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qt - 在 QML 中控制带纹理的 3D 对象不透明度

转载 作者:行者123 更新时间:2023-12-03 19:13:46 26 4
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我对 QML 中的 Qt 3D 有点陌生,我正在尝试控制 的不透明度纹理 3D 对象。
我正在使用 simpleqml3d测试项目才能做到这一点。

我玩过这些 Material ,但无法让它发挥作用。
这是我修改过的 IronMan.qml来自 simpleqml3d 的实体测试项目:

import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Extras 2.0

Entity {
id: root

property real x: 0
property real y: 0
property real z: 0
property real scale: 1.0

Texture2D{
id: texture
TextureImage {
source: "qrc:/man.png"
}
}

//COPY RenderableEntity.qml in your project!!!!!!
RenderableEntity{
id: chest
source: "qrc:/man.obj" //Path to iron man model. You can open it with 3D Builder on Windows 10
position: Qt.vector3d(root.x, root.y, root.z)
scale: root.scale

// material: DiffuseMapMaterial {
// id: material
// diffuse: texture
// specular: Qt.rgba( 0.2, 0.2, 0.2, 1.0 )
// shininess: 2.0
// }

// material: DiffuseMapMaterial {
// diffuse: texture
// specular: Qt.rgba( 0.2, 0.2, 0.2, 1.0 )
// shininess: 2.0
// }

// material: DiffuseSpecularMaterial {
// alphaBlending: true
// diffuse: Qt.rgba(0.2, 0.2, 0.2, 0.0)//texture
// specular: texture//Qt.rgba(0.2, 0.2, 0.2, 0.5)
// shininess: 2.0
// }

// material: PhongMaterial {
// ambient: Qt.rgba( 1, 0, 0, 0 )
// diffuse: Qt.rgba( 1, 0, 0, 0 )
// shininess: 50
// }

// material: PhongAlphaMaterial {
// alpha: 0.0
// diffuse: Qt.rgba(0.2, 0.2, 0.2, 0.0)//texture
// specular: Qt.rgba(0.2, 0.2, 0.2, 0.0)
// shininess: 2.0
// }

material: PhongAlphaMaterial {
alpha: 0.0
ambient: Qt.rgba( 1, 0, 0, 0 )
diffuse: Qt.rgba( 1, 0, 0, 0 )
shininess: 50
}
}
}

评论的 Material 是我玩过的 Material 。即使没有 PhongAlphaMaterial 我也无法工作, 当不透明度设置为 0.0 时,模型仍然显示如下:

enter image description here

有人可以帮我控制带纹理的 3D 对象不透明度,但又不会丢失纹理吗?

编辑:

我已经接受了 Florian Blume 的答案,因为答案基于 Github 存储库,所以我认为最好将代码也放在 StackOverflow 上,以防他的 fork 存储库分支发生不好的事情。因此,我将在此处发布完全使项目工作的来源。

simpleqml3d.pro
TEMPLATE = app

QT += core gui widgets 3dcore 3drender 3dinput 3dquick qml quick 3dquickextras
CONFIG += c++11

SOURCES += main.cpp

RESOURCES += resources.qrc

# Additional import path used to resolve QML modules in Qt Creator's code model
QML_IMPORT_PATH =

# Additional import path used to resolve QML modules just for Qt Quick Designer
QML_DESIGNER_IMPORT_PATH =

# The following define makes your compiler emit warnings if you use
# any feature of Qt which as been marked deprecated (the exact warnings
# depend on your compiler). Please consult the documentation of the
# deprecated API in order to know how to port your code away from it.
DEFINES += QT_DEPRECATED_WARNINGS

# You can also make your code fail to compile if you use deprecated APIs.
# In order to do so, uncomment the following line.
# You can also select to disable deprecated APIs only up to a certain version of Qt.
#DEFINES += QT_DISABLE_DEPRECATED_BEFORE=0x060000 # disables all the APIs deprecated before Qt 6.0.0

# Default rules for deployment.
qnx: target.path = /tmp/$${TARGET}/bin
else: unix:!android: target.path = /opt/$${TARGET}/bin
!isEmpty(target.path): INSTALLS += target

main.cpp
/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/

#include <Qt3DQuickExtras/qt3dquickwindow.h>
#include <Qt3DQuick/QQmlAspectEngine>
#include <QGuiApplication>
#include <QQmlEngine>
#include <QQmlContext>

int main(int argc, char* argv[])
{
QGuiApplication app(argc, argv);
Qt3DExtras::Quick::Qt3DQuickWindow view;

// Expose the window as a context property so we can set the aspect ratio
view.engine()->qmlEngine()->rootContext()->setContextProperty("_window", &view);
view.setSource(QUrl("qrc:/main.qml"));
view.show();

return app.exec();
}

资源.qrc
<RCC>
<qresource prefix="/">
<file>main.qml</file>
<file>IronMan.qml</file>
<file>man.obj</file>
<file>man.png</file>
<file>TextureAlphaMaterial.qml</file>
</qresource>
<qresource prefix="/shaders">
<file>unlittexture.frag</file>
<file>unlittexture.vert</file>
</qresource>
</RCC>

main.qml
/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:BSD$
** 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."
**
** $QT_END_LICENSE$
**
****************************************************************************/

import QtQuick 2.1
import Qt3D.Core 2.0
import Qt3D.Render 2.9
import Qt3D.Input 2.0
import Qt3D.Extras 2.9

Entity {
id: root
objectName: "root"

// Use the renderer configuration specified in ForwardRenderer.qml
// and render from the mainCamera
components: [
RenderSettings {
activeFrameGraph: RenderSurfaceSelector {
id: renderSurfaceSelector

CameraSelector {
id: cameraSelector
camera: camera
Viewport {
id: viewport
normalizedRect: Qt.rect(0, 0, 1, 1)
ClearBuffers {
buffers: ClearBuffers.AllBuffers
clearColor: "white"
NoDraw{}
}
LayerFilter {
layers: [opaqueLayer]

}
LayerFilter {
layers: [opaqueLayer]
filterMode: LayerFilter.DiscardAllMatchingLayers
NoDepthMask {}
}
}
}
}
},
InputSettings { }
]

Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d( 0.0, 4.0, -5.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}

FirstPersonCameraController { camera: camera }

Entity {
components: [
PointLight {
enabled: parent.enabled
color: "black"
intensity: 0
}
]
}

Entity {
PlaneMesh {
id: groundMesh
width: 50
height: width
meshResolution: Qt.size(2, 2)
}

Transform {
id: groundTransform
translation: Qt.vector3d(0, 0, 0)
}

Layer {
id: opaqueLayer
}

PhongMaterial {
id: material
diffuse: Qt.rgba( 0.5, 0.5, 0.5, 1 )
ambient: Qt.rgba( 0.5, 0.5, 0.5, 1 )
}

components: [
groundMesh,
groundTransform,
material,
opaqueLayer
]
}
IronMan {
id: ironMan
}
}

IronMan.qml
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Extras 2.0

import QtQml 2.14

Entity {
id: root

property vector3d position: Qt.vector3d(0, 0, 0)
property real scale: 1.0
property real rotationAngle: 0.0
property vector3d rotationAxis: Qt.vector3d(1, 0, 0)
property alias source: mesh.source
property Material material

components: [ transform, mesh, material ]

Transform {
id: transform
scale: root.scale
rotation: fromAxisAndAngle(root.rotationAxis, root.rotationAngle)
translation: root.position
}

Mesh {
id: mesh
source: "qrc:/man.obj"
}

material: TextureAlphaMaterial {
id: material

opacity: 0.5
}
}

TextureAlphaMaterial.qml
import Qt3D.Core 2.0
import Qt3D.Render 2.0

Material {
id: root

property real opacity: 1.

parameters: [
Parameter {
name: "diffuseTexture"
value: Texture2D {
textureImages: [
TextureImage {
source: "qrc:/man.png"
}
]
}
}
]

effect: Effect {
id: rootEffect

parameters: [
Parameter
{
name: "opacity"
value: root.opacity
}
]
techniques: [
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 3
minorVersion: 1
}

filterKeys: [ FilterKey { name: "renderingStyle"; value: "forward" } ]

renderPasses: [
RenderPass {
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/unlittexture.vert")
fragmentShaderCode: loadSource("qrc:/shaders/unlittexture.frag")
}
renderStates: [
DepthTest {
depthFunction: DepthTest.LessOrEqual
},
NoDepthMask {
},
BlendEquation {
blendFunction: BlendEquation.Add
},
BlendEquationArguments {
sourceRgb: BlendEquationArguments.One
destinationRgb: BlendEquationArguments.OneMinusSourceAlpha
sourceAlpha: BlendEquationArguments.One
destinationAlpha: BlendEquationArguments.OneMinusSourceAlpha
}
]
}
]
}
]
}
}

unlittexture.frag
#version 150 core

uniform sampler2D diffuseTexture;
uniform float opacity;

in vec3 position;
in vec2 texCoord;

out vec4 fragColor;


void main()
{
fragColor = vec4(texture(diffuseTexture, texCoord).xyz * opacity, opacity);
}

unlittexture.vert
#version 150 core

in vec3 vertexPosition;
in vec2 vertexTexCoord;

out vec3 position;
out vec2 texCoord;

uniform mat4 modelView;
uniform mat4 mvp;

void main()
{
vec3 t = vec3(vertexTexCoord, 1.0);
texCoord = (t / t.z).xy;
position = vec3(modelView * vec4(vertexPosition, 1.0));

gl_Position = mvp * vec4(vertexPosition, 1.0);
}

笔记:

您可以分别用任何 3D 模型(使用 Blender 或任何其他 3D 软件导出到 obj)或映射纹理替换 man.obj 和 man.png。尽管如此,它们可以在 Florian's repository 上找到。或在 tripolskypetr's repository .

这是最终结果:

enter image description here

最佳答案

编辑 2
我修改了你的项目。它现在显示具有透明纹理的模型,您可以在 GitHub 上找到它。 .一定要去分行transparent_texture .
我没有实现允许动态设置透明度的功能,但我认为您可以从示例开始自己做到这一点。该模型也是未点亮的,即仅显示纹理而没有任何闪电,但通过查看其他 Qt3D Material 应该可以轻松实现一些简单的 phong 闪电。

原答案
Qt3D 不提供透明纹理对象的 Material ,这意味着您必须自己实现它。稍后我会回到那个。
简单透明
关于您的透明度问题,我使用了代码并得到了以下工作,但没有按钮:main.cpp :

#include <Qt3DQuickExtras/qt3dquickwindow.h>
#include <Qt3DQuick/QQmlAspectEngine>
#include <QGuiApplication>
#include <QQmlEngine>
#include <QQmlContext>

int main(int argc, char* argv[])
{
QGuiApplication app(argc, argv);
Qt3DExtras::Quick::Qt3DQuickWindow view;

view.engine()->qmlEngine()->rootContext()->setContextProperty("_window", &view);
view.setSource(QUrl("qrc:/main.qml"));
view.show();

return app.exec();
}
main.qml :
import QtQuick 2.1
import Qt3D.Core 2.0
import Qt3D.Render 2.9
import Qt3D.Input 2.0
import Qt3D.Extras 2.9

Entity {
id: root
objectName: "root"

// Use the renderer configuration specified in ForwardRenderer.qml
// and render from the mainCamera
components: [
RenderSettings {
activeFrameGraph: RenderSurfaceSelector {
id: renderSurfaceSelector

CameraSelector {
id: cameraSelector
camera: camera
Viewport {
id: viewport
normalizedRect: Qt.rect(0, 0, 1, 1)
ClearBuffers {
buffers: ClearBuffers.AllBuffers
clearColor: "white"
NoDraw{}
}
LayerFilter {
layers: [opaqueLayer]

}
LayerFilter {
layers: [opaqueLayer]
filterMode: LayerFilter.DiscardAllMatchingLayers
}
}
}
}
},
// Event Source will be set by the Qt3DQuickWindow
InputSettings { }
]

Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d( 0.0, 4.0, -5.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}

FirstPersonCameraController { camera: camera }

Entity {
components: [
PointLight {
enabled: parent.enabled
color: "black"
intensity: 0
}
]
}

Entity {
PlaneMesh {
id: groundMesh
width: 50
height: width
meshResolution: Qt.size(2, 2)
}

Transform {
id: groundTransform
translation: Qt.vector3d(0, 0, 0)
}

Layer {
id: opaqueLayer
}

PhongMaterial {
id: material
diffuse: Qt.rgba( 0.5, 0.5, 0.5, 1 )
ambient: Qt.rgba( 0.5, 0.5, 0.5, 1 )
}

components: [
groundMesh,
groundTransform,
material,
opaqueLayer
]
}

Entity {
id: sphere1

Mesh {
id: man
source: "qrc:/man.obj"
}

components: [
man,
matSphere1Material
]

PhongAlphaMaterial {
id: matSphere1Material
alpha: 0.1
ambient: Qt.rgba( 1, 1, 0, 0.0 )
diffuse: Qt.rgba( 1, 1, 0, 0.0 )
shininess: 50
}
}
}
我简化了您的示例以找出问题所在,看起来您在 main.cpp 中使用了错误的 QML 引擎。 .但我建议您尝试使用 Scene3DView 示例,因为透明度与您的设置类似(如果您需要 UI 中的按钮)。我经常使用这些示例并根据我的需要修改它们。我只是想让你开始使用我提供的代码。
如果你问自己为什么我有 LayerFilters在那里,结帐我的 answer这解释了为什么当您的场景中有透明对象时这是必要的。
透明纹理对象
这更困难(不幸的是我没有时间提供示例代码,也许当某些东西不起作用时开始然后提出问题)。在这里,您必须实现自己的着色器。 Qt3D 根本不提供任何考虑 alpha 的 read-made 实现。 q3dpostproc repository 总是对我帮助很大的一个存储库。 .您可以看到如何构建自己的 Qt3D Material 、加载自己的着色器并将参数传递给它们。
还有高级自定义 Material 示例,它可以为如何创建自定义着色器和传递参数提供很多帮助。
如果您想了解如何在着色器中对对象进行纹理处理,请查看 shader of QTextureMaterial和它的 code .我试图在 QML 中重新创建它,但它并没有立即起作用。
我建议您尝试使用 q3dpostproc 代码并尝试在那里对其中一个对象进行纹理处理(项目的结构有点复杂,因为它是一个展示,但过了一段时间它就变得有意义了)。它已经有一个使用纹理的着色器,因为它首先将所有内容绘制到屏幕外缓冲区,然后使用该纹理绘制屏幕。在您使用自己的着色器成功地对其中一个对象进行纹理处理后,您可以在其中执行以下操作:
fragColor = vec4(texture(...).xyz, 0.5);
这应该给你一个透明的纹理。您可能只需要更换 texture(...).xyz最后,当您想要正确点亮纹理时,可以使用更精细的东西。但是为此,您可以查看我链接的 Qt3D GitHub 存储库中的 phong 着色器或从 this repository 获取一个。或来自互联网的其他地方。
我希望这个信息帮助。

编辑 1
我修改了 q3dpostproc 代码以在 GitHub branch 中显示透明纹理.对象尚未点亮,但这应该使功能清晰。

关于qt - 在 QML 中控制带纹理的 3D 对象不透明度,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/61291143/

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