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diff --git a/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc b/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc new file mode 100644 index 0000000..dc180fb --- /dev/null +++ b/examples/canvas3d/textureandlight/doc/src/textureandlight.qdoc @@ -0,0 +1,183 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the QtCanvas3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** 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. +** +** BSD License Usage +** Alternatively, you may use this file under the terms of the BSD license +** as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \example textureandlight + \since QtCanvas3D 1.0 + \title Lit and Textured Cube Example + \ingroup qtcanvas3d-examples + \brief A simple cube with texturing and lighting + + The Lit and Textured Cube example goes through the basics of using + Qt Canvas 3D. + + \image textureandlight-example.png + + \section1 Qt Quick Implementation + + \section2 Creating Canvas3D + + In \l{textureandlight/qml/textureandlight/main.qml}{main.qml}, we add a + Canvas3D under the root \c Item: + + \snippet textureandlight/qml/textureandlight/main.qml 0 + \dots + + Inside it, we catch the \c initializeGL and \c paintGL signals to forward the + initialization and rendering calls to the js object: + + \snippet textureandlight/qml/textureandlight/main.qml 1 + + \section2 Importing the JavaScript File + + We import the JavaScript file in the QML: + + \snippet textureandlight/qml/textureandlight/main.qml 4 + + In the \c initializeGL function of the JavaScript, we initialize the OpenGL + state. We also create the TextureImage and register handlers for image + load success and fail signals. If the load succeeds, the OpenGL texture + is created and filled with pixel data from the loaded image. + + \section1 JavaScript Implementation + + \section2 Matrix Library + + In \l {textureandlight/qml/textureandlight/textureandlight.js} + {textureandlight.js}, we first include a fast matrix library. Using this + makes it a lot easier to handle 3D math operations such as matrix + transformations: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 0 + + \section2 initializeGL Function + + Let's take a closer look at the \c initializeGL function. It is called by + Canvas3D once the render node is ready. + + First of all, we need to get a Context3D from our Canvas3D. We want + a context that supports depth buffer and antialising: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 1 + + Then we initialize the OpenGL state for the context: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 2 + + Next, let's take a look into shader initialization in the + \c initShaders function, which we call in \c{initializeGL}. First we define + the vertex shader: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 3 + + We follow that up by defining a fragment shader: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 4 + + Then we need to create the shader program (Canvas3DProgram), attach the shaders + to it, and then link and use the program: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 5 + + And finally, look up and store the vertex attributes and uniform locations: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 6 + + After initializing the shader program, we set up the vertex buffer in + \c initBuffers function. Let's look at the vertex index buffer creation + as an example: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 7 + + Above, first we create the buffer, then bind it and finally insert the + data into it. Other buffers are all handled in a similar fashion. + + As the final step in \c{initializeGL}, we create a texture image from + TextureImageFactory, and register handlers for \c imageLoaded and + \c imageLoadingFailed signals. Once the texture image is successfully + loaded, we create the actual texture: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 8 + + \section2 paintGL Function + + \c paintGL is called by Canvas3D whenever it is ready to receive a new + frame. Let's go through the steps that are done in each render cycle. + + First we check if canvas has been resized or if pixel ratio has changed, + and update the projection matrix if necessary: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 9 + + Then we clear the render area using the clear color set in \c{initializeGL}: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 10 + + Next we reset the model view matrix and apply translation and rotations: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 11 + + As we have a lit cube, we invert and transpose the model view matrix to + be used for lighting calculations: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 12 + + And finally we draw the cube: + + \snippet textureandlight/qml/textureandlight/textureandlight.js 13 + + \section1 Logging + + Qt Canvas 3D uses Qt's categorized logging feature. This example enables + all Qt Canvas 3D log output with the code shown below. For more on + Canvas3D's logging features refer to \l {Qt Canvas 3D Logging}. + + \snippet textureandlight/main.cpp 0 +*/ |