在QML中,可以通过使用OpenGL加载纹理来实现更高级的图像处理和渲染。以下是一个简单的例子,演示如何在QML中使用OpenGL加载纹理:
import QtQuick 2.0
import QtQuick.Window 2.0
import QtQuick.Controls 1.0
import QtQuick.Controls.Styles 1.4
import QtQuick.Scene3D 2.0
import QtQuick.Scene3D.Private 1.0
import QtQuick.Scene3D.Types 2.0
Window {
visible: true
width: 640
height: 480
Scene3D {
id: scene
anchors.fill: parent
aspects: ["input", "logic", "render", "output"]
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d(0.0, 0.0, -40.0)
upVector: Qt.vector3d(0.0, 1.0, 0.0)
viewCenter: Qt.vector3d(0.0, 0.0, 0.0)
}
components: [
RenderSettings {
id: settings
activeFrameGraph: ForwardRenderer {
clearColor: "#333333"
camera: camera
}
}
]
Entity {
id: root
components: [
Material {
id: material
shader: ShaderEffect {
vertexShaderCode: "
attribute highp vec4 vertexCoord;
attribute highp vec4 textureCoord;
varying highp vec4 v_textureCoord;
void main() {
gl_Position = vertexCoord;
v_textureCoord = textureCoord;
}
"
fragmentShaderCode: "
uniform sampler2D textureSampler;
varying highp vec4 v_textureCoord;
void main() {
gl_FragColor = texture2D(textureSampler, v_textureCoord.st);
}
"
}
TextureLoader {
id: texture
source: "texture.png"
wrapMode: TextureLoader.ClampToEdge
}
},
CubeMesh {
id: mesh
width: 5
height: 5
depth: 5
material: material
}
]
}
}
}
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