PySide6.QtQuick3D.QQuick3DTextureData¶
- class QQuick3DTextureData¶
Base class for defining custom texture data. More…
Synopsis¶
Methods¶
def
__init__()
def
depth()
def
format()
def
setDepth()
def
setFormat()
def
setSize()
def
setTextureData()
def
size()
def
textureData()
Signals¶
Note
This documentation may contain snippets that were automatically translated from C++ to Python. We always welcome contributions to the snippet translation. If you see an issue with the translation, you can also let us know by creating a ticket on https:/bugreports.qt.io/projects/PYSIDE
Detailed Description¶
The
QQuick3DTextureData
class can be used to specify custom texture data for a Texture in a Qt Quick 3D scene.While not strictly required, the typical usage is to inherit from this class. The subclass is then exposed to QML by registering it to the type system. The textureData property of a Texture can then be set to reference an instance of the registered type.
Example implementation:
class CustomTextureData : public QQuick3DTextureData { Q_OBJECT ... properties ... public: CustomTextureData() { regenerateTextureData(); } void setProperty(...) { // Change relevant internal data. // ... // Update the texture data regenerateTextureData(); // Finally, trigger an update. This is relevant in case nothing else // is changed in the scene; this way we make sure a new frame will // be rendered update(); } private: void regenerateTextureData() { QByteArray textureData; textureData = generateTextureData(); setTextureData(textureData); setSize(QSize(256, 256)); setFormat(QQuick3DTextureData::Format::RGBA8) setHasTransparency(true); } };
This class can then be registered as a QML type and used with Texture .
In Qt 5 type registration happened with qmlRegisterType:
qmlRegisterType<MyCustomTextureData>("Example", 1, 0, "MyCustomTextureData");
In Qt 6 the default approach is to use automatic registration with the help of the build system. Instead of calling qmlRegisterType, the
.pro
file can now contain:CONFIG += qmltypes QML_IMPORT_NAME = Example QML_IMPORT_MAJOR_VERSION = 1
With CMake, automatic registration is the default behavior, so no special settings are needed beyond basic QML module setup:
qt_add_qml_module(application URI Example VERSION 1.0 )
The class implementation should add QML_NAMED_ELEMENT:
class CustomTextureData : public QQuick3DTextureData { Q_OBJECT QML_NAMED_ELEMENT(MyCustomTextureData) ... };
The QML code can then use the custom type:
import Example 1.0 Model { source: "#Cube" materials: [ DefaultMaterial { diffuseMap: diffuseMapCustomTexture } ] Texture { id: diffuseMapCustomTexture textureData: MyCustomTextureData { } } }
- class Format¶
Returns the color format of the texture data assigned in
textureData
property.Constant
Description
QQuick3DTextureData.None
The color format is not defined
QQuick3DTextureData.RGBA8
The color format is considered as 8-bit integer in R, G, B and alpha channels.
QQuick3DTextureData.RGBA16F
The color format is considered as 16-bit float in R,G,B and alpha channels.
QQuick3DTextureData.RGBA32F
The color format is considered as 32-bit float in R, G, B and alpha channels.
QQuick3DTextureData.RGBE8
The color format is considered as 8-bit mantissa in the R, G, and B channels and 8-bit shared exponent.
QQuick3DTextureData.R8
The color format is considered as 8-bit integer in R channel.
QQuick3DTextureData.R16
The color format is considered as 16-bit integer in R channel.
QQuick3DTextureData.R16F
The color format is considered as 16-bit float in R channel.
QQuick3DTextureData.R32F
The color format is considered as 32-bit float R channel.
QQuick3DTextureData.BC1
The color format is considred as BC1 compressed format with R, G, B, and alpha channels.
QQuick3DTextureData.BC2
The color format is considred as BC2 compressed format with R, G, B, and alpha channels.
QQuick3DTextureData.BC3
The color format is considred as BC3 compressed format with R, G, B, and alpha channels.
QQuick3DTextureData.BC4
The color format is considred as BC4 compressed format with one color channel.
QQuick3DTextureData.BC5
The color format is considred as BC5 compressed format with two color channels.
QQuick3DTextureData.BC6H
The color format is considred as BC6H compressed format with three high dynamic range color channels.
QQuick3DTextureData.BC7
The color format is considred as BC7 compressed format with R, G, B, and alpha channels.
QQuick3DTextureData.DXT1_RGBA
The color format is considered as DXT1 compressed format with R, G, B and alpha channels.
QQuick3DTextureData.DXT1_RGB
The color format is considered as DXT1 compressed format with R, G and B channels.
QQuick3DTextureData.DXT3_RGBA
The color format is considered as DXT3 compressed format with R, G, B and alpha channels.
QQuick3DTextureData.DXT5_RGBA
The color format is considered as DXT5 compressed format with R, G, B and alpha channels.
QQuick3DTextureData.ETC2_RGB8
The color format is considered as ETC2 compressed format for RGB888 data
QQuick3DTextureData.ETC2_RGB8A1
The color format is considered as ETC2 compressed format for RGBA data where alpha is 1-bit.
QQuick3DTextureData.ETC2_RGBA8
The color format is considered as ETC2 compressed format with RGBA8888 data.
QQuick3DTextureData.ASTC_4x4
The color format is considered as ASTC compressed format with 4x4 block footprint.
QQuick3DTextureData.ASTC_5x4
The color format is considered as ASTC compressed format with 5x4 block footprint.
QQuick3DTextureData.ASTC_5x5
The color format is considered as ASTC compressed format with 5x5 block footprint.
QQuick3DTextureData.ASTC_6x5
The color format is considered as ASTC compressed format with 6x5 block footprint.
QQuick3DTextureData.ASTC_6x6
The color format is considered as ASTC compressed format with 6x6 block footprint.
QQuick3DTextureData.ASTC_8x5
The color format is considered as ASTC compressed format with 8x5 block footprint.
QQuick3DTextureData.ASTC_8x6
The color format is considered as ASTC compressed format with 8x6 block footprint.
QQuick3DTextureData.ASTC_8x8
The color format is considered as ASTC compressed format with 8x8 block footprint.
QQuick3DTextureData.ASTC_10x5
The color format is considered as ASTC compressed format with 10x5 block footprint.
QQuick3DTextureData.ASTC_10x6
The color format is considered as ASTC compressed format with 10x6 block footprint.
QQuick3DTextureData.ASTC_10x8
The color format is considered as ASTC compressed format with 10x8 block footprint.
QQuick3DTextureData.ASTC_10x10
The color format is considered as ASTC compressed format with 10x10 block footprint.
QQuick3DTextureData.ASTC_12x10
The color format is considered as ASTC compressed format with 12x10 block footprint.
QQuick3DTextureData.ASTC_12x12
The color format is considered as ASTC compressed format with 12x12 block footprint.
Note
With the exception of
RGBA8
, not every format is supported at runtime as this depends on which backend is being used as well which hardware is being used.Note
RGBE
is internally represented as anRGBA8
but is intepreted as described when used as a lightProbe or skybox texture.Note
Using the value
None
will assume the default value ofRGBA8
- __init__([parent=None])¶
- Parameters:
parent –
QQuick3DObject
- depth()¶
- Return type:
int
Returns the depth of the texture data in pixels.
See also
Returns the format of the texture data.
See also
- hasTransparency()¶
- Return type:
bool
Returns
true
if the texture data has transparency.The default value is
false
.See also
- setDepth(depth)¶
- Parameters:
depth – int
Sets the
depth
of the texture data in pixels. Setting the depth above 0 means that the texture is handled as a 3D texture.See also
Sets the
format
of the texture data.The default format is /c RGBA8
See also
- setHasTransparency(hasTransparency)¶
- Parameters:
hasTransparency – bool
Set
hasTransparency
to true if the texture data has an active alpha channel with non-opaque values.This is used as an optimization by the engine so that for formats that do support an alpha channel do not need to have each value checked for non-opaque values.
See also
Sets the
size
of the texture data in pixels.See also
- setTextureData(data)¶
- Parameters:
data –
QByteArray
Sets the texture data. The contents of
data
must respect thesize
andformat
properties as the backend will try and upload and use the data as if it were a texture of size and format, and if there is any deviation the result will be somewhere between incorrect rendering of the texture, or potentially a crash.See also
Returns the size of the texture data in pixels.
See also
- textureData()¶
- Return type:
Returns the current texture data defined by this item.
See also
- textureDataNodeDirty()¶