Qt3DRender::QMultiSampleAntiAliasing Class
class Qt3DRender::QMultiSampleAntiAliasingActiva el antialiasing multimuestra. Más...
| Cabecera: | #include <QMultiSampleAntiAliasing> |
| CMake: | find_package(Qt6 REQUIRED COMPONENTS 3drender)target_link_libraries(mytarget PRIVATE Qt6::3drender) |
| qmake: | QT += 3drender |
| En QML: | MultiSampleAntiAliasing |
| Hereda: | Qt3DRender::QRenderState |
| Status: | Obsoleto |
Funciones Públicas
| QMultiSampleAntiAliasing(Qt3DCore::QNode *parent = nullptr) |
Descripción detallada
Una clase Qt3DRender::QMultiSampleAntiAliasing permite el antialiasing multimuestra.
Puede añadirse a un QRenderPass llamando a QRenderPass::addRenderState():
QRenderPass *renderPass = new QRenderPass(); QMultiSampleAntiAliasing *msaa = new QMultiSampleAntiAliasing(); renderPass->addRenderState(msaa);
O a un QRenderStateSet llamando a QRenderStateSet::addRenderState():
QRenderStateSet *renderStateSet = new QRenderStateSet(); QMultiSampleAntiAliasing *msaa = new QMultiSampleAntiAliasing(); renderStateSet->addRenderState(msaa);
Para que el multimuestreo tenga efecto, el objetivo de renderizado debe haber sido asignado con el multimuestreo activado:
QTexture2DMultisample *colorTex = new QTexture2DMultisample; colorTex->setFormat(QAbstractTexture::RGBA8_UNorm); colorTex->setWidth(1024); colorTex->setHeight(1024); QRenderTargetOutput *color = new QRenderTargetOutput; color->setAttachmentPoint(QRenderTargetOutput::Color0); color->setTexture(colorTex); QTexture2DMultisample *depthStencilTex = new QTexture2DMultisample; depthStencilTex->setFormat(QAbstractTexture::RGBA8_UNorm); depthStencilTex->setWidth(1024); depthStencilTex->setHeight(1024); QRenderTargetOutput *depthStencil = new QRenderTargetOutput; depthStencil->setAttachmentPoint(QRenderTargetOutput::DepthStencil); depthStencil->setTexture(depthStencilTex); Qt3DRender::QRenderTarget *renderTarget = new Qt3DRender::QRenderTarget; renderTarget->addOutput(color); renderTarget->addOutput(depthStencil);
Además, el código del sombreador debe utilizar tipos de muestreo multimuestreo y texelFetch() en lugar de texture().
Por ejemplo, si tienes un código como
#version 150 uniform sampler2D colorTexture; in vec2 texCoord; out vec4 fragColor; void main() { fragColor = texture(colorTexture, texCoord); }
puedes reescribirlo como
#version 150 uniform sampler2DMS colorTexture; in vec2 texCoord; out vec4 fragColor; void main() { ivec2 tc = ivec2(floor(textureSize(colorTexture) * texCoord)); vec4 c = texelFetch(colorTexture, tc, 0) + texelFetch(colorTexture, tc, 1) + texelFetch(colorTexture, tc, 2) + texelFetch(colorTexture, tc, 3); fragColor = c / 4.0; }
Nota: Cuando se usa OpenGL como API gráfica, glEnable(GL_MULTISAMPLE) será llamado si QMultiSampleAntiAliasing ha sido añadido a los estados de render.
Documentación de la Función Miembro
[explicit] QMultiSampleAntiAliasing::QMultiSampleAntiAliasing(Qt3DCore::QNode *parent = nullptr)
El constructor crea una nueva instancia de QMultiSampleAntiAliasing::QMultiSampleAntiAliasing con la dirección parent especificada.
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