Qt Quick 3D - 程序纹理示例

演示如何通过 C++ 或 QML 提供自定义纹理数据。

带有程序纹理大小和颜色控制的渐变立方体

该示例演示了提供运行时动态生成的纹理数据(而不是从静态资产中加载)的各种方法。为便于演示,本示例从提供的开始和结束颜色生成垂直渐变纹理。

首先,我们为纹理数据定义一个 C++ 类。我们将其定义为QQuick3DTextureData 的子类。严格来说,这并不是必须的,因为没有虚拟函数,但将所有内容都放在一个类中会更方便。我们定义要使用的属性,并添加QML_NAMED_ELEMENT ,使其可从 QML 中使用:

class GradientTexture : public QQuick3DTextureData
{
    Q_OBJECT
    Q_PROPERTY(int height READ height WRITE setHeight NOTIFY heightChanged)
    Q_PROPERTY(int width READ width WRITE setWidth NOTIFY widthChanged)
    Q_PROPERTY(QColor startColor READ startColor WRITE setStartColor NOTIFY startColorChanged)
    Q_PROPERTY(QColor endColor READ endColor WRITE setEndColor NOTIFY endColorChanged)
    QML_NAMED_ELEMENT(GradientTexture)
    ...

我们添加一个更新纹理的函数。它使用 setSize 和 setFormat 来配置纹理,并使用 setTextureData 来设置图像数据:

void GradientTexture::updateTexture()
{
    setSize(QSize(m_width, m_height));
    setFormat(QQuick3DTextureData::RGBA8);
    setHasTransparency(false);
    setTextureData(generateTexture());
}

函数generateTexture 会创建一个大小正确的QByteArray ,并填充图像数据:

QByteArray GradientTexture::generateTexture()
{
    QByteArray imageData;
    // Create a horizontal gradient between startColor and endColor

    // Create a single scanline and reuse that data for each
    QByteArray gradientScanline;
    gradientScanline.resize(m_width * 4); // RGBA8

    for (int x = 0; x < m_width; ++x) {
        QColor color = linearInterpolate(m_startColor, m_endColor, x / float(m_width));
        int offset = x * 4;
        gradientScanline.data()[offset + 0] = char(color.red());
        gradientScanline.data()[offset + 1] = char(color.green());
        gradientScanline.data()[offset + 2] = char(color.blue());
        gradientScanline.data()[offset + 3] = char(255);
    }

    for (int y = 0; y < m_height; ++y)
        imageData += gradientScanline;

    return imageData;
}

每次更改属性时,我们都会调用updateTexture

void GradientTexture::setStartColor(QColor startColor)
{
    if (m_startColor == startColor)
        return;

    m_startColor = startColor;
    emit startColorChanged(m_startColor);
    updateTexture();
}

最后,我们就可以使用 QML 中的新纹理了:

Texture {
    id: textureFromCpp

    minFilter: applicationState.filterMode
    magFilter: applicationState.filterMode
    textureData: gradientTexture

    GradientTexture {
        id: gradientTexture
        startColor: applicationState.startColor
        endColor: applicationState.endColor
        width: applicationState.size
        height: width
    }
}

也可以在 QML 中生成相同的纹理数据。在这种情况下,我们使用ProceduralTextureData 组件:

Texture {
    id: textureFromQML
    minFilter: applicationState.filterMode
    magFilter: applicationState.filterMode
    textureData: gradientTextureDataQML

    ProceduralTextureData {
        id: gradientTextureDataQML

        property color startColor: applicationState.startColor
        property color endColor: applicationState.endColor
        width: applicationState.size
        height: width
        textureData: generateTextureData()

        function linearInterpolate(startColor : color, endColor : color, fraction : real) : color{
            return Qt.rgba(
                        startColor.r + (endColor.r - startColor.r) * fraction,
                        startColor.g + (endColor.g - startColor.g) * fraction,
                        startColor.b + (endColor.b - startColor.b) * fraction,
                        startColor.a + (endColor.a - startColor.a) * fraction
                        );
        }

        function generateTextureData() {
            let dataBuffer = new ArrayBuffer(width * height * 4)
            let data = new Uint8Array(dataBuffer)

            let gradientScanline = new Uint8Array(width * 4);

            for (let x = 0; x < width; ++x) {
                let color = linearInterpolate(startColor, endColor, x / width);
                let offset = x * 4;
                gradientScanline[offset + 0] = color.r * 255;
                gradientScanline[offset + 1] = color.g * 255;
                gradientScanline[offset + 2] = color.b * 255;
                gradientScanline[offset + 3] = color.a * 255;
            }

            for (let y = 0; y < height; ++y) {
                data.set(gradientScanline, y * width * 4);
            }

            return dataBuffer;
        }
    }
}

就像在 C++ 中一样,我们用反映纹理大小和格式的图像数据填充QByteArray 。在 QML 中这样做时,使用 ArrayBuffer 类型以避免不必要的类型转换。

在前两个示例中,纹理的所有数据都在 CPU 端生成,然后上传到 GPU 作为纹理数据使用。也可以直接在 GPU 上生成纹理数据。在这种情况下,我们使用QQuick3DTextureProviderExtension 的子类来代替。

class GradientTextureProvider : public QQuick3DTextureProviderExtension
{
    Q_OBJECT
    Q_PROPERTY(int height READ height WRITE setHeight NOTIFY heightChanged)
    Q_PROPERTY(int width READ width WRITE setWidth NOTIFY widthChanged)
    Q_PROPERTY(QColor startColor READ startColor WRITE setStartColor NOTIFY startColorChanged)
    Q_PROPERTY(QColor endColor READ endColor WRITE setEndColor NOTIFY endColorChanged)
    QML_ELEMENT

QQuick3DTextureProviderExtension 子类使用 Qt RHI API 定义渲染扩展。调用QQuick3DTextureProviderExtension::updateSpatialNode() 时,子类必须返回一个基于QSSGRenderExtension 的对象。

QSSGRenderGraphObject *GradientTextureProvider::updateSpatialNode(QSSGRenderGraphObject *node)
{
    if (!node)
        node = new GradientTextureProviderNode(this);

    // Update the state of the backend node
    auto gradientNode = static_cast<GradientTextureProviderNode *>(node);
    gradientNode->m_isDirty = true;
    gradientNode->m_width = m_width;
    gradientNode->m_height = m_height;
    gradientNode->m_startColor = m_startColor;
    gradientNode->m_endColor = m_endColor;

    return node;
}

实际渲染的内容由QSSGRenderExtension 子类定义:

class GradientTextureProviderNode : public QSSGRenderTextureProviderExtension
{
public:
    explicit GradientTextureProviderNode(GradientTextureProvider *ext);
    ~GradientTextureProviderNode() override;
    bool prepareData(QSSGFrameData &data) override;
    void prepareRender(QSSGFrameData &data) override;
    void render(QSSGFrameData &data) override;
    void resetForFrame() override;

    bool m_isDirty = false;

    // state
    int m_width = 256;
    int m_height = 256;
    QColor m_startColor = QColor(Qt::red);
    QColor m_endColor = QColor(Qt::blue);

private:

    QPointer<GradientTextureProvider> m_ext;
    QSSGExtensionId extensionId {};

    std::unique_ptr<QRhiBuffer> quadGeometryVertexBuffer;
    std::unique_ptr<QRhiBuffer> quadGeometryIndexBuffer;

    //
    std::unique_ptr<QRhiTexture> outputTexture; // the final output texture
    std::unique_ptr<QRhiTextureRenderTarget> outputTextureRenderTarget;
    std::unique_ptr<QRhiRenderPassDescriptor> ouputTextureRenderPassDescriptor;

    std::unique_ptr<QRhiBuffer> gradientTextureUniformBuffer;
    std::unique_ptr<QRhiShaderResourceBindings> gradientTextureShaderResouceBindings;
    std::unique_ptr<QRhiGraphicsPipeline> gradientTexture2dPipeline;
};

通过实现QSSGRenderExtension 的接口,扩展可以直接在 GPU 上渲染纹理数据。prepareDate 实现确保以正确的大小和格式创建输出纹理,并将输出纹理注册为所提供的纹理。

bool GradientTextureProviderNode::prepareData(QSSGFrameData &data)
{
    if (!m_isDirty)
        return false;

    const auto &ctxIfx = data.contextInterface();
    const auto &rhiCtx = ctxIfx->rhiContext();
    QRhi *rhi = rhiCtx->rhi();

    // If there is no available rhi context, then we can't create the texture
    if (!rhiCtx)
        return false;

    extensionId = m_ext ? QQuick3DExtensionHelpers::getExtensionId(*m_ext) : QSSGExtensionId{};
    if (QQuick3DExtensionHelpers::isNull(extensionId))
        return false;

    // Make sure that the output texture is created and registered as the texture provider
    if (!outputTexture ||
        outputTexture->pixelSize().width() != m_width ||
        outputTexture->pixelSize().height() != m_height) {
        outputTexture.reset(rhi->newTexture(QRhiTexture::Format::RGBA8, QSize(m_width, m_height), 1, QRhiTexture::RenderTarget | QRhiTexture::sRGB));
        outputTexture->create();

        outputTextureRenderTarget.reset(rhi->newTextureRenderTarget({ outputTexture.get() }));
        ouputTextureRenderPassDescriptor.reset(outputTextureRenderTarget->newCompatibleRenderPassDescriptor());
        outputTextureRenderTarget->setRenderPassDescriptor(ouputTextureRenderPassDescriptor.get());
        outputTextureRenderTarget->create();

        // Register the output as the texture provider
        QSSGRenderExtensionHelpers::registerRenderResult(data, extensionId, outputTexture.get());

        gradientTexture2dPipeline.reset();
    }

    // If m_isDirty is true than prepareRender and render will actually get called.
    return m_isDirty;
}

prepareRender 是创建流水线和更新统一缓冲区的地方。

void GradientTextureProviderNode::prepareRender(QSSGFrameData &data)
{
    const auto &ctxIfx = data.contextInterface();
    const auto &rhiCtx = ctxIfx->rhiContext();
    if (!rhiCtx)
        return;

    QRhi *rhi = rhiCtx->rhi();
    QRhiCommandBuffer *cb = rhiCtx->commandBuffer();
    QRhiResourceUpdateBatch *resourceUpdates = rhi->nextResourceUpdateBatch();

    // Create the pipeline if necessary
    if (!gradientTexture2dPipeline) {
        // 1 quad (2 trianges), pos + uv.  4 vertices, 5 values each (x, y, z, u, v)
        quadGeometryVertexBuffer.reset(rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::VertexBuffer, 5 * 4 * sizeof(float)));
        quadGeometryVertexBuffer->create();

        // 6 indexes (2 triangles)
        quadGeometryIndexBuffer.reset(rhi->newBuffer(QRhiBuffer::Immutable, QRhiBuffer::IndexBuffer, 6 * sizeof(uint16_t)));
        quadGeometryIndexBuffer->create();

        // Uniform buffer: packed into 2 * vec4 (2 RGBA colors)
        const size_t uBufSize = (sizeof(float) * 4) * 2;
        gradientTextureUniformBuffer.reset(rhi->newBuffer(QRhiBuffer::Dynamic, QRhiBuffer::UniformBuffer, uBufSize));
        gradientTextureUniformBuffer->create();

        // Uniform buffer is only bound/used in Fragment Shader
        gradientTextureShaderResouceBindings.reset(rhi->newShaderResourceBindings());
        gradientTextureShaderResouceBindings->setBindings({
                QRhiShaderResourceBinding::uniformBuffer(0, QRhiShaderResourceBinding::FragmentStage, gradientTextureUniformBuffer.get()),
        });
        gradientTextureShaderResouceBindings->create();

        gradientTexture2dPipeline.reset(rhi->newGraphicsPipeline());
        gradientTexture2dPipeline->setShaderStages({
                { QRhiShaderStage::Vertex, getShader(QLatin1String(":/shaders/gradient.vert.qsb")) },
                { QRhiShaderStage::Fragment, getShader(QLatin1String(":/shaders/gradient.frag.qsb")) }
        });
        // 2 Attributes, Position (vec3) + UV (vec2)
        QRhiVertexInputLayout inputLayout;
        inputLayout.setBindings({
                { 5 * sizeof(float) }
        });
        inputLayout.setAttributes({
                { 0, 0, QRhiVertexInputAttribute::Float3, 0 },
                { 0, 1, QRhiVertexInputAttribute::Float2, 3 * sizeof(float) }
        });
        gradientTexture2dPipeline->setVertexInputLayout(inputLayout);
        gradientTexture2dPipeline->setShaderResourceBindings(gradientTextureShaderResouceBindings.get());
        gradientTexture2dPipeline->setRenderPassDescriptor(ouputTextureRenderPassDescriptor.get());
        gradientTexture2dPipeline->create();

        // Upload the static quad geometry part
        resourceUpdates->uploadStaticBuffer(quadGeometryVertexBuffer.get(), g_vertexData);
        resourceUpdates->uploadStaticBuffer(quadGeometryIndexBuffer.get(), g_indexData);
    }

    // Upload the uniform buffer data
    const float colorData[8] = {
        m_startColor.redF(), m_startColor.greenF(), m_startColor.blueF(), m_startColor.alphaF(),
        m_endColor.redF(), m_endColor.greenF(), m_endColor.blueF(), m_endColor.alphaF()
    };
    resourceUpdates->updateDynamicBuffer(gradientTextureUniformBuffer.get(), 0, sizeof(colorData), colorData);

    cb->resourceUpdate(resourceUpdates);
    m_isDirty = false;
}

通道的实际渲染是在 render 函数中定义的。

void GradientTextureProviderNode::render(QSSGFrameData &data)
{
    const auto &ctxIfx = data.contextInterface();
    const auto &rhiCtx = ctxIfx->rhiContext();
    if (!rhiCtx)
        return;

    QRhiCommandBuffer *cb = rhiCtx->commandBuffer();

    // Render the quad with our pipeline to the outputTexture
    cb->beginPass(outputTextureRenderTarget.get(), Qt::black, { 1.0f, 0 }, nullptr, rhiCtx->commonPassFlags());
    cb->setViewport(QRhiViewport(0, 0, m_width, m_height));
    cb->setGraphicsPipeline(gradientTexture2dPipeline.get());
    cb->setShaderResources(gradientTextureShaderResouceBindings.get());
    QRhiCommandBuffer::VertexInput vb(quadGeometryVertexBuffer.get(), 0);
    cb->setVertexInput(0, 1, &vb, quadGeometryIndexBuffer.get(), QRhiCommandBuffer::IndexFormat::IndexUInt16);
    cb->drawIndexed(6);
    cb->endPass();
}

本示例在 QML 中使用纹理提供程序,如下所示:

Texture {
    id: textureFromGPU
    minFilter: applicationState.filterMode
    magFilter: applicationState.filterMode
    textureProvider: GradientTextureProvider {
        startColor: applicationState.startColor
        endColor: applicationState.endColor
        width: applicationState.size
        height: width
    }
}

示例项目 @ code.qt.io

© 2026 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.