Name Description Size Coverage
qcamera.cpp ! \internal 31676 -
qcamera.h 5916 -
qcamera_p.h 1274 -
qcameralens.cpp ! \class Qt3DRender::QCameraLens \inheaderfile Qt3DRender/QCameraLens \inmodule Qt3DRender \brief Qt3DRender::QCameraLens specifies the projection matrix that will be used to define a Camera for a 3D scene. \since 5.5 14892 -
qcameralens.h 4037 -
qcameralens_p.h 3300 -
qcomputecommand.cpp ! \class Qt3DRender::QComputeCommand \since 5.7 \inmodule Qt3DRender \brief QComponent to issue work for the compute shader on GPU. A Qt3DRender::QComputeCommand is used to issue work for the compute shader. The compute shader is specified in the QMaterial component of the same entity the QComputeCommand is added to. The workGroupX, workGroupY and workGroupZ properties specify the work group sizes for the compute shader invocation. Qt3DRender::QDispatchCompute node needs to be present in the FrameGraph to actually issue the commands. \note If the rendering policy is set to Qt3DRender::QRenderSettings::OnDemand and there are no changes to the scene, the ComputeCommand will not be invoked repeatedly. The Qt3DRender::QRenderSettings::Always render policy must be set for the ComputeCommand to be repeatedly invoked if there are no other changes to the scene that triggers rendering a new frame. 7029 -
qcomputecommand.h 1763 -
qcomputecommand_p.h 1211 -
qlayer.cpp ! \class Qt3DRender::QLayer \inmodule Qt3DRender \since 5.5 \brief The QLayer class provides a way of filtering which entities will be rendered. Qt3DRender::QLayer works in conjunction with the Qt3DRender::QLayerFilter in the FrameGraph. \sa Qt3DRender::QLayerFilter A QLayer can be applied to a subtree of entities by setting the recursive property to true. \code #include <Qt3DCore/QEntity> #include <Qt3DRender/QGeometryRenderer> #include <Qt3DRender/QLayer> #include <Qt3DRender/QLayerFilter> #include <Qt3DRender/QViewport> // Scene Qt3DCore::QEntity *rootEntity = new Qt3DCore::Qt3DCore::QEntity; Qt3DCore::QEntity *renderableEntity = new Qt3DCore::Qt3DCore::QEntity(rootEntity); Qt3DRender::QGeometryRenderer *geometryRenderer = new Qt3DCore::QGeometryRenderer(renderableEntity); Qt3DRender::QLayer *layer1 = new Qt3DCore::QLayer(renderableEntity); layer1->setRecursive(true); renderableEntity->addComponent(geometryRenderer); renderableEntity->addComponent(layer1); ... // FrameGraph Qt3DRender::QViewport *viewport = new Qt3DRender::QViewport; Qt3DRender::QLayerFilter *layerFilter = new Qt3DRender::QLayerFilter(viewport); layerFilter->addLayer(layer1); ... \endcode 3763 -
qlayer.h 956 -
qlayer_p.h 906 -
qlevelofdetail.cpp ! \class Qt3DRender::QLevelOfDetail \inmodule Qt3DRender \since 5.9 \brief The QLevelOfDetail class provides a way of controlling the complexity of rendered entities based on their size on the screen. QLevelOfDetail can be used to control the representation of an entity based on distance from the observer or size on the screen. In order to improve rendering performance, objects that are very small can be rendered using far fewer details, in geometry or texture. The component is controlled by specifying thresholds of values which are interpreted as either distances from the camera or screen size. As the point of view changes, the currentIndex property will change to reflect matching value in the range array. The currentIndex property can then be used, for example, to enable or disable entities, change material, etc. The LevelOfDetail component is not shareable between multiple \l [QML]{Entity}{entities}. \code #include <Qt3DCore/QEntity> #include <Qt3DRender/QGeometryRenderer> #include <Qt3DRender/QLevelOfDetail> // Scene Qt3DCore::QEntity *rootEntity = new Qt3DCore::Qt3DCore::QEntity; Qt3DCore::QEntity *renderableEntity = new Qt3DCore::QEntity(rootEntity); Qt3DRender::QGeometryRenderer *geometryRenderer = new Qt3DCore::QGeometryRenderer(renderableEntity); renderableEntity->addComponent(geometryRenderer); Qt3DRender::QLevelOfDetail* lod = new Qt3Render::QLevelOfDetail(renderableEntity); QList<qreal> thresholds = {20, 35, 50, 65}; lod->setThresholds(thresholds); lod->setCamera(mainCamera); renderableEntity->addComponent(lod); // connect to QLevelOfDetail::currentIndexChanged to toggle rendering ... \endcode 11150 -
qlevelofdetail.h 2539 -
qlevelofdetail_p.h 1526 -
qlevelofdetailboundingsphere.cpp ! \class Qt3DRender::QLevelOfDetailBoundingSphere \inmodule Qt3DRender \since 5.9 \brief The QLevelOfDetailBoundingSphere class provides a simple spherical volume, defined by its center and radius. 2985 -
qlevelofdetailboundingsphere.h 1345 -
qlevelofdetailswitch.cpp ! \class Qt3DRender::QLevelOfDetailSwitch \inmodule Qt3DRender \inherits Qt3DRender::QLevelOfDetail \since 5.9 \brief Provides a way of enabling child entities based on distance or screen size. This component is assigned to an entity. When the entity changes distance relative to the camera, the QLevelOfDetailSwitch will disable all the child entities except the one matching index Qt3DRender::QLevelOfDetailSwitch::currentIndex. 2972 -
qlevelofdetailswitch.h 820 -
qlevelofdetailswitch_p.h 998 -
qpickingsettings.cpp ! \class Qt3DRender::QPickingSettings \brief The QPickingSettings class specifies how entity picking is handled. \since 5.7 \inmodule Qt3DRender \inherits Qt3DCore::QNode The picking settings determine how the entity picking is handled. For more details about entity picking, see QObjectPicker and QRayCaster component documentation. When using QObjectPicker components, picking is triggered by mouse events. When using QRayCaster or QScreenRayCaster components, picking can be explicitly triggered by the application. In both cases, a ray will be cast through the scene to find geometry intersecting the ray. \sa QObjectPicker, QPickEvent, QPickTriangleEvent, QRayCaster, QScreenRayCaster 8993 -
qpickingsettings.h 2790 -
qpickingsettings_p.h 1111 -
qrenderapi.h 480 -
qrenderaspect.cpp 44074 -
qrenderaspect.h 1593 -
qrenderaspect_p.h 4336 -
qrendercapabilities.cpp ! \class Qt3DRender::QRenderCapabilities \inmodule Qt3DRender \brief The QRenderCapabilities class holds settings related to available rendering engines. QRenderCapabilities provides details of graphical features that are available at runtime. It can be used to decide which code path to use for some algorithms, for example, depending on whether compute shaders are available or not. \since 5.15 20844 -
qrendercapabilities.h 4241 -
qrendercapabilities_p.h 1975 -
qrenderplugin_p.h 1465 -
qrenderpluginfactory.cpp 888 -
qrenderpluginfactory_p.h 963 -
qrenderpluginfactoryif.cpp 671 -
qrenderpluginfactoryif_p.h 1232 -
qrendersettings.cpp ! \class Qt3DRender::QRenderSettings \brief The QRenderSettings class holds settings related to rendering process and host the active \l{Qt 3D Render Framegraph}{FrameGraph}. \since 5.7 \inmodule Qt3DRender \inherits Qt3DCore::QComponent The QRenderSettings component must be set as a component of the scene root entity. It specifies render policy and picking settings, as well as hosts the active \l{Qt 3D Render Framegraph}{FrameGraph}. 7574 -
qrendersettings.h 2391 -
qrendersettings_p.h 1937 -
qrendertarget.cpp ! \class Qt3DRender::QRenderTarget \brief The QRenderTarget class encapsulates a target (usually a frame buffer object) which the renderer can render into. \since 5.7 \inmodule Qt3DRender A Qt3DRender::QRenderTarget comprises of Qt3DRender::QRenderTargetOutput objects, which specify the the buffers the render target is rendering to. The user can specify MRT(Multiple Render Targets) by attaching multiple textures to different attachment points. The results are undefined if the user tries to attach multiple textures to the same attachment point. At render time, only the draw buffers specified in the Qt3DRender::QRenderTargetSelector are used. 3311 -
qrendertarget.h 977 -
qrendertarget_p.h 1026 -
qrendertargetoutput.cpp ! \class Qt3DRender::QRenderTargetOutput \brief The QRenderTargetOutput class allows the specification of an attachment of a render target (whether it is a color texture, a depth texture, etc... ). \since 5.7 \inmodule Qt3DRender A QRenderTargetOutput specifies the attachment point and parameters for texture that is attached to render target. In addition to the attachment point, texture miplevel, layer and cubemap face can be specified. The texture attached to the QRenderTargetOutput must be compatible with the given parameters. \note Left and Right attachment points are special values. They do not refer to render target objects to be either of the back buffers used for stereo rendering. 8309 -
qrendertargetoutput.h 2597 -
qrendertargetoutput_p.h 1356 -
sphere.cpp 6362 -
sphere_p.h 3295 -