is provided for STL compatibility. It is equivalent
+ to erase(begin()).
+*/
+
+/* \fn bool Qt3DCore::QCircularBuffer::empty() const
+
+ This function is provided for STL compatibility. It is equivalent
+ to isEmpty(), returning true if the circular buffer is empty; otherwise
+ returns false.
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::reference Qt3DCore::QCircularBuffer::front()
+
+ This function is provided for STL compatibility. It is equivalent
+ to first().
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_reference Qt3DCore::QCircularBuffer::front() const
+
+ \overload
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::reference Qt3DCore::QCircularBuffer::back()
+
+ This function is provided for STL compatibility. It is equivalent
+ to last().
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_reference Qt3DCore::QCircularBuffer::back() const
+
+ \overload
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::refCount() const
+
+ Returns the number of shallow copies that exist of this circular buffer.
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::append(const T &value)
+
+ Inserts \a value at the end of the circular buffer. If the circular buffer
+ is full, then the oldest element is overwritten.
+
+ Example:
+ \snippet code/src_core_qcircularbuffer.cpp 8
+
+ This operation is very fast, because QCircularBuffer never allocates
+ memory in this function.
+
+ \sa operator<<(), operator+=(), prepend(), insert()
+*/
+
+/* \fn const T &Qt3DCore::QCircularBuffer::at(int i) const
+
+ Returns the item at index position \a i in the circular buffer.
+
+ \a i must be a valid index position in the circular buffer
+ (i.e., 0 <= \a i < size()).
+
+ \sa value(), operator[]()
+*/
+
+/* \fn T &Qt3DCore::QCircularBuffer::operator[](int i)
+
+ Returns the item at index position \a i as a modifiable reference.
+
+ \a i must be a valid index position in the circular buffer (i.e., 0 <= \a i
+ < size()).
+
+ Note that using non-const operators can cause QCircularBuffer to do a deep
+ copy.
+
+ \sa at(), value()
+*/
+
+/* \fn const T &Qt3DCore::QCircularBuffer::operator[](int i) const
+
+ \overload
+
+ Same as at(\a i).
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::capacity() const
+
+ Returns the maximum number of elements that can be stored in
+ the circular buffer.
+
+ \sa setCapacity(), size()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::clear()
+
+ Removes all elements from the circular buffer so that the size is
+ zero. The capacity is unchanged.
+
+ \sa isEmpty()
+*/
+
+/* \fn bool Qt3DCore::QCircularBuffer::contains(const T &value) const
+
+ Returns true if the circular buffer contains an occurrence of \a value;
+ otherwise returns false.
+
+ This function requires the value type to have an implementation of
+ \c operator==().
+
+ \sa indexOf(), count()
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::count(const T &value) const
+
+ Returns the number of occurrences of \a value in the circular buffer.
+
+ This function requires the value type to have an implementation of
+ \c operator==().
+
+ \sa contains(), indexOf()
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::count() const
+
+ \overload
+
+ Same as size().
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::array_range Qt3DCore::QCircularBuffer::data()
+
+ Returns an \l array_range describing the internal array of data. If
+ the circular buffer is non-linearized, then this function causes it to be
+ linearized. If the cost of linearisation is too high for your use case, then
+ you should consider using the dataOne() and dataTwo() functions instead.
+
+ If the circular buffer is empty then the pointer and array size returned
+ will both be 0.
+
+ \sa constData(), dataOne(), dataTwo(), isLinearised()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_array_range Qt3DCore::QCircularBuffer::data() const
+
+ \overload
+
+ If the circular buffer is non-linearized then the pointer and array size
+ returned will both be 0 since linearising the circular buffer would break
+ constness.
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_array_range Qt3DCore::QCircularBuffer::constData() const
+
+ Returns a \l const_array_range describing the internal array of
+ data.
+
+ If the circular buffer is non-linearized then the pointer and array size
+ returned will both be 0 since linearising the circular buffer would break
+ constness.
+
+ If the circular buffer is empty then the pointer and array size returned
+ will both be 0.
+
+ \sa data(), constDataOne(), constDataTwo(), isLinearised()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::array_range Qt3DCore::QCircularBuffer::dataOne()
+
+ Returns an \l array_range describing the first internal array of
+ contiguous data. If the circular buffer is linearized, then this function is
+ equivalent to calling data(). If the circular buffer is non-linearized then
+ the returned array range will describe a subset of the data contained in the
+ circular buffer. This subset will consist of the earliest (lowest index) items
+ in the buffer. To obtain an \l array_range for the remainder of the data, use
+ the dataTwo() function.
+
+ If the circular buffer is empty, then the pointer and array size returned
+ will both be 0.
+
+ \sa constDataOne(), dataTwo(), data(), isLinearised()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_array_range Qt3DCore::QCircularBuffer::dataOne() const
+
+ \overload
+
+ Unlike data(), this function always returns a valid \l const_array_range
+ (unless the circular buffer is empty).
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_array_range Qt3DCore::QCircularBuffer::constDataOne() const
+
+ Returns a \l const_array_range describing the first internal array of
+ contiguous data. If the circular buffer is linearized, then this function is
+ equivalent to calling constData(). If the circular buffer is non-linearized, then
+ the returned array range will describe a subset of the data contained in the
+ circular buffer. This subset will consist of the earliest (lowest index) items
+ in the buffer. To obtain a \l const_array_range for the remainder of the data,
+ use the constDataTwo() function.
+
+ If the circular buffer is empty, then the pointer and array size returned
+ will both be 0.
+
+ \sa dataOne(), constDataTwo(), constData(), isLinearised()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::array_range Qt3DCore::QCircularBuffer::dataTwo()
+
+ Returns an \l array_range describing the first internal array of
+ contiguous data. If the circular buffer is linearized, then the pointer and array size
+ returned will both be 0 since all the data will be contained in the array
+ described by calling the dataOne() function.
+
+ \sa dataOne(), constDataTwo(), data(), isLinearised()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_array_range Qt3DCore::QCircularBuffer::dataTwo() const
+
+ \overload
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_array_range Qt3DCore::QCircularBuffer::constDataTwo() const
+
+ Returns a \l const_array_range describing the first internal array of
+ contiguous data. If the circular buffer is linearized, then the pointer and array size
+ returned will both be 0 since all the data will be contained in the array
+ described by calling the dataOne() function.
+
+ \sa constDataOne(), dataTwo(), constData(), isLinearised()
+*/
+
+/* \fn bool Qt3DCore::QCircularBuffer::endsWith(const T &value) const
+
+ Returns \c true if this circular buffer is not empty and its last
+ item is equal to \a value; otherwise returns \c false.
+
+ \sa isEmpty(), last(), startsWith()
+*/
+
+/* \fn QCircularBuffer<T>& Qt3DCore::QCircularBuffer::fill(const T &value, int size = -1)
+
+ Assigns \a value to all items in the circular buffer. If \a size is
+ different from -1 (the default), the circular buffer is resized to size \a
+ size beforehand (size must be less than or equal to the capacity).
+
+ This function also linearizes the circular buffer.
+
+ Example:
+ \snippet code/src_core_qcircularbuffer.cpp 14
+
+ \sa resize()
+*/
+
+/* \fn T &Qt3DCore::QCircularBuffer::first()
+
+ Returns a reference to the first item in the circular buffer. This
+ function assumes that the circular buffer isn't empty.
+
+ \sa last(), isEmpty()
+*/
+
+/* \fn const T &Qt3DCore::QCircularBuffer::first() const
+
+ \overload
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::freeSize() const
+
+ Returns the number of items that can be added to the circular buffer
+ without causing the earliest item to be overwritten. It is equivalent
+ to (capacity() - size()).
+
+ \sa sizeAvailable(), capacity(), isEmpty(), isFull(), size()
+*/
+
+/* \fn static QCircularBuffer<T> Qt3DCore::QCircularBuffer::fromList(const QList<T>& list)
+
+ Returns a QCircularBuffer object with the data contained in \a list. The
+ capacity and size of the circular buffer will be equal to the size of
+ \a list.
+
+ Example:
+ \snippet code/src_core_qcircularbuffer.cpp 18
+
+ \sa fromVector(), toList(), toVector()
+*/
+
+/* \fn static QCircularBuffer<T> Qt3DCore::QCircularBuffer::fromVector(const QVector<T>& vector)
+
+ Returns a QCircularBuffer object with the data contained in \a vector. The
+ capacity and size of the circular buffer will be equal to the size of
+ \a vector.
+
+ \sa fromList(), toVector(), toList()
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::indexOf(const T &value, int from = 0) const
+
+ Returns the index position of the first occurrence of \a value in
+ the circular buffer, searching forward from index position \a from.
+ Returns -1 if no item matched.
+
+ Example:
+ \snippet code/src_core_qcircularbuffer.cpp 15
+
+ This function requires the value type to have an implementation of
+ \c operator==().
+
+ \sa lastIndexOf(), contains()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::insert(int i, const T &value)
+
+ Inserts \a value at index position \a i in the circular buffer.
+ If \a i is 0, the value is prepended to the circular buffer. If \a i
+ is size(), the value is appended to the circular buffer. The capacity
+ of the circular buffer is not changed.
+
+ Example:
+ \snippet code/src_core_qcircularbuffer.cpp 11
+
+ Using this function is equivalent to calling insert(i, 1, value). See the
+ discussion there for more information.
+
+ Items at indexes \a i and higher are shifted along by one. If the circular
+ buffer is full then the earliest item will be overwritten. Note that this
+ has the non-obvious behavior that calling \c {insert(0, value)} on a circular
+ buffer that is already full will effectively do nothing since the newly
+ prepended item will immediately be overwritten by the highest item as it
+ is shifted along one position.
+
+ For large circular buffers, this operation can be slow (\l{linear time}),
+ because it requires moving all the items at indexes \a i and
+ above (or all items below index i depending upon where in the circular buffer
+ the new item is inserted) by one position in memory. If you
+ want a container class that provides a fast insert() function, use
+ QLinkedList instead.
+
+ If the capacity() is zero, then nothing will be inserted.
+
+ \sa append(), prepend(), remove()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::insert(int i, int count, const T &value)
+
+ \overload
+
+ Inserts \a value at index position \a i in the circular buffer.
+ If \a i is 0, the value is prepended to the circular buffer. If \a i
+ is size(), the value is appended to the circular buffer. The capacity
+ of the circular buffer is not changed.
+
+ Items at indexes \a i and higher are shifted along by one. If the circular
+ buffer has freeSize() < \a count, then the earliest items will be overwritten.
+
+ The actual number of items that get inserted may not always be equal to
+ \a count since this function preserves the capacity of the circular buffer,
+ and since items at indexes i and higher are shifted along by one.
+ The actual number of items inserted is min(\a count, \a i + freeSize()).
+
+ For the same reasons, the number of items that get overwritten at the
+ start of the circular buffer is min(\a i, max(0, \a count - freeSize())).
+
+ Example:
+ \snippet code/src_core_qcircularbuffer.cpp 12
+
+ For large circular buffers, this operation can be slow (\l{linear time}),
+ because it requires moving all the items at indexes \a i and
+ above (or all items below index i depending upon where in the circular buffer
+ the new item is inserted) in memory. If you want a container class that
+ provides a fast insert() function, use QLinkedList instead.
+
+ If the capacity() is zero, then nothing will be inserted.
+
+ \sa append(), prepend(), remove()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator Qt3DCore::QCircularBuffer::insert(const_iterator before, int count, const T &value)
+
+ \overload
+
+ Inserts up to \a count items with value \a value in front of the item
+ pointed to by the iterator \a before in the circular buffer. Returns an
+ iterator pointing at the first of the inserted items.
+
+ \sa append(), prepend(), remove()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator Qt3DCore::QCircularBuffer::insert(const_iterator before, const T &value)
+
+ \overload
+
+ Inserts \a value in front of the item pointed to by the iterator \a before.
+ Returns an iterator pointing at the inserted item.
+
+ \sa append(), prepend(), remove()
+*/
+
+/* \fn bool Qt3DCore::QCircularBuffer::isEmpty() const
+
+ Returns true if the circular buffer has size 0; otherwise returns false.
+
+ \sa capacity(), resize(), setCapacity(), size()
+*/
+
+/* \fn bool Qt3DCore::QCircularBuffer::isFull() const
+
+ Returns true if the circular buffer is full ie if size() == capacity(); otherwise returns false.
+
+ \sa capacity(), resize(), setCapacity(), size()
+*/
+
+/* \fn bool Qt3DCore::QCircularBuffer::isLinearised() const
+
+ Returns \c true if the circular buffer is linearized; otherwise returns
+ \c false.
+
+ A circular buffer is said to be linearized if the position of the first
+ item in the internal array occurs before the position of the last item. A
+ little more explanation is provided for clarification.
+
+ Internally, QCircularBuffer stores the items in a plain C++ array.
+ Additionally, the positions in the array of the first and last items of
+ the circular buffer are also stored (along with the capacity and size).
+
+ Imagine a circular buffer of capacity 6 created and populated with the
+ following code:
+
+ \snippet code/src_core_qcircularbuffer.cpp 19
+
+ After executing the above code, the internal state of the circular buffer
+ would look like this:
+
+ \img circularbuffer-1.png
+
+ As you can see, the internal array has been populated from the beginning.
+ The first item is located as position 0 in the array and the last item
+ is located at position 4 in the array. The circular buffer is linearized
+ because the last item occurs later in the array than the first item.
+
+ If we now append another item to the circular buffer with:
+
+ \snippet code/src_core_qcircularbuffer.cpp 20
+
+ the internal representation then becomes:
+
+ \img circularbuffer-2.png
+
+ The circular buffer is still linearized, but it is now full. Appending
+ further items will cause the oldest item to be overwritten. For example,
+
+ \snippet code/src_core_qcircularbuffer.cpp 21
+
+ causes the internal representation to become:
+
+ \img circularbuffer-3.png
+
+ We see that the oldest item (1) has been overwritten by the newest item
+ (7), and that the first and last indexes have been adjusted accordingly.
+ The circular buffer is now said to be non-linearized because the position
+ of the last item is before the position of the first item.
+
+ The circular buffer can always be linearized by calling the linearise()
+ function. This can be an expensive operation (\l{linear time}) for large
+ circular buffers since new memory has to be allocated, the items copied across,
+ and the original memory deallocated.
+
+ If you need to directly access the items stored in a circular buffer,
+ (perhaps for a plain C++ function call) then you can use the data()
+ function. If the circular buffer is non-linearized, then the data()
+ function will linearize it for you before returning an \l array_range
+ describing the array.
+
+ To prevent the cost of the linearisation process, you can instead
+ call the dataOne() and dataTwo() functions to obtain the two arrays
+ used to represent a non-linearized circular buffer. After running the
+ above sample code, calling the dataOne() function would return an
+ \l array_range object describing the values 2-6, and the dataTwo() function
+ would return an \l array_range object describing the value 7. Sometimes,
+ accessing the items via the two arrays described by dataOne() and dataTwo(),
+ can be quicker than calling data() and having the circular buffer
+ linearized. The dataOne() and dataTwo() functions do not trigger a
+ linearization.
+
+ \sa linearise(), data(), dataOne(), dataTwo()
+*/
+
+/* \fn T &Qt3DCore::QCircularBuffer::last()
+
+ Returns a reference to the last item in the circular buffer. This
+ function assumes that the circular buffer isn't empty.
+
+ \sa first(), isEmpty()
+*/
+
+/* \fn const T &Qt3DCore::QCircularBuffer::last() const
+
+ \overload
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::lastIndexOf(const T &value, int from = -1) const
+
+ Returns the index position of the last occurrence of the value \a
+ value in the circular buffer, searching backward from index position \a
+ from. If \a from is -1 (the default), the search starts at the
+ last item. Returns -1 if no item is matched.
+
+ Example:
+ \snippet code/src_core_qcircularbuffer.cpp 16
+
+ This function requires the value type to have an implementation of
+ \c operator==().
+
+ \sa indexOf()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::linearise()
+
+ Linearizes the internal representation of the circular buffer such that
+ all items are stored in a single contiguous array.
+
+ This function can be expensive for large circular buffers (\l{linear time}).
+
+ \sa isLinearised()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::prepend(const T &value)
+
+ Inserts \a value at the beginning of the circular buffer. If the circular buffer
+ is full, then the highest index item is overwritten.
+
+ Example:
+ \snippet code/src_core_qcircularbuffer.cpp 10
+
+ This operation is very fast, because QCircularBuffer never allocates
+ memory in this function.
+
+ \sa operator<<(), operator+=(), append(), insert()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::remove(int i)
+
+ Removes the element at index position \a i.
+
+ \sa insert(), replace(), fill()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::remove(int i, int count)
+
+ \overload
+
+ Removes \a count elements from the middle of the circular buffer,
+ starting at index position \a i.
+
+ \sa insert(), replace(), fill()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::replace(int i, const T &value)
+
+ Replaces the item at index position \a i with \a value.
+
+ \a i must be a valid index position in the circular buffer (i.e., 0 <= \a
+ i < size()).
+
+ \sa operator[](), remove()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::reserve(int capacity)
+
+ Sets the capacity of the circular buffer to \a capacity. It is a synonym for
+ setCapacity().
+
+ \sa setCapacity()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::resize(int size)
+
+ Changes the size of the circular buffer to \a size which must be > 0 and
+ <= capacity(). If \a size is less than the old size, then the highest indexed
+ items are removed. If \a size is greater than the old size, then new items
+ with a \l{default-constructed value} are appended to the end of the circular
+ buffer.
+
+ \sa size(), insert(), remove(), capacity(), setCapacity()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::setCapacity(int capacity)
+
+ Sets the capacity of the circular buffer to \a capacity.
+
+ \sa reserve(), capacity()
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::size() const
+
+ Returns the number of items in the circular buffer.
+
+ \sa sizeAvailable(), capacity(), resize()
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::sizeAvailable() const
+
+ Returns the number of items that can be added to the circular buffer
+ without causing the earliest item to be overwritten. It is equivalent
+ to (capacity() - size()).
+
+ \sa capacity(), isEmpty(), isFull(), size(), freeSize()
+*/
+
+/* \fn void Qt3DCore::QCircularBuffer::squeeze()
+
+ Releases any unused memory from the circular buffer. It is equivalent
+ to calling setCapacity(size()).
+
+ \sa setCapacity(), size(), resize(), sizeAvailable()
+*/
+
+/* \fn bool Qt3DCore::QCircularBuffer::startsWith(const T &value) const
+
+ Returns \c true if the circular buffer is not empty and its first
+ item is equal to \a value; otherwise returns \c false.
+
+ \sa isEmpty(), first(), endsWith()
+*/
+
+/* \fn QList<T> Qt3DCore::QCircularBuffer::toList() const
+
+ Returns a QList object with the data contained in this QCircularBuffer.
+
+ Example:
+
+ \snippet code/src_core_qcircularbuffer.cpp 17
+
+ \sa fromList(), toVector()
+*/
+
+/* \fn QVector<T> Qt3DCore::QCircularBuffer::toVector() const
+
+ Returns a QVector object with the data contained in this QCircularBuffer.
+
+ \sa fromVector(), toList()
+*/
+
+/* \fn T Qt3DCore::QCircularBuffer::value(int i) const
+
+ Returns the value at index position \a i in the circular buffer.
+
+ If the index \a i is out of bounds, the function returns
+ a \l{default-constructed value}. If you are certain that
+ \a i is within bounds, you can use at() instead, which is slightly
+ faster.
+
+ \sa at(), operator[]()
+*/
+
+/* \fn T Qt3DCore::QCircularBuffer::value(int i, const T &defaultValue) const
+
+ \overload
+
+ If the index \a i is out of bounds, the function returns
+ \a defaultValue.
+*/
+
+/* \fn bool Qt3DCore::operator==(const QCircularBuffer<T> &lhs, const QCircularBuffer<T> &rhs)
+
+ Returns \c true if the circular buffer \a lhs is equal to \a rhs; otherwise
+ returns \c false.
+
+ Two circular buffers are considered equal if they contain the same values
+ in the same order and have the same capacity.
+
+ This function requires the value type to have an implementation
+ of \c operator==().
+
+ \sa operator!=()
+*/
+
+/* \fn bool Qt3DCore::operator!=(const QCircularBuffer<T> &lhs, const QCircularBuffer<T> &rhs)
+
+ Returns \c true if the circular buffer \a lhs is not equal to \a rhs; otherwise
+ returns \c false.
+
+ Two circular buffers are considered equal if they contain the same values
+ in the same order and have the same capacity.
+
+ This function requires the value type to have an implementation
+ of \c operator==().
+
+ \sa operator==()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer<T>& Qt3DCore::QCircularBuffer::operator+=(const T &other)
+
+ Appends the item \a other to this circular buffer and returns a
+ reference to this circular buffer.
+
+ \sa operator+(), operator<<(), append()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer<T>& Qt3DCore::QCircularBuffer::operator+=(const QCircularBuffer<T>& other)
+
+ \overload
+
+ Appends the items of the \a other circular buffer to this circular
+ buffer and returns a reference to this circular buffer.
+
+ \sa operator+(), operator<<(), append()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer<T>& Qt3DCore::QCircularBuffer::operator+=(const QVector<T>& other)
+
+ \overload
+*/
+
+/* \fn Qt3DCore::QCircularBuffer<T>& Qt3DCore::QCircularBuffer::operator+=(const QList<T>& other)
+
+ \overload
+*/
+
+/* \fn Qt3DCore::QCircularBuffer<T>& Qt3DCore::QCircularBuffer::operator<<(const T &other)
+
+ Appends the item \a other to this circular buffer and returns a
+ reference to this circular buffer.
+
+ \sa operator+(), operator+=(), append()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer<T>& Qt3DCore::QCircularBuffer::operator<<(const QCircularBuffer<T>& other)
+
+ \overload
+
+ Appends the items of the \a other circular buffer to this circular
+ buffer and returns a reference to this circular buffer.
+
+ \sa operator+(), operator+=(), append()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer<T>& Qt3DCore::QCircularBuffer::operator<<(const QVector<T>& other)
+
+ \overload
+*/
+
+/* \fn Qt3DCore::QCircularBuffer<T>& Qt3DCore::QCircularBuffer::operator<<(const QList<T>& other)
+
+ \overload
+*/
+
+/* \fn Qt3DCore::QCircularBuffer<T> Qt3DCore::operator+(const QCircularBuffer<T>& lhs, const QCircularBuffer<T>& rhs)
+ \relates Qt3DCore::QCircularBuffer
+
+ Returns a circular buffer object with capacity of lhs.size() + rhs.size() containing
+ the items from \a lhs followed by the items from \a rhs.
+
+ \sa {QCircularBuffer::}{operator+=()}
+*/
+
+/* \fn void Qt3DCore::swap(QCircularBuffer<T> &lhs, QCircularBuffer<T> &rhs)
+
+ Swaps the contents of the circular buffer \a lhs with the contents of \a rhs.
+*/
+
+/* \fn bool Qt3DCore::operator<(const QCircularBuffer<T> &lhs, const QCircularBuffer<T> &rhs)
+
+ Returns \c true if \a lhs is lexographically less than \a rhs. This is equivalent to calling
+ \c{return std::lexicographical_compare(lhs.begin(), lhs.end(), rhs.begin(), rhs.end())}.
+*/
+
+/* \fn bool Qt3DCore::operator>(const QCircularBuffer<T> &lhs, const QCircularBuffer<T> &rhs)
+
+ Returns \c true if \a rhs is lexographically less than \a lhs.
+*/
+
+/* \fn bool Qt3DCore::operator>=(const QCircularBuffer<T> &lhs, const QCircularBuffer<T> &rhs)
+
+ Returns \c true if \a lhs is lexographically less than or equal to \a rhs.
+*/
+
+/* \fn bool Qt3DCore::operator<=(const QCircularBuffer<T> &lhs, const QCircularBuffer<T> &rhs)
+
+ Returns \c true if \a lhs is lexographically less than or equal to \a rhs.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::Iterator
+
+ Qt-style synonym for \l iterator.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::ConstIterator
+
+ Qt-style synonym for \l const_iterator.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::const_pointer
+
+ Typedef for const T *. Provided for STL compatibility.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::const_reference
+
+ Typedef for T &. Provided for STL compatibility.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::difference_type
+
+ Typedef for ptrdiff_t. Provided for STL compatibility.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::pointer
+
+ Typedef for T *. Provided for STL compatibility.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::reference
+
+ Typedef for T &. Provided for STL compatibility.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::size_type
+
+ Typedef for int. Provided for STL compatibility.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::value_type
+
+ Typedef for T. Provided for STL compatibility.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::array_range
+
+ Typedef for QPair<T*,int>. The first element is a pointer to the
+ first element of an array of T. The second element is the number
+ of elements in the array.
+
+ \sa data(), dataOne(), dataTwo()
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::const_array_range
+
+ Typedef for QPair<const T*,int>. The first element is a pointer to the
+ first element of an array of const T. The second element is the number
+ of elements in the array.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::ArrayRange
+
+ Qt-style synonym for \l array_range.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::ConstArrayRange
+
+ Qt-style synonym for \l const_array_range.
+*/
+
+
+/* \class Qt3DCore::QCircularBuffer::iterator
+ \inmodule Qt3DCore
+ \brief The Qt3DCore::QCircularBuffer::iterator class provides an STL-style non-const iterator for QCircularBuffer.
+
+ QCircularBuffer provides both \l{STL-Style Iterators} and \l{Java-Style
+ Iterators}.
+
+ \sa begin(), end(), const_iterator
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::iterator::iterator_category
+
+ A synonym for \e {std::random_access_iterator_tag} indicating
+ this iterator is a random access iterator.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::iterator::difference_type
+
+ \internal
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::iterator::value_type
+
+ \internal
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::iterator::pointer
+
+ \internal
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::iterator::reference
+
+ \internal
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator::iterator()
+
+ Constructs an uninitialized iterator.
+
+ Functions like operator*() and operator++() should not be called
+ on an uninitialized iterator. Use operator=() to assign a value
+ to it before using it.
+
+ \sa begin(), end()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator::iterator(QCircularBuffer<T> *buffer, int index)
+
+ \internal
+*/
+
+/* \fn T &Qt3DCore::QCircularBuffer::iterator::operator*() const
+
+ Returns a modifiable reference to the current item.
+
+ You can change the value of an item by using operator*() on the
+ left side of an assignment.
+
+ \sa operator->()
+*/
+
+/* \fn T *Qt3DCore::QCircularBuffer::iterator::operator->() const
+
+ Returns a pointer to the current item.
+
+ \sa operator*()
+*/
+
+/* \fn T &Qt3DCore::QCircularBuffer::iterator::operator[](int j) const
+
+ Returns a modifiable reference to the item at position *this +
+ \a{j}.
+
+ This function is provided to make QCircularBuffer iterators behave like C++
+ pointers.
+
+ \sa operator+()
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::iterator::operator==(const iterator &other) const
+
+ Returns \c true if \a other points to the same item as this
+ iterator; otherwise returns \c false.
+
+ \sa operator!=()
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::iterator::operator!=(const iterator &other) const
+
+ Returns \c true if \a other points to a different item than this
+ iterator; otherwise returns \c false.
+
+ \sa operator==()
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::iterator::operator<(const iterator& other) const
+
+ Returns \c true if the item pointed to by this iterator occurs before
+ the item pointed to by the \a other iterator.
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::iterator::operator<=(const iterator& other) const
+
+ Returns \c true if the item pointed to by this iterator occurs before
+ or at the same position as the item pointed to by the \a other iterator.
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::iterator::operator>(const iterator& other) const
+
+ Returns \c true if the item pointed to by this iterator occurs after
+ the item pointed to by the \a other iterator.
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::iterator::operator>=(const iterator& other) const
+
+ Returns \c true if the item pointed to by this iterator occurs after
+ or at the same position as the item pointed to by the \a other iterator.
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator &Qt3DCore::QCircularBuffer::iterator::operator++()
+
+ The prefix ++ operator (\c{++it}) advances the iterator to the
+ next item in the circular buffer and returns an iterator to the new current
+ item.
+
+ Calling this function on end() leads to undefined results.
+
+ \sa operator--()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator Qt3DCore::QCircularBuffer::iterator::operator++(int)
+
+ \overload
+
+ The postfix ++ operator (\c{it++}) advances the iterator to the
+ next item in the circular buffer and returns an iterator to the previously
+ current item.
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator &Qt3DCore::QCircularBuffer::iterator::operator--()
+
+ The prefix -- operator (\c{--it}) makes the preceding item
+ the current item, and returns an iterator to the new current item.
+
+ Calling this function on begin() leads to undefined results.
+
+ \sa operator++()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator Qt3DCore::QCircularBuffer::iterator::operator--(int)
+
+ \overload
+
+ The postfix -- operator (\c{it--}) makes the preceding item
+ the current item, and returns an iterator to the previously current item.
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator &Qt3DCore::QCircularBuffer::iterator::operator+=(int j)
+
+ Advances the iterator by \a j items. (If \a j is negative, the
+ iterator goes backward.)
+
+ \sa operator-=(), operator+()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator &Qt3DCore::QCircularBuffer::iterator::operator-=(int j)
+
+ Makes the iterator go back by \a j items. (If \a j is negative,
+ the iterator goes forward.)
+
+ \sa operator+=(), operator-()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator Qt3DCore::QCircularBuffer::iterator::operator+(int j) const
+
+ Returns an iterator to the item at \a j positions forward from
+ this iterator. (If \a j is negative, the iterator goes backward.)
+
+ \sa operator-(), operator+=()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::iterator Qt3DCore::QCircularBuffer::iterator::operator-(int j) const
+
+ Returns an iterator to the item at \a j positions backward from
+ this iterator. (If \a j is negative, the iterator goes forward.)
+
+ \sa operator+(), operator-=()
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::iterator::operator-(iterator other) const
+
+ Returns the number of items between the item pointed to by \a
+ other and the item pointed to by this iterator.
+*/
+
+
+/* \class Qt3DCore::QCircularBuffer::const_iterator
+ \inmodule Qt3DCore
+ \brief The Qt3DCore::QCircularBuffer::const_iterator class provides an STL-style const iterator for QCircularBuffer.
+
+ QCircularBuffer provides both \l{STL-Style Iterators} and \l{Java-Style
+ Iterators}.
+
+ \sa constBegin(), constEnd(), iterator
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::const_iterator::iterator_category
+
+ A synonym for \e {std::random_access_iterator_tag} indicating
+ this iterator is a random access iterator.
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::const_iterator::difference_type
+
+ \internal
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::const_iterator::value_type
+
+ \internal
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::const_iterator::pointer
+
+ \internal
+*/
+
+/* \typedef Qt3DCore::QCircularBuffer::const_iterator::reference
+
+ \internal
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator::const_iterator()
+
+ Constructs an uninitialized const iterator.
+
+ Functions like operator*() and operator++() should not be called
+ on an uninitialized iterator. Use operator=() to assign a value
+ to it before using it.
+
+ \sa begin(), end()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator::const_iterator(const iterator &other)
+
+ \internal
+*/
+
+/* \fn const T &Qt3DCore::QCircularBuffer::const_iterator::operator*() const
+
+ Returns a const reference to the current item.
+
+ \sa operator->()
+*/
+
+/* \fn const T *Qt3DCore::QCircularBuffer::const_iterator::operator->() const
+
+ Returns a pointer to the current item.
+
+ \sa operator*()
+*/
+
+/* \fn const T &Qt3DCore::QCircularBuffer::const_iterator::operator[](int j) const
+
+ Returns a const reference to the item at position *this +
+ \a{j}.
+
+ This function is provided to make QCircularBuffer iterators behave like C++
+ pointers.
+
+ \sa operator+()
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::const_iterator::operator==(const const_iterator &other) const
+
+ Returns \c true if \a other points to the same item as this
+ iterator; otherwise returns \c false.
+
+ \sa operator!=()
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::const_iterator::operator!=(const const_iterator &other) const
+
+ Returns \c true if \a other points to a different item than this
+ iterator; otherwise returns \c false.
+
+ \sa operator==()
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::const_iterator::operator<(const const_iterator& other) const
+
+ Returns \c true if the item pointed to by this iterator occurs before
+ the item pointed to by the \a other iterator.
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::const_iterator::operator<=(const const_iterator& other) const
+
+ Returns \c true if the item pointed to by this iterator occurs before,
+ or at the same position as the item pointed to by the \a other iterator.
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::const_iterator::operator>(const const_iterator& other) const
+
+ Returns \c true if the item pointed to by this iterator occurs after
+ the item pointed to by the \a other iterator.
+*/
+
+/*
+ \fn bool Qt3DCore::QCircularBuffer::const_iterator::operator>=(const const_iterator& other) const
+
+ Returns \c true if the item pointed to by this iterator occurs after,
+ or at the same position as the item pointed to by the \a other iterator.
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator &Qt3DCore::QCircularBuffer::const_iterator::operator++()
+
+ The prefix ++ operator (\c{++it}) advances the iterator to the
+ next item in the circular buffer and returns an iterator to the new current
+ item.
+
+ Calling this function on constEnd() leads to undefined results.
+
+ \sa operator--()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator Qt3DCore::QCircularBuffer::const_iterator::operator++(int)
+
+ \overload
+
+ The postfix ++ operator (\c{it++}) advances the iterator to the
+ next item in the circular buffer and returns an iterator to the previously
+ current item.
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator &Qt3DCore::QCircularBuffer::const_iterator::operator--()
+
+ The prefix -- operator (\c{--it}) makes the preceding item the
+ current and returns an iterator to the new current item.
+
+ Calling this function on constBegin() leads to undefined results.
+
+ \sa operator++()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator Qt3DCore::QCircularBuffer::const_iterator::operator--(int)
+
+ \overload
+
+ The postfix -- operator (\c{it--}) makes the preceding item the
+ current and returns an iterator to the previously current item.
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator &Qt3DCore::QCircularBuffer::const_iterator::operator+=(int j)
+
+ Advances the iterator by \a j items. (If \a j is negative, the
+ iterator goes backward.)
+
+ \sa operator-=(), operator+()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator &Qt3DCore::QCircularBuffer::const_iterator::operator-=(int j)
+
+ Makes the iterator go back by \a j items. (If \a j is negative,
+ the iterator goes forward.)
+
+ \sa operator+=(), operator-()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator Qt3DCore::QCircularBuffer::const_iterator::operator+(int j) const
+
+ Returns an iterator to the item at \a j positions forward from
+ this iterator. (If \a j is negative, the iterator goes backward.)
+
+ \sa operator-(), operator+=()
+*/
+
+/* \fn Qt3DCore::QCircularBuffer::const_iterator Qt3DCore::QCircularBuffer::const_iterator::operator-(int j) const
+
+ Returns an iterator to the item at \a j positions backward from
+ this iterator. (If \a j is negative, the iterator goes forward.)
+
+ \sa operator+(), operator-=()
+*/
+
+/* \fn int Qt3DCore::QCircularBuffer::const_iterator::operator-(const_iterator other) const
+
+ Returns the number of items between the item pointed to by \a
+ other and the item pointed to by this iterator.
+*/
diff --git a/src/doc/src/qmlextracontrollers.qdoc b/src/doc/src/qmlextracontrollers.qdoc
new file mode 100644
index 000000000..737d0f823
--- /dev/null
+++ b/src/doc/src/qmlextracontrollers.qdoc
@@ -0,0 +1,170 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \qmltype FirstPersonCameraController
+ \inqmlmodule Qt3D.Extras
+ \brief The FirstPersonCameraController allows controlling the scene camera
+ from the first person perspective.
+ \since 5.7
+ \inherits Qt3D.Core::Entity
+
+ The FirstPersonCameraController allows controlling the scene camera from the first person
+ perspective.
+
+ The controls are:
+ \table
+ \header
+ \li Input
+ \li Action
+ \row
+ \li Left mouse button
+ \li While the left mouse button is pressed, mouse movement along x-axis pans the camera and
+ movement along y-axis tilts it.
+ \row
+ \li Shift key
+ \li Turns the fine motion control active while pressed. Makes mouse pan and tilt less
+ sensitive.
+ \row
+ \li Arrow keys
+ \li Move the camera horizontally relative to camera viewport.
+ \row
+ \li Page up and page down keys
+ \li Move the camera vertically relative to camera viewport.
+ \endtable
+*/
+/*!
+ \qmlproperty Camera FirstPersonCameraController::camera
+
+ Holds the currently controlled camera.
+*/
+/*!
+ \qmlproperty real FirstPersonCameraController::linearSpeed
+
+ Holds the current linear speed of the camera controller. Linear speed determines the
+ movement speed of the camera.
+*/
+/*!
+ \qmlproperty real FirstPersonCameraController::lookSpeed
+
+ Holds the current look speed of the camera controller. The look speed determines the turn rate
+ of the camera pan and tilt.
+*/
+/*!
+ \qmlproperty real FirstPersonCameraController::acceleration
+
+ Holds the current acceleration.
+ Specifies the rate at which the camera linear speed increases when a key is held.
+ If the acceleration is negative, the linear speed stays constant.
+ Defaults to -1.0.
+*/
+/*!
+ \qmlproperty real FirstPersonCameraController::deceleration
+
+ Specifies the rate at which the camera linear speed decreases when a key is released.
+ If the deceleration is negative, the linear speed stays constant.
+ Defaults to -1.0.
+*/
+
+/*!
+ \qmltype OrbitCameraController
+ \inqmlmodule Qt3D.Extras
+ \brief The OrbitCameraController class allows controlling the scene camera along orbital path.
+ \since 5.7
+ \inherits Qt3D.Core::Entity
+
+ The OrbitCameraController class allows controlling the scene camera along orbital path.
+
+ The controls are:
+ \table
+ \header
+ \li Input
+ \li Action
+ \row
+ \li Left mouse button
+ \li While the left mouse button is pressed, mouse movement along x-axis moves the camera
+ left and right and movement along y-axis moves it up and down.
+ \row
+ \li Right mouse button
+ \li While the right mouse button is pressed, mouse movement along x-axis pans the camera
+ around the camera view center and movement along y-axis tilts it around the camera
+ view center.
+ \row
+ \li Both left and right mouse button
+ \li While both the left and the right mouse button are pressed, mouse movement along y-axis
+ zooms the camera in and out without changing the view center.
+ \row
+ \li Arrow keys
+ \li Move the camera vertically and horizontally relative to camera viewport.
+ \row
+ \li Page up and page down keys
+ \li Move the camera forwards and backwards.
+ \row
+ \li Shift key
+ \li Changes the behavior of the up and down arrow keys to zoom the camera in and out
+ without changing the view center. The other movement keys are disabled.
+ \row
+ \li Alt key
+ \li Changes the behovior of the arrow keys to pan and tilt the camera around the view
+ center. Disables the page up and page down keys.
+ \endtable
+*/
+/*!
+ \qmlproperty Camera OrbitCameraController::camera
+
+ Holds the currently controlled camera.
+*/
+/*!
+ \qmlproperty real OrbitCameraController::linearSpeed
+
+ Holds the current linear speed of the camera controller. Linear speed determines the
+ movement speed of the camera.
+*/
+/*!
+ \qmlproperty real OrbitCameraController::lookSpeed
+
+ Holds the current look speed of the camera controller. The look speed determines the turn rate
+ of the camera pan and tilt.
+*/
+/*!
+ \qmlproperty real OrbitCameraController::zoomLimit
+
+ Holds the current zoom-in limit. The zoom-in limit determines how close to the view center
+ the camera can be zoomed.
+*/
diff --git a/src/doc/src/qmlextramaterials.qdoc b/src/doc/src/qmlextramaterials.qdoc
new file mode 100644
index 000000000..48f1a2326
--- /dev/null
+++ b/src/doc/src/qmlextramaterials.qdoc
@@ -0,0 +1,568 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \qmltype DiffuseMapMaterial
+ \inqmlmodule Qt3D.Extras
+ \brief The DiffuseMapMaterial provides a default implementation of the phong lighting effect
+ where the diffuse light component is read from a texture map.
+ \since 5.7
+ \inherits Qt3D.Render::Material
+
+ The specular lighting effect is based on the combination of 3 lighting components ambient,
+ diffuse and specular. The relative strengths of these components are controlled by means of
+ their reflectivity coefficients which are modelled as RGB triplets:
+
+ \list
+ \li Ambient is the color that is emitted by an object without any other light source.
+ \li Diffuse is the color that is emitted for rought surface reflections with the lights.
+ \li Specular is the color emitted for shiny surface reflections with the lights.
+ \li The shininess of a surface is controlled by a float property.
+ \endlist
+
+ This material uses an effect with a single render pass approach and performs per fragment
+ lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+/*!
+ \qmlproperty color DiffuseMapMaterial::ambient
+
+ Holds the current ambient color.
+*/
+/*!
+ \qmlproperty color DiffuseMapMaterial::specular
+
+ Holds the current specular color.
+*/
+/*!
+ \qmlproperty real DiffuseMapMaterial::shininess
+
+ Holds the current shininess.
+*/
+/*!
+ \qmlproperty real DiffuseMapMaterial::textureScale
+
+ Holds the current texture scale. It is applied as a multiplier to texture
+ coordinates at render time. Defaults to 1.0.
+*/
+/*!
+ \qmlproperty TextureImage DiffuseMapMaterial::diffuse
+
+ Holds the current texture used as the diffuse map.
+
+ By default, the diffuse texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Linear mipmap with mipmapping enabled
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+
+/*!
+ \qmltype DiffuseSpecularMapMaterial
+ \inqmlmodule Qt3D.Extras
+ \brief The DiffuseSpecularMapMaterial provides a default implementation of the phong lighting
+ effect where the diffuse and specular light components are read from texture maps.
+ \since 5.7
+ \inherits Qt3D.Render::Material
+
+ The specular lighting effect is based on the combination of 3 lighting components ambient,
+ diffuse and specular. The relative strengths of these components are controlled by means of
+ their reflectivity coefficients which are modelled as RGB triplets:
+
+ \list
+ \li Ambient is the color that is emitted by an object without any other light source.
+ \li Diffuse is the color that is emitted for rought surface reflections with the lights.
+ \li Specular is the color emitted for shiny surface reflections with the lights.
+ \li The shininess of a surface is controlled by a float property.
+ \endlist
+
+ This material uses an effect with a single render pass approach and performs per fragment
+ lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+/*!
+ \qmlproperty color DiffuseSpecularMapMaterial::ambient
+
+ Holds the current ambient color.
+*/
+/*!
+ \qmlproperty TextureImage DiffuseSpecularMapMaterial::diffuse
+
+ Holds the current diffuse map texture.
+
+ By default, the diffuse texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Linear mipmap with mipmapping enabled
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+/*!
+ \qmlproperty TextureImage DiffuseSpecularMapMaterial::specular
+
+ Holds the current specular map texture.
+
+ By default, the specular texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Linear mipmap with mipmapping enabled
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+/*!
+ \qmlproperty real DiffuseSpecularMapMaterial::shininess
+
+ Holds the current shininess.
+*/
+/*!
+ \qmlproperty real DiffuseSpecularMapMaterial::textureScale
+
+ Holds the current texture scale. It is applied as a multiplier to texture
+ coordinates at render time. Defaults to 1.0.
+*/
+
+/*!
+ \qmltype GoochMaterial
+ \inqmlmodule Qt3D.Extras
+ \brief The GoochMaterial provides a material that implements the Gooch
+ shading model, popular in CAD and CAM applications.
+ \since 5.7
+ \inherits Qt3D.Render::Material
+
+ The Gooch lighting model uses both color and brightness to help show the
+ curvature of 3D surfaces. This is often better than models such as Phong
+ that rely purely upon changes in brightness. In situations such as in CAD
+ and CAM applications where photorealism is not a goal, the Gooch shading
+ model in conjunction with some kind of silhouette edge inking is a popular
+ solution.
+
+ The Gooch lighting model is explained fully in the \l{original Gooch
+ paper}. The Gooch model mixes a diffuse object color with a user-provided
+ cool color and warm color to produce the end points of a color ramp that is
+ used to shade the object based upon the cosine of the angle between the
+ vector from the fragment to the light source and the fragment's normal
+ vector. Optionally, a specular highlight can be added on top. The relative
+ contributions to the cool and warm colors by the diffuse color are
+ controlled by the alpha and beta properties respecitvely.
+
+ This material uses an effect with a single render pass approach and
+ performs per fragment lighting. Techniques are provided for OpenGL 2,
+ OpenGL 3 or above as well as OpenGL ES 2.
+*/
+/*!
+ \qmlproperty color GoochMaterial::diffuse
+
+ Holds the current diffuse color.
+*/
+/*!
+ \qmlproperty color GoochMaterial::specular
+
+ Holds the current specular color.
+*/
+/*!
+ \qmlproperty color GoochMaterial::coolColor
+
+ Holds the current coolColor color.
+*/
+/*!
+ \qmlproperty color GoochMaterial::warmColor
+
+ Holds the current warmColor color.
+*/
+/*!
+ \qmlproperty real GoochMaterial::alpha
+
+ Holds the current alpha value. The start point of the color ramp
+ used by the Gooch shader is calculated as {c = cool + alpha * diffuse}.
+*/
+/*!
+ \qmlproperty real GoochMaterial::beta
+
+ Holds the current beta value. The start point of the color ramp
+ used by the Gooch shader is calculated as {c = warm + beta * diffuse}.
+*/
+/*!
+ \qmlproperty real GoochMaterial::shininess
+
+ Holds the current shininess value. Higher values of shininess result in
+ a smaller and brighter highlight.
+*/
+
+/*!
+ \qmltype NormalDiffuseMapAlphaMaterial
+ \inqmlmodule Qt3D.Extras
+ \brief The NormalDiffuseMapAlphaMaterial provides a specialization of NormalDiffuseMapMaterial
+ with alpha coverage and a depth test performed in the rendering pass.
+ \since 5.7
+ \inherits Qt3D.Render::Material
+
+ The specular lighting effect is based on the combination of 3 lighting components ambient,
+ diffuse and specular. The relative strengths of these components are controlled by means of
+ their reflectivity coefficients which are modelled as RGB triplets:
+
+ \list
+ \li Ambient is the color that is emitted by an object without any other light source.
+ \li Diffuse is the color that is emitted for rought surface reflections with the lights.
+ \li Specular is the color emitted for shiny surface reflections with the lights.
+ \li The shininess of a surface is controlled by a float property.
+ \endlist
+
+ This material uses an effect with a single render pass approach and performs per fragment
+ lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+/*!
+ \qmlproperty color NormalDiffuseMapAlphaMaterial::ambient
+
+ Holds the current ambient color.
+*/
+/*!
+ \qmlproperty TextureImage NormalDiffuseMapAlphaMaterial::diffuse
+
+ Holds the current diffuse map texture.
+
+ By default, the diffuse texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Linear mipmap with mipmapping enabled
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+/*!
+ \qmlproperty color NormalDiffuseMapAlphaMaterial::specular
+
+ Holds the current specular color.
+*/
+/*!
+ \qmlproperty TextureImage NormalDiffuseMapAlphaMaterial::normal
+
+ Holds the current normal map texture.
+
+ By default, the normal texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+/*!
+ \qmlproperty real NormalDiffuseMapAlphaMaterial::shininess
+
+ Holds the current shininess.
+*/
+/*!
+ \qmlproperty real NormalDiffuseMapAlphaMaterial::textureScale
+
+ Holds the current texture scale. It is applied as a multiplier to texture
+ coordinates at render time. Defaults to 1.0.
+*/
+
+/*!
+ \qmltype NormalDiffuseMapMaterial
+ \inqmlmodule Qt3D.Extras
+ \brief The NormalDiffuseMapMaterial provides a default implementation of the phong lighting
+ and bump effect where the diffuse light component is read from a texture map and the normals of
+ the mesh being rendered from a normal texture map.
+ \since 5.7
+ \inherits Qt3D.Render::Material
+
+ The specular lighting effect is based on the combination of 3 lighting components ambient,
+ diffuse and specular. The relative strengths of these components are controlled by means of
+ their reflectivity coefficients which are modelled as RGB triplets:
+
+ \list
+ \li Ambient is the color that is emitted by an object without any other light source.
+ \li Diffuse is the color that is emitted for rought surface reflections with the lights.
+ \li Specular is the color emitted for shiny surface reflections with the lights.
+ \li The shininess of a surface is controlled by a float property.
+ \endlist
+
+ This material uses an effect with a single render pass approach and performs per fragment
+ lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+/*!
+ \qmlproperty color NormalDiffuseMapMaterial::ambient
+
+ Holds the current ambient color.
+*/
+/*!
+ \qmlproperty TextureImage NormalDiffuseMapMaterial::diffuse
+
+ Holds the current diffuse map texture.
+
+ By default, the diffuse texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Linear mipmap with mipmapping enabled
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+/*!
+ \qmlproperty color NormalDiffuseMapMaterial::specular
+
+ Holds the current specular color.
+*/
+/*!
+ \qmlproperty TextureImage NormalDiffuseMapMaterial::normal
+
+ Holds the current normal map texture.
+
+ By default, the normal texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+/*!
+ \qmlproperty real NormalDiffuseMapMaterial::shininess
+
+ Holds the current shininess.
+*/
+/*!
+ \qmlproperty real NormalDiffuseMapMaterial::textureScale
+
+ Holds the current texture scale. It is applied as a multiplier to texture
+ coordinates at render time. Defaults to 1.0.
+*/
+
+/*!
+ \qmltype NormalDiffuseSpecularMapMaterial
+ \inqmlmodule Qt3D.Extras
+ \brief The NormalDiffuseSpecularMapMaterial provides a default implementation of the phong
+ lighting and bump effect where the diffuse and specular light components are read from texture
+ maps and the normals of the mesh being rendered from a normal texture map.
+ \since 5.7
+ \inherits Qt3D.Render::Material
+
+ The specular lighting effect is based on the combination of 3 lighting components ambient,
+ diffuse and specular. The relative strengths of these components are controlled by means of
+ their reflectivity coefficients which are modelled as RGB triplets:
+
+ \list
+ \li Ambient is the color that is emitted by an object without any other light source.
+ \li Diffuse is the color that is emitted for rought surface reflections with the lights.
+ \li Specular is the color emitted for shiny surface reflections with the lights.
+ \li The shininess of a surface is controlled by a float property.
+ \endlist
+
+ This material uses an effect with a single render pass approach and performs per fragment
+ lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+/*!
+ \qmlproperty color NormalDiffuseSpecularMapMaterial::ambient
+
+ Holds the current ambient color.
+*/
+/*!
+ \qmlproperty TextureImage NormalDiffuseSpecularMapMaterial::diffuse
+
+ Holds the current diffuse map texture.
+
+ By default, the diffuse texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Linear mipmap with mipmapping enabled
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+/*!
+ \qmlproperty TextureImage NormalDiffuseSpecularMapMaterial::specular
+
+ Holds the current specular map texture.
+
+ By default, the specular texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Linear mipmap with mipmapping enabled
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+/*!
+ \qmlproperty TextureImage NormalDiffuseSpecularMapMaterial::normal
+
+ Holds the current normal map texture.
+
+ By default, the normal texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+/*!
+ \qmlproperty real NormalDiffuseSpecularMapMaterial::shininess
+
+ Holds the current shininess.
+*/
+/*!
+ \qmlproperty real NormalDiffuseSpecularMapMaterial::textureScale
+
+ Holds the current texture scale. It is applied as a multiplier to texture
+ coordinates at render time. Defaults to 1.0.
+*/
+
+/*!
+ \qmltype PerVertexColorMaterial
+ \inqmlmodule Qt3D.Extras
+ \brief The PerVertexColorMaterial class provides a default implementation for rendering the
+ color properties set for each vertex.
+ \since 5.7
+ \inherits Qt3D.Render::Material
+
+ This lighting effect is based on the combination of 2 lighting components ambient and diffuse.
+ Ambient is set by the vertex color.
+ Diffuse takes in account the normal distribution of each vertex.
+
+ \list
+ \li Ambient is the color that is emitted by an object without any other light source.
+ \li Diffuse is the color that is emitted for rough surface reflections with the lights
+ \endlist
+
+ This material uses an effect with a single render pass approach and forms fragment lighting.
+ Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+
+/*!
+ \qmltype PhongAlphaMaterial
+ \inqmlmodule Qt3D.Extras
+ \brief The PhongAlphaMaterial class provides a default implementation of
+ the phong lighting effect with alpha.
+ \since 5.7
+ \inherits Qt3D.Render::Material
+
+ The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse
+ and specular. The relative strengths of these components are controlled by means of their
+ reflectivity coefficients which are modelled as RGB triplets:
+
+ \list
+ \li Ambient is the color that is emitted by an object without any other light source.
+ \li Diffuse is the color that is emitted for rought surface reflections with the lights.
+ \li Specular is the color emitted for shiny surface reflections with the lights.
+ \li The shininess of a surface is controlled by a float property.
+ \li Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque).
+ \endlist
+
+ This material uses an effect with a single render pass approach and performs per fragment
+ lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+/*!
+ \qmlproperty color PhongAlphaMaterial::ambient
+
+ Holds the current ambient color.
+*/
+/*!
+ \qmlproperty color PhongAlphaMaterial::diffuse
+
+ Holds the current diffuse color.
+*/
+/*!
+ \qmlproperty color PhongAlphaMaterial::specular
+
+ Holds the current specular color.
+*/
+/*!
+ \qmlproperty real PhongAlphaMaterial::shininess
+
+ Holds the current shininess.
+*/
+/*!
+ \qmlproperty real PhongAlphaMaterial::alpha
+
+ Holds the alpha component of the object which varies between 0 and 1.
+
+ The default value is 0.5.
+*/
+
+/*!
+ \qmltype PhongMaterial
+ \inqmlmodule Qt3D.Extras
+ \brief The PhongMaterial class provides a default implementation of the phong lighting effect.
+ \since 5.7
+ \inherits Qt3D.Render::Material
+
+ The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse
+ and specular. The relative strengths of these components are controlled by means of their
+ reflectivity coefficients which are modelled as RGB triplets:
+
+ \list
+ \li Ambient is the color that is emitted by an object without any other light source.
+ \li Diffuse is the color that is emitted for rought surface reflections with the lights.
+ \li Specular is the color emitted for shiny surface reflections with the lights.
+ \li The shininess of a surface is controlled by a float property.
+ \endlist
+
+ This material uses an effect with a single render pass approach and performs per fragment
+ lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+/*!
+ \qmlproperty color PhongMaterial::ambient
+
+ Holds the current ambient color.
+*/
+/*!
+ \qmlproperty color PhongMaterial::diffuse
+
+ Holds the current diffuse color.
+*/
+/*!
+ \qmlproperty color PhongMaterial::specular
+
+ Holds the current specular color.
+*/
+/*!
+ \qmlproperty real PhongMaterial::shininess
+
+ Holds the current shininess.
+*/
diff --git a/src/doc/src/qt3d-module.qdoc b/src/doc/src/qt3d-module.qdoc
index cb08a60c0..103d84ff4 100644
--- a/src/doc/src/qt3d-module.qdoc
+++ b/src/doc/src/qt3d-module.qdoc
@@ -38,6 +38,19 @@
****************************************************************************/
/*!
+ \module Qt3DCore
+ \title Qt 3D Core C++ Classes
+ \brief The Qt 3D module contains functionality to support near-realtime simulation systems.
+
+ \ingroup modules
+ \ingroup qt3d-modules
+ \qtvariable 3dcore
+
+ The Qt 3D module provides the foundations and core types used for near-realtime
+ simulations built on the Qt 3D framework.
+*/
+
+/*!
\page qt3d-cpp.html
\title Qt 3D C++ Classes
\brief The Qt 3D module contains functionality to support near-realtime simulation systems.
@@ -74,28 +87,38 @@
*/
/*!
- \page qt3d-qml.html
+ \namespace Qt3DCore
+ \inmodule Qt3DCore
+ \ingroup qt3d-namespaces
+
+ \brief Contains classes that are the foundation for Qt 3D simulation
+ framework, as well as classes that provide the ability to render using the
+ Qt 3D framework.
+*/
+
+/*!
+ \qmlmodule Qt3D.Core 2.0
\title Qt 3D QML Types
\brief QML Types for the Qt 3D module.
\since 5.7
+ \ingroup qmlmodules
+ \ingroup qt3d-qmlmodules
- The Qt 3D core QML types are imported with
+ To import and use the module's QML types, use the following statement:
\badcode
import Qt3D.Core 2.0
\endcode
- Other modules import functionality for collision detection, rendering, input,
- and animation. The complete list of Qt 3D import statements:
+ For collision detection, renderer, and input-related QML types, use the
+ following import statements:
\badcode
- import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Logic 2.0
import Qt3D.Extras 2.0
import Qt3D.Animation 2.9
- import Qt3D.Scene2D 2.9
\endcode
\section1 QML Types
diff --git a/src/doc/src/qt3danimation-module.qdoc b/src/doc/src/qt3danimation-module.qdoc
new file mode 100644
index 000000000..631e449e2
--- /dev/null
+++ b/src/doc/src/qt3danimation-module.qdoc
@@ -0,0 +1,232 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 The Qt Company Ltd.
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \module Qt3DAnimation
+ \title Qt 3D Animation C++ Classes
+ \preliminary
+
+ \keyword Qt 3D Animation
+ \brief The Qt 3D Animation modules provides a set of prebuilt elements to help
+ you get started with Qt 3D.
+
+ This module is still in development but is available as a technology preview.
+ This means it is unstable, likely to change and provided as a convenience only.
+
+ \ingroup modules
+ \ingroup qt3d-modules-preliminary
+ \qtvariable 3danimation
+
+ \code
+ #include <Qt3DAnimation>
+ \endcode
+
+ To link against the corresponding C++ library, add the following to your qmake project file:
+
+ \badcode
+ QT += 3danimation
+ \endcode
+
+ Classes, types, and functions are declared under the \l [Qt3DAnimation]{Qt3DAnimation} namespace.
+
+ \section1 Overview
+
+ The Qt 3D Animation module adds support for specifying and using animations
+ that can be applied to the properties of objects in your simulation.
+ Initially this module supports key frame based animations. That is,
+ properties have values 'keyed' at certain times and when played back the
+ property values are calculated by interpolating between the known values
+ within the key frames. All of the animation evaluation within the Qt 3D
+ Animation module takes place on the Qt 3D threadpool. This allows the
+ animations to run smoothly and to scale up to high throughput.
+
+ \section2 Animation Data
+
+ Key frame animation data can either be created programmatically via the Qt
+ 3D Animation APIs such as Qt3DAnimation::QKeyFrameData or it can come from
+ digital content creation (DCC) tools such as Blender, Maya or 3D Studio
+ Max. Qt 3D provides an example export script for animation data for
+ Blender. The format consumed by Qt 3D Animation at present is a simple JSON
+ based format. This allows both developers and artists to easily work with
+ animation data. More formats optimised for runtime consumption will be
+ added later.
+
+ The key frame animation data can be loaded from file using the
+ Qt3DAnimation::QAnimationClipLoader class. To specify animation data
+ programmatically use the Qt3DAnimation::QAnimationClip class.
+
+ By default, the key frame data is specified using cubic bezier curves. This
+ allows smooth animations to be created from a small number of key frame
+ data points. Other interpolation types will be added later.
+
+ \section2 Playing Animations
+
+ In addition to the animation data containing the key frames, Qt 3D
+ Animation also provides APIs for playing the animations and mapping the
+ resulting property values onto properties of objects in your simulation.
+ There are currently two ways of playing the animations:
+
+ \list
+ \li Qt3DAnimation::QClipAnimator
+ \li Qt3DAnimation::QBlendedClipAnimator
+ \endlist
+
+ Both of these are implemented as subclasses of Qt3DCore::QComponent meaning
+ that objects of these types can be aggregated by Qt3DCore::QEntity objects
+ to add animation capabilities to your simulated entities.
+
+ \section2 Simple Animation Playback
+
+ The Qt3DAnimation::QClipAnimator class allows the playback of a single
+ Qt3DAnimation::QAbstractAnimationClip at a time. To add an animation to an
+ entity, simply add an instance of the Qt3DAnimation::QClipAnimator class to
+ your entity's \c components property.
+
+ The Qt 3D Animation module takes a slightly different approach to
+ QPropertyAnimation and AbstractAnimation. With those animation frameworks,
+ the animation specifies both the animation values \e {and} the target
+ objects and properties. The animation components in Qt 3D separate these
+ two orthogonal concepts. For example, the Qt3DAnimation::QClipAnimator
+ component has a \c clip property for specifying the animation data
+ (Qt3DAnimation::QAnimationClip or Qt3DAnimation::QAnimationClipLoader).
+
+ This allows calculation of the animated values, but more information is
+ needed in order to map these values onto properties of objects. This is
+ accomplished with the a Qt3DAnimation::QChannelMapper which contains a list
+ of Qt3DAnimation::QChannelMapping objects. A Qt3DAnimation::QChannelMapping
+ is used to map a specific channel from an animation clip onto a named
+ property of a target object. By separating the animation data and property
+ mappings like this, the same animation can be applied to many objects
+ without needing to have multiple copies of the animation data or objects.
+ It also allows animation data to easily be retargeted to other objects.
+
+ \section2 Blended Animation Playback
+
+ The Qt3DAnimation::QBlendedClipAnimator component allows to go beyond what
+ is possible with Qt3DAnimation::QClipAnimator by blending several animation
+ clips together before applying the property changes to the target
+ properties. The animator component still takes a channel mapper just like
+ the standard Qt3DAnimation::QClipAnimator component. However, instead of
+ specifying a single animation clip, it is necessary to set the \c blendTree
+ property to point to the root node of a \e {blend tree}.
+
+ A blend tree is a data structure representing how animation clips get
+ aggregated or blended together as the function of properties on the blend
+ tree nodes. The currently supported set of blend tree nodes are:
+
+ \list
+ \li Qt3DAnimation::QClipBlendValue
+ \li Qt3DAnimation::QLerpClipBlend
+ \li Qt3DAnimation::QAdditiveClipBlend
+ \endlist
+
+ The source animation clip inputs are specified as leaf nodes in the blend
+ tree using instances of the Qt3DAnimation::QClipBlendValue class. These
+ animation clips can be combined in a large number of ways. For now the Qt3D
+ Animation module provides linear interpolation (LERP) and additive blend
+ operations. More blend node types will be added over time. These are
+ expected to include at least a generalised LERP node and a barycentric LERP
+ node.
+
+ As an example consider the following blend tree:
+
+ \badcode
+ Clip0----
+ |
+ Lerp Node----
+ | |
+ Clip1---- Additive Node
+ |
+ Clip2----
+ \endcode
+
+ Let's assume that \c Clip0 represents a walk animation cycle with a
+ duration of 3 seconds and that \c Clip1 is a run animation cycle with a
+ duration of 2 seconds. These are both inputs (and dependencies) of the \c
+ Lerp blend node. The result of evaluating the \c Lerp node depends upon the
+ \c blendFactor property of the \c Lerp node. This could be bound to the
+ speed of a humanoid character entity for example. As the speed of the
+ character increases the animation gradually cross-fades from the walk
+ animation in \c Clip0 to the run animation in \c Clip1.
+
+ Furthermore, let's assume that \c Clip2 represents some variation animation
+ that can be added on (waving arms or shaking head for e.g.). The amount of
+ this additive clip that is added can be controlled by the \c additiveFactor
+ property on the \c Additive blend node.
+
+ When evaluating a blend tree, normalized time (or phase) is used so that
+ clips of different durations can be blended together without problems. For
+ example, even though the walk and run animation clips are of different
+ lengths, as long as they are created by the animator such that the
+ foot-falls line up at the same phase these can be nicely interpolated.
+
+ The implication of this is that the duration of the blended clip is
+ actually a function of the blend factors of the nodes in the tree.
+ Considering only the \c Lerp node in the above example, when the blend
+ factor of the \c Lerp node is 0, only the walk animation in Clip0 is used
+ resulting in a duration of 3 seconds. With a blend factor of 1 the
+ resulting duration will be 2 seconds. For intermediate blend factors, the
+ duration will be linearly interpolated between 3 and 2 seconds.
+
+ By definining your own blend trees, you have complete control over how to
+ combine your collection of input animation clips. The blend tree can be
+ configured by the properties on the blend nodes. Note also that the
+ properties on the blend nodes themselves are just standard properties, so
+ these could in turn be driven by other animations if desired.
+
+ \section1 Reference
+ \list
+ \li \l {Qt 3D Animation C++ Classes}
+ \li \l {Qt 3D Examples}
+ \endlist
+ */
+
+/*!
+ \namespace Qt3DAnimation
+ \inmodule Qt3DAnimation
+ \ingroup qt3d-namespaces
+
+ \brief Contains classes from the Qt3DAnimation module.
+*/
+
+/*!
+ \qmlmodule Qt3D.Animation 2.9
+ \title Qt 3D Qt3DAnimation QML Types
+ \preliminary
+
+ \ingroup qmlmodules
+ \ingroup qt3d-qmlmodules-preliminary
+
+ \brief Provides Qt 3D QML types for the animation module.
+
+ To import and use the module's QML types, use the following statement:
+
+ \badcode
+ import Qt3D.Animation 2.9
+ \endcode
+*/
diff --git a/src/doc/src/qt3dextras-module.qdoc b/src/doc/src/qt3dextras-module.qdoc
new file mode 100644
index 000000000..7aa042160
--- /dev/null
+++ b/src/doc/src/qt3dextras-module.qdoc
@@ -0,0 +1,132 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \module Qt3DExtras
+ \title Qt 3D Extras C++ Classes
+ \keyword Qt 3D Extras
+ \preliminary
+
+ \brief The Qt 3D Extras module provides a set of prebuilt elements to help
+ you get started with Qt 3D.
+
+ This module is still in development but is available as a technology preview.
+ This means it is unstable, likely to change and provided as a convenience only.
+
+ \ingroup modules
+ \ingroup qt3d-modules-preliminary
+ \qtvariable 3dextras
+
+ \code
+ #include <Qt3DExtras>
+ \endcode
+
+ To link against the corresponding C++ library, add the following to your qmake project file:
+
+ \badcode
+ QT += 3dextras
+ \endcode
+
+ Classes, types, and functions are declared under the \l [Qt3DExtras]{Qt3DExtras} namespace.
+
+ \section1 Overview
+
+ \section2 Materials
+
+ \annotatedlist qt3d-extras-materials
+
+ \section2 Meshes and Geometries
+
+ \annotatedlist qt3d-extras-geometries
+
+ \section2 Camera Controllers
+
+ \annotatedlist qt3d-extras-cameracontrollers
+
+ \section2 Entities
+
+ \list
+ \li Qt3DExtras::QSkyboxEntity
+ \endlist
+
+ \section2 FrameGraphs
+
+ \list
+ \li Qt3DExtras::QForwardRenderer
+ \endlist
+
+ \section2 Window
+
+ \list
+ \li Qt3DExtras::Qt3DWindow
+ \endlist
+
+ \note The Quick3DExtras module also specifies a Qt3DExtras::Quick::Qt3DQuickWindow.
+
+ \section1 Reference
+ \list
+ \li \l {Qt 3D Extras C++ Classes}
+ \li \l {Qt 3D Examples}
+ \endlist
+ */
+
+/*!
+ \namespace Qt3DExtras
+ \inmodule Qt3DExtras
+ \ingroup qt3d-namespaces
+
+ \brief Contains classes from the Qt3DExtras module.
+*/
+
+/*!
+ \qmlmodule Qt3D.Extras 2.0
+ \title Qt 3D Extras QML Types
+ \preliminary
+
+ \ingroup qmlmodules
+ \ingroup qt3d-qmlmodules-preliminary
+
+ \brief Provides Qt 3D QML types for the extras module.
+
+ To import and use the module's QML types, use the following statement:
+
+ \badcode
+ import Qt3D.Extras 2.0
+ \endcode
+*/
diff --git a/src/doc/src/qt3dinput-module.qdoc b/src/doc/src/qt3dinput-module.qdoc
new file mode 100644
index 000000000..0fbe0aef1
--- /dev/null
+++ b/src/doc/src/qt3dinput-module.qdoc
@@ -0,0 +1,78 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \module Qt3DInput
+ \title Qt 3D Input C++ Classes
+ \brief The Qt 3D Input module provides classes for handling user input in
+ applications using Qt3D.
+ \since 5.7
+
+ \ingroup modules
+ \ingroup qt3d-modules
+ \qtvariable 3dinput
+
+ To use classes from this module, add this directive into the C++ files:
+
+ \code
+ #include <Qt3DInput>
+ \endcode
+
+ To link against the corresponding C++ libraries, add the following to your qmake project file:
+
+ \badcode
+ QT += 3dinput
+ \endcode
+*/
+
+/*!
+ \namespace Qt3DInput
+ \inmodule Qt3DInput
+ \ingroup qt3d-namespaces
+
+ \brief Contains classes that enable user input.
+*/
+
+/*!
+ \qmlmodule Qt3D.Input 2.0
+ \title Qt 3D Input QML Types
+ \since 5.7
+
+ \ingroup qmlmodules
+ \ingroup qt3d-qmlmodules
+
+ \brief Provides QML types for Qt 3D user input.
+
+ To import and use the module's QML types, use the following statement:
+
+ \badcode
+ import Qt3D.Input 2.0
+ \endcode
+
+ \section1 QML Types
+*/
+
diff --git a/src/doc/src/qt3dlogic-module.qdoc b/src/doc/src/qt3dlogic-module.qdoc
new file mode 100644
index 000000000..8994b8bcd
--- /dev/null
+++ b/src/doc/src/qt3dlogic-module.qdoc
@@ -0,0 +1,80 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the documentation of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:FDL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Free Documentation License Usage
+** Alternatively, this file may be used under the terms of the GNU Free
+** Documentation License version 1.3 as published by the Free Software
+** Foundation and appearing in the file included in the packaging of
+** this file. Please review the following information to ensure
+** the GNU Free Documentation License version 1.3 requirements
+** will be met: https://www.gnu.org/licenses/fdl-1.3.html.
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \module Qt3DLogic
+ \title Qt 3D Logic C++ Classes
+ \keyword Qt 3D Logic
+ \since 5.7
+
+ \brief The Qt 3D Logic module enables synchronizing frames with the Qt 3D
+ backend.
+ \ingroup modules
+ \ingroup qt3d-modules
+ \qtvariable 3dlogic
+
+ To use classes from this module, add this directive into the C++ files:
+
+ \code
+ #include <Qt3DLogic>
+ \endcode
+
+ To link against the corresponding C++ libraries, add the following to your qmake project file:
+
+ \badcode
+ QT += 3dLogic
+ \endcode
+
+*/
+
+/*!
+ \namespace Qt3DLogic
+ \inmodule Qt3DLogic
+ \ingroup qt3d-namespaces
+
+ \brief Contains classes that enable frame synchronization.
+*/
+
+/*!
+ \qmlmodule Qt3D.Logic 2.0
+ \title Qt 3D Logic QML Types
+ \since 5.7
+
+ \ingroup qmlmodules
+ \ingroup qt3d-qmlmodules
+
+ \brief Provides QML types to synchronize frames with the 3D backend.
+
+ To import and use the module's QML types, use the following statement:
+
+ \badcode
+ import Qt3D.Logic 2.0
+ \endcode
+
+ \section1 QML Types
+*/
+
diff --git a/src/doc/src/qt3drender-framegraph.qdoc b/src/doc/src/qt3drender-framegraph.qdoc
new file mode 100644
index 000000000..44b1cbe89
--- /dev/null
+++ b/src/doc/src/qt3drender-framegraph.qdoc
@@ -0,0 +1,518 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \page qt3drender-framegraph.html
+ \title Qt 3D Render Framegraph
+
+ \brief A framegraph is the data structure that controls how a scene is
+ rendered.
+
+ The Qt 3D Render aspect allows for the rendering algorithm to be entirely
+ data-driven. The controlling data structure is known as the \e framegraph.
+ Similar to how the Qt 3D ECS (entity component system) allows you to define
+ a so-called Scenegraph by building a scene from a tree of Entities and
+ Components, the framegraph is also a tree structure but one used for a
+ different purpose. Namely, controlling \e how the scene is rendered.
+
+ Over the course of rendering a single frame, a 3D renderer will likely
+ change state many times. The number and nature of these state changes
+ depends upon not only which materials (shaders, mesh geometry, textures and
+ uniform variables) are found within the scene, but also upon which high
+ level rendering scheme you are using.
+
+ For example, using a traditional simple \e{forward rendering} scheme is
+ very different to using a \e{deferred rendering} approach. Other features
+ such as reflections, shadows, multiple viewports, and early z-fill passes
+ all change which states a renderer needs to set over the course of a frame
+ and when those state changes need to occur.
+
+ As a comparison, the \l {Qt Quick Scene Graph}{Qt Quick 2
+ scenegraph renderer} responsible for drawing Qt Quick 2 scenes is
+ hard-wired in C++ to do things like batching of primitives and rendering
+ opaque items followed by rendering of transparent items. In the case of Qt
+ Quick 2 that is perfectly fine as that covers all of the requirements. As
+ you can see from some of the examples listed above, such a hard-wired
+ renderer is not likely to be flexible enough for generic 3D scenes given
+ the multitude of rendering methods available. Or if a renderer could be
+ made flexible enough to cover all such cases, its performance would likely
+ suffer from being too general. To make matters worse, more rendering
+ methods are being researched all of the time. We therefore needed an
+ approach that is \e {both flexible and extensible} whilst being simple to
+ use and maintain. Enter the framegraph!
+
+ Each node in the framegraph defines a part of the configuration the
+ renderer will use to render the scene. The position of a node in the
+ framegraph tree determines when and where the subtree rooted at that node
+ will be the active configuration in the rendering pipeline. As we will see
+ later, the renderer traverses this tree in order to build up the state
+ needed for your rendering algorithm at each point in the frame.
+
+ Obviously if you just want to render a simple cube onscreen you may think
+ this is overkill. However, as soon as you want to start doing slightly more
+ complex scenes this comes in handy. For the common cases, Qt 3D provides
+ some example framegraphs that are ready to use out of the box.
+
+ We will demonstrate the flexibility of the framegraph concept by presenting a few
+ examples and the resulting framegraphs.
+
+ Please note that unlike the Scenegraph which is composed of Entities and
+ Components, the framegraph is only composed of nested nodes which are all
+ subclasses of Qt3DRender::QFrameGraphNode. This is because the framegraph nodes
+ are not simulated objects in our virtual world, but rather supporting
+ information.
+
+ We will soon see how to
+ construct our first simple framegraph but before that we will introduce
+ the framegraph nodes available to you. Also as with the Scenegraph tree,
+ the QML and C++ APIs are a 1 to 1 match so you can favor the one you like
+ best. For the sake of readability and conciseness, the QML API was chosen
+ for this article.
+
+ \omit
+ TODO: Add list of framegraph node types
+ \endomit
+
+ The beauty of the framegraph is that combining these simple node types, it
+ is possible to configure the renderer to suit your specific needs without
+ touching any hairy, low-level C/C++ rendering code at all.
+
+ \section1 FrameGraph Rules
+
+ In order to construct a correctly functioning framegraph tree,
+ you should know a few rules about how it is traversed and how to feed it to
+ the Qt 3D renderer.
+
+ \section2 Setting the Framegraph
+
+ The FrameGraph tree should be assigned to the activeFrameGraph property of
+ a QRenderSettings component, itself being a component of the root entity in
+ the Qt 3D scene. This is what makes it the active framegraph for the
+ renderer. Of course, since this is a QML property binding, the active
+ framegraph (or parts of it) can be changed on the fly at runtime. For
+ example, if you want to use different rendering approaches for indoor and
+ outdoor scenes or to enable or disable some special effect.
+
+ \badcode
+ Entity {
+ id: sceneRoot
+ components: RenderSettings {
+ activeFrameGraph: ... // FrameGraph tree
+ }
+ }
+ \endcode
+
+ \note activeFrameGraph is the default property of the FrameGraph component
+ in QML.
+
+ \badcode
+ Entity {
+ id: sceneRoot
+ components: RenderSettings {
+ ... // FrameGraph tree
+ }
+ }
+ \endcode
+
+ \section2 How the Framegraph Is Used
+
+ \list
+ \li The Qt 3D renderer performs a \e{depth first traversal} of the
+ framegraph tree. Note that, because the traversal is depth first,
+ the \e {order in which you define nodes is important}.
+ \li When the renderer reaches a leaf node of the framegraph, it
+ collects together all of the state specified by the path from the
+ leaf node to the root node. This defines the state used to render
+ a section of the frame. If you are interested in the internals of
+ Qt 3D, this collection of state is called a \e RenderView.
+ \li Given the configuration contained in a RenderView, the renderer
+ collects together all of the Entities in the Scenegraph to be
+ rendered, and from them builds a set of \e RenderCommands and
+ associates them with the RenderView.
+ \li The combination of RenderView and set of RenderCommands is passed
+ over for submission to OpenGL.
+ \li When this is repeated for each leaf node in the framegraph, the
+ frame is complete and the renderer calls
+ QOpenGLContext::swapBuffers() to display the frame.
+ \endlist
+
+ At its heart, the framegraph is a data-driven method for configuring the
+ Qt 3D renderer. Due to its data-driven nature, we can change configuration
+ at runtime, allow non-C++ developers or designers to change the structure
+ of a frame, and try out new rendering approaches without having to write
+ thousands of lines of boiler plate code.
+
+
+ \section1 Framegraph Examples
+
+ Now that you know the rules to abide by when writing a framegraph tree, we
+ will go over a few examples and break them down.
+
+ \section2 A Simple Forward Renderer
+
+ Forward rendering is when you use OpenGL in its traditional manner and
+ render directly to the backbuffer one object at a time shading each one as
+ we go. This is opposed to \l {Deferred Renderer}{deferred rendering} where
+ we render to an intermediate \e G-buffer. Here is a simple FrameGraph that
+ can be used for forward rendering:
+
+ \badcode
+ Viewport {
+ rect: Qt.rect(0.0, 0.0, 1.0, 1.0)
+ property alias camera: cameraSelector.camera
+
+ ClearBuffers {
+ buffers: ClearBuffers.ColorDepthBuffer
+
+ CameraSelector {
+ id: cameraSelector
+ }
+ }
+ }
+ \endcode
+
+ As you can see, this tree has a single leaf and is composed of 3 nodes in
+ total as shown in the following diagram.
+
+ \image simple-framegraph.png
+
+ Using the rules defined \l {Framegraph Rules}{above}, this framegraph tree yields a single
+ RenderView with the following configuration:
+
+ \list
+ \li Leaf Node -> RenderView
+ \list
+ \li Viewport that fills the entire screen (uses normalized
+ coordinates to make it easy to support nested viewports)
+ \li Color and Depth buffers are set to be cleared
+ \li Camera specified in the exposed camera property
+ \endlist
+ \endlist
+
+ Several different FrameGraph trees can produce the same rendering result.
+ As long as the state collected from leaf to root is the same, the result
+ will also be the same. It is best to put state that remains constant longest
+ nearer to the root of the framegraph as this will result in fewer leaf
+ nodes, and hence, fewer RenderViews overall.
+
+ \badcode
+ Viewport {
+ rect: Qt.rect(0.0, 0.0, 1.0, 1.0)
+ property alias camera: cameraSelector.camera
+
+ CameraSelector {
+ id: cameraSelector
+
+ ClearBuffers {
+ buffers: ClearBuffers.ColorDepthBuffer
+ }
+ }
+ }
+ \endcode
+
+ \badcode
+ CameraSelector {
+ Viewport {
+ rect: Qt.rect(0.0, 0.0, 1.0, 1.0)
+
+ ClearBuffers {
+ buffers: ClearBuffers.ColorDepthBuffer
+ }
+ }
+ }
+ \endcode
+
+ \section2 A Multi Viewport FrameGraph
+
+ Let us move on to a slightly more complex example that renders a Scenegraph
+ from the point of view of 4 virtual cameras into the 4 quadrants of the
+ window. This is a common configuration for 3D CAD or modelling tools or
+ could be adjusted to help with rendering a rear-view mirror in a car racing
+ game or a CCTV camera display.
+
+ \image multiviewport.png
+
+ \badcode
+ Viewport {
+ id: mainViewport
+ rect: Qt.rect(0, 0, 1, 1)
+ property alias Camera: cameraSelectorTopLeftViewport.camera
+ property alias Camera: cameraSelectorTopRightViewport.camera
+ property alias Camera: cameraSelectorBottomLeftViewport.camera
+ property alias Camera: cameraSelectorBottomRightViewport.camera
+
+ ClearBuffers {
+ buffers: ClearBuffers.ColorDepthBuffer
+ }
+
+ Viewport {
+ id: topLeftViewport
+ rect: Qt.rect(0, 0, 0.5, 0.5)
+ CameraSelector { id: cameraSelectorTopLeftViewport }
+ }
+
+ Viewport {
+ id: topRightViewport
+ rect: Qt.rect(0.5, 0, 0.5, 0.5)
+ CameraSelector { id: cameraSelectorTopRightViewport }
+ }
+
+ Viewport {
+ id: bottomLeftViewport
+ rect: Qt.rect(0, 0.5, 0.5, 0.5)
+ CameraSelector { id: cameraSelectorBottomLeftViewport }
+ }
+
+ Viewport {
+ id: bottomRightViewport
+ rect: Qt.rect(0.5, 0.5, 0.5, 0.5)
+ CameraSelector { id: cameraSelectorBottomRightViewport }
+ }
+ }
+ \endcode
+
+ This tree is a bit more complex with 5 leaves. Following the same rules as
+ before we construct 5 RenderView objects from the FrameGraph. The following
+ diagrams show the construction for the first two RenderViews. The remaining
+ RenderViews are very similar to the second diagram just with the other
+ sub-trees.
+
+ \image multiviewport-1.png
+
+ \image multiviewport-2.png
+
+ In full, the RenderViews created are:
+
+ \list
+ \li RenderView (1)
+ \list
+ \li Fullscreen viewport defined
+ \li Color and Depth buffers are set to be cleared
+ \endlist
+
+ \li RenderView (2)
+ \list
+ \li Fullscreen viewport defined
+ \li Sub viewport defined (rendering viewport will be scaled relative to its parent)
+ \li CameraSelector specified
+ \endlist
+
+ \li RenderView (3)
+ \list
+ \li Fullscreen viewport defined
+ \li Sub viewport defined (rendering viewport will be scaled relative to its parent)
+ \li CameraSelector specified
+ \endlist
+
+ \li RenderView (4)
+ \list
+ \li Fullscreen viewport defined
+ \li Sub viewport defined (rendering viewport will be scaled relative to its parent)
+ \li CameraSelector specified
+ \endlist
+
+ \li RenderView (5)
+ \list
+ \li Fullscreen viewport defined
+ \li Sub viewport defined (rendering viewport will be scaled relative to its parent)
+ \li CameraSelector specified
+ \endlist
+ \endlist
+
+ However, in this case the \e {order is important}. If the ClearBuffers node
+ were to be the last instead of the first, this would result in a black
+ screen for the simple reason that everything would be cleared right after
+ having been so carefully rendered. For a similar reason, it could not be
+ used as the root of the FrameGraph as that would result in a call to clear
+ the whole screen for each of our viewports.
+
+ Although the declaration order of the FrameGraph is important, Qt 3D is able
+ to process each RenderView in parallel as each RenderView is independent of
+ the others for the purposes of generating a set of RenderCommands to be
+ submitted whilst the RenderView's state is in effect.
+
+ Qt 3D uses a task-based approach to parallelism which naturally scales up
+ with the number of available cores. This is shown in the following diagram
+ for the previous example.
+
+ \image framegraph-parallel-build.png
+
+ The RenderCommands for the RenderViews can be generated in parallel across
+ many cores, and as long as we take care to submit the RenderViews in the
+ correct order on the dedicated OpenGL submission thread, the resulting
+ scene will be rendered correctly.
+
+ \section2 Deferred Renderer
+
+ When it comes to rendering, deferred rendering is a different beast in
+ terms of renderer configuration compared to forward rendering. Instead of
+ drawing each mesh and applying a shader effect to shade it, deferred
+ rendering adopts a \e {two render pass} method.
+
+ First all the meshes in the scene are drawn using the same shader that will
+ output, usually for each fragment, at least four values:
+
+ \list
+ \li World normal vector
+ \li Color (or some other material properties)
+ \li Depth
+ \li World position vector
+ \endlist
+
+ Each of these values will be stored in a texture. The normal, color, depth,
+ and position textures form what is called the G-Buffer. Nothing is drawn
+ onscreen during the first pass, but rather drawn into the G-Buffer ready
+ for later use.
+
+ Once all the meshes have been drawn, the G-Buffer is filled with all the
+ meshes that can currently be seen by the camera. The second render pass is
+ then used to render the scene to the back buffer with the final color
+ shading by reading the normal, color, and position values from the G-buffer
+ textures and outputting a color onto a full screen quad.
+
+ The advantage of that technique is that the heavy computing power required
+ for complex effects is only used during the second pass only on the
+ elements that are actually being seen by the camera. The first pass does
+ not cost much processing power as every mesh is being drawn with a simple
+ shader. Deferred rendering, therefore, decouples shading and lighting from
+ the number of objects in a scene and instead couples it to the resolution
+ of the screen (and G-Buffer). This is a technique that has been used in
+ many games due to the ability to use large numbers of dynamic lights at
+ the expense of additional GPU memory usage.
+
+ \badcode
+ Viewport {
+ rect: Qt.rect(0.0, 0.0, 1.0, 1.0)
+
+ property alias gBuffer: gBufferTargetSelector.target
+ property alias camera: sceneCameraSelector.camera
+
+ LayerFilter {
+ layers: "scene"
+
+ RenderTargetSelector {
+ id: gBufferTargetSelector
+
+ ClearBuffers {
+ buffers: ClearBuffers.ColorDepthBuffer
+
+ RenderPassFilter {
+ id: geometryPass
+ includes: Annotation { name: "pass"; value: "geometry" }
+
+ CameraSelector {
+ id: sceneCameraSelector
+ }
+ }
+ }
+ }
+ }
+
+ LayerFilter {
+ layers: "screenQuad"
+
+ ClearBuffers {
+ buffers: ClearBuffers.ColorDepthBuffer
+
+ RenderPassFilter {
+ id: finalPass
+ includes: Annotation { name: "pass"; value: "final" }
+ }
+ }
+ }
+ }
+ \endcode
+
+ Graphically, the resulting framegraph looks like:
+
+ \image deferred-framegraph.png
+
+ And the resulting RenderViews are:
+
+ \list
+ \li RenderView (1)
+ \list
+ \li Define a viewport that fills the whole screen
+ \li Select all Entities that have a Layer component matching
+ \c "scene"
+ \li Set the \c gBuffer as the active render target
+ \li Clear the color and depth on the currently bound render target
+ (the \c gBuffer)
+ \li Select only Entities in the scene that have a Material and
+ Technique matching the annotations in the RenderPassFilter
+ \li Specify which camera should be used
+ \endlist
+
+ \li RenderView (2)
+ \list
+ \li Define a viewport that fills the whole screen
+ \li Select all Entities that have a Layer component matching
+ \c "screenQuad"
+ \li Clear the color and depth buffers on the currently bound
+ framebuffer (the screen)
+ \li Select only Entities in the scene that have a Material and
+ Technique matching the annotations in the RenderPassFilter
+ \endlist
+ \endlist
+
+ \section1 Other Benefits of the framegraph
+
+ Since the FrameGraph tree is entirely data-driven and can be modified dynamically at runtime, you can:
+
+ \list
+ \li Have different framegraph trees for different platforms and
+ hardware and select the most appropriate at runtime
+ \li Easily add and enable visual debugging in a scene
+ \li Use different FrameGraph trees depending on the nature of what
+ you need to render for a particular region of the scene
+ \li Implement a new rendering technique without having to
+ modify Qt 3D's internals
+ \endlist
+
+ \section1 Conclusion
+
+ We have introduced the FrameGraph and the node types that compose it. We
+ then went on to discuss a few examples to illustrate the framegraph
+ building rules and how the Qt 3D engine uses the framegraph behind the
+ scenes. By now you should have a pretty good overview of the FrameGraph and
+ how it can be used (perhaps to add an \l {early z-fill pass} to a
+ forward renderer). Also you should always keep in mind that the FrameGraph
+ is a tool for you to use so that you are not tied down to the provided
+ renderer and materials that Qt 3D provides out of the box.
+*/
diff --git a/src/doc/src/qt3drender-geometry.qdoc b/src/doc/src/qt3drender-geometry.qdoc
new file mode 100644
index 000000000..03e84b1d7
--- /dev/null
+++ b/src/doc/src/qt3drender-geometry.qdoc
@@ -0,0 +1,154 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \page qt3drender-geometry.html
+ \title Qt 3D Render Geometry
+
+ \brief Presents the classes provided by the Qt 3D Render aspect to specify
+ data to the renderer, typically containing geometry.
+
+ Qt 3D Render provides a generic way of storing geometry data and specifying
+ how it should be read by the renderer.
+
+ \list
+ \li \l {Buffer}
+ \li \l {Attribute}
+ \li \l {Geometry}
+ \li \l {GeometryRenderer}
+ \endlist
+
+ \section2 Buffer
+
+ The Qt3DRender::QBuffer class stores the raw data. This acts purely as an
+ array of memory. In most cases a Qt3DRender::QBuffer will be used
+ indirectly by being referenced by one or more Qt3DRender::QAttributes.
+ However there are times when a QBuffer may be used directly as the value
+ property of a QParameter when dealing with Uniform Buffer Objects (UBO) or
+ Shader Storage Buffer Objects (SSBO).
+
+ \code
+ Buffer {
+ id: vertexBuffer
+ type: Buffer.VertexBuffer
+ data: buildVertexBufferData()
+ }
+ \endcode
+
+ \section2 Attribute
+
+ Qt3DRender::QAttribute specifies how data contained in the referenced
+ buffer should be extracted and passed to an input of a vertex shader. It
+ references a Qt3DRender::QBuffer and can specify the layout of the
+ attributes by definining the vertex size, the data type, the stride between
+ two vertices and a starting offset. The type of the attribute will also
+ define whether it is to be used as a vertex buffer or as an index buffer.
+ This allows you complete flexibility of how you structure your data in
+ buffers. It is possible to use separate buffers for each vertex attribute,
+ an interleaved buffer containing data for all attributes or a combination
+ of separate and interleaved buffers.
+
+ \code
+ Attribute {
+ attributeType: Attribute.VertexAttribute
+ vertexBaseType: Attribute.Float
+ vertexSize: 3
+ byteOffset: 0
+ byteStride: 9 * 4
+ count: 4
+ name: defaultPositionAttributeName()
+ buffer: vertexBuffer
+ }
+ \endcode
+
+ \section2 Geometry
+
+ A Qt3DRender::QGeometry aggregates various attributes to form a piece of
+ geometry. Usually a proper geometry will provide an attribute for vertex
+ positions, an attribute for vertex normals and an attribute for texture
+ coordinates. If you want your geometry to also work with normal mapped
+ materials it will need to provide a consistent set of vertex tangent
+ vectors too.
+
+ \code
+ Geometry {
+ Attribute {
+ attributeType: Attribute.VertexAttribute
+ vertexBaseType: Attribute.Float
+ vertexSize: 3
+ byteOffset: 0
+ byteStride: 9 * 4
+ count: 4
+ name: defaultPositionAttributeName()
+ buffer: vertexBuffer
+ }
+
+ Attribute {
+ attributeType: Attribute.VertexAttribute
+ vertexBaseType: Attribute.Float
+ vertexSize: 3
+ byteOffset: 3 * 4
+ byteStride: 9 * 4
+ count: 4
+ name: defaultNormalAttributeName()
+ buffer: vertexBuffer
+ }
+ \endcode
+
+ \section2 GeometryRenderer
+
+ Qt3DRender::QGeometryRenderer is a QComponent which when aggregated by a
+ QEntity allows to draw the Qt3DRender::QGeometry it references. It provides
+ properties to control the draw call such as the number of instances to be
+ drawn, the starting instance, the type of
+ Qt3DRender::QGeometryRenderer::PrimitiveType to be used, etc. A
+ Qt3DRender::QGeometryRenderer is translated into a draw call to the
+ underlying graphics API.
+
+ \code
+ GeometryRenderer {
+ instanceCount: 1
+ indexOffset: 0
+ firstInstance: 0
+ primitiveType: GeometryRenderer.Triangles
+ geometry: Geometry { ... }
+ }
+ \endcode
+
+ */
diff --git a/src/doc/src/qt3drender-module.qdoc b/src/doc/src/qt3drender-module.qdoc
new file mode 100644
index 000000000..fabdd4220
--- /dev/null
+++ b/src/doc/src/qt3drender-module.qdoc
@@ -0,0 +1,103 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \module Qt3DRender
+ \title Qt 3D Render C++ Classes
+ \brief The Qt 3D Render module contains functionality to support 2D and 3D
+ rendering using Qt 3D.
+ \since 5.7
+
+ \ingroup modules
+ \ingroup qt3d-modules
+ \qtvariable 3drender
+
+ 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:
+
+ \code
+ #include <Qt3DRender>
+ \endcode
+
+ To link against the corresponding C++ library, add the following to your qmake project file:
+
+ \badcode
+ QT += 3drender
+ \endcode
+
+ Classes, types, and functions are declared under the \l [Qt3DRender]{Qt3DRender} namespace.
+
+ \section1 Overview
+
+ The Qt 3D Render aspect offers support for data-driven configuration as described
+ in \l {Qt 3D Render Framegraph}.
+
+ \section1 Reference
+ \list
+ \li \l {Qt 3D Render C++ Classes}
+ \li \l {Qt 3D Examples}
+ \endlist
+*/
+
+/*!
+ \namespace Qt3DRender
+ \inmodule Qt3DRender
+ \ingroup qt3d-namespaces
+
+ \brief Contains classes that enable 2D and 3D rendering.
+*/
+
+/*!
+ \qmlmodule Qt3D.Render 2.0
+ \title Qt 3D Render QML Types
+ \since 5.7
+
+ \ingroup qmlmodules
+ \ingroup qt3d-qmlmodules
+
+ \brief Provides Qt 3D QML types for rendering.
+
+ To import and use the module's QML types, use the following statement:
+
+ \badcode
+ import Qt3D.Render 2.0
+ \endcode
+*/
diff --git a/src/doc/src/qt3drender-protips.qdoc b/src/doc/src/qt3drender-protips.qdoc
new file mode 100644
index 000000000..c78f3d598
--- /dev/null
+++ b/src/doc/src/qt3drender-protips.qdoc
@@ -0,0 +1,130 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \page qt3drender-protips.html
+ \title Qt 3D Render Pro Tips
+
+ \brief This sections tries to make you aware of various pitfalls inherent
+ to 3D rendering and ways to prevent them.
+
+ To render even the simplest shapes, Qt 3D needs to perform various
+ operations through several stages. If anything goes wrong at any of these
+ stages you may end up, in the best cases with something different than what
+ you expected, in the worst cases with a black screen.
+
+ \list
+ \li \l {Technique Selection}
+ \li \l {Order Matters}
+ \li \l {Blending}
+ \li \l {Useful Tools}
+ \endlist
+
+ \section2 Technique Selection
+
+ Qt 3D provides a technique selection mechanism allowing you to provide
+ shaders for various rendering APIs and versions of these APIs.
+
+ In order to avoid unnecessary waste of your time, you should make sure
+ that your technique's API filter data is correct for the platform you are
+ targeting.
+
+ \section2 Order Matters
+
+ The order of the draw calls performed by the renderer is not necessarily
+ the same as the order of the entities in the scene.
+
+ The renderer tries to optimize calls that are sent to the graphics API.
+ It orders draw calls based on the material/shader being used, the render
+ states that are defined for a given material, their depth, the parameters
+ shared in common between two materials, etc.
+
+ If your rendering depends on a specific draw order you should then have
+ a few options:
+
+ \list
+
+ \li Filtering with a Qt3DRender::QLayer component and
+ Qt3DRender::QLayerFilter in the FrameGraph
+
+ \li RenderPass or Technique filtering using Qt3DRender::QRenderPassFilter
+ or Qt3DRender::QTechniqueFilter in the FrameGraph
+
+ \endlist
+
+ \section2 Blending
+
+ Mastering blending with proper arguments and functions is an art in
+ itself. Therefore obtaining the proper visual result is often hit and
+ miss.
+
+ \l {http://www.andersriggelsen.dk/glblendfunc.php}{Anders Riggelsen's
+ online visualizer} may help you find out which arguments and functions
+ work for you.
+
+ \section3 Blending with Scene3D
+
+ When rendering a Qt 3D scene through a Qt Quick scene with the Scene3D
+ element you should be aware that you might have to adjust the blending
+ arguments of your render state to obtain a sensible rendering. This is
+ because of the way Qt 3D first renders a scene into an offscreen texture
+ which is then blended in with the rest of the Qt Quick scene.
+
+ Sensible values are often Qt3DRender::QBlendEquationArguments::Zero for
+ the source alpha and Qt3DRender::QBlendEquationArguments::One for the
+ destination alpha.
+
+ \section2 Useful Tools
+
+ Given the rather limited of troubleshooting given by Qt 3D in its first
+ versions it sometimes helps to have tools to capture OpenGL draw calls and
+ get more clues about what's happening
+
+ \list
+ \li \l {https://github.com/apitrace/apitrace}{apitrace}
+ \li \l {https://github.com/ValveSoftware/vogl}{vogl}
+ \endlist
+
+ These tools allow you to gather traces of all the OpenGL calls being made
+ by a Qt 3D application. Having a look at a generated trace file may help
+ you verify that draw calls are being made, textures correctly uploaded,
+ uniforms set with proper values, ...
+
+ There are plans for Qt 3D tooling in later releases.
+ */
diff --git a/src/doc/src/qt3dscene2d-module.qdoc b/src/doc/src/qt3dscene2d-module.qdoc
new file mode 100644
index 000000000..400b8b19f
--- /dev/null
+++ b/src/doc/src/qt3dscene2d-module.qdoc
@@ -0,0 +1,97 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 The Qt Company Ltd and/or its subsidiary(-ies).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \module Qt3DScene2D
+ \title Qt 3D Scene2D C++ Classes
+ \keyword Qt 3D Scene2D
+ \preliminary
+
+ \brief The Qt 3D Scene2D module provides a way to render Quick2 qml content
+ to a Qt 3D texture.
+
+ This module is still in development but is available as a technology preview.
+ This means it is unstable, likely to change and provided as a convenience only.
+
+ \ingroup modules
+ \ingroup qt3d-modules-preliminary
+ \qtvariable 3dquickscene2d
+
+ \code
+ #include <Qt3DQuickScene2D>
+ \endcode
+
+ To link against the corresponding C++ library, add the following to your qmake project file:
+
+ \badcode
+ QT += 3dquickscene2d
+ \endcode
+
+ Classes, types, and functions are declared under the \l [Qt3DScene2D]{Qt3DScene2D} namespace.
+
+ \section1 Overview
+
+ \section2 Scene2D
+
+ \list
+ \li Qt3DRender::Quick::QScene2D
+ \endlist
+
+ \section1 Reference
+ \list
+ \li \l {Qt 3D Extras C++ Classes}
+ \li \l {Qt 3D Examples}
+ \endlist
+ */
+
+/*!
+ \qmlmodule Qt3D.Scene2D 2.9
+ \preliminary
+ \title Qt 3D Scene2D QML Types
+ \ingroup qmlmodules
+ \ingroup qt3d-qmlmodules-preliminary
+
+ \brief Provides Qt 3D QML types for the scene2d module.
+
+ To import and use the module's QML types, use the following statement:
+
+ \badcode
+ import Qt3D.Scene2D 2.9
+ \endcode
+*/