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qtquick3d-helpers.qdoc
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// Copyright (C) 2019 The Qt Company Ltd.
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GFDL-1.3-no-invariants-only
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/*!
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\qmlmodule QtQuick3D.Helpers
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\title Qt Quick 3D Helpers QML Types
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\brief Module containing helpers for creating applications using Qt Quick 3D.
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This module provides helper types that make it easier to develop applications
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using \l{Qt Quick 3D}.
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*/
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/*!
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\qmltype AxisHelper
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\inqmlmodule QtQuick3D.Helpers
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\inherits Node
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\brief Visual helper for showing the 3 axes and a grid in a 3D scene.
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\image axishelper.jpg
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The X axis is red, the Y axis is green, and the Z axis is blue.
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The example scene here has a Sphere at position \c{(0, 0, 0)} and an
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AxisHelper object. With the WasdController helper one can conveniently
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navigate the scene.
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\badcode
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View3D {
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anchors.fill: parent
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camera: camera
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PerspectiveCamera {
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id: camera
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position: Qt.vector3d(0, 0, 600)
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}
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DirectionalLight {
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position: Qt.vector3d(-500, 500, -100)
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color: Qt.rgba(0.4, 0.2, 0.6, 1.0)
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ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
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}
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Model {
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source: "#Sphere"
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materials: [ PrincipledMaterial { } ]
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}
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AxisHelper {
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}
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}
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WasdController {
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controlledObject: camera
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}
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\endcode
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*/
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/*! \qmlproperty color AxisHelper::gridColor
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\default Qt.rgba(0.8, 0.8, 0.8, 1)
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Specifies the color of the grid.
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*/
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/*! \qmlproperty real AxisHelper::gridOpacity
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\default 0.5
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Specifies the opacity of the grid.
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*/
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/*! \qmlproperty bool AxisHelper::enableXZGrid
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/default true
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Enables the grid on XZ plane.
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*/
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/*! \qmlproperty bool AxisHelper::enableXYGrid
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\default false
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Enables the grid on XY plane.
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*/
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/*! \qmlproperty bool AxisHelper::enableYZGrid
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\default false
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Enables the grid on YZ plane.
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*/
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/*! \qmlproperty bool AxisHelper::enableAxisLines
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\default true
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Enables showing the axis lines.
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*/
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/*!
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\qmltype WasdController
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\inqmlmodule QtQuick3D.Helpers
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\inherits Item
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\brief Control node position and orientation with keys and mouse.
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This helper allows the user to control a node using W, A, S, D, the arrow
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keys, and the mouse. Usually the controlled node is a Camera, specified in
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the controlledObject property.
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Adding a WasdController can be highly useful both in applications that wish
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to provide a standard way of navigating the scene, and also as a temporary
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measure during development and troubleshooting, as it allows inspecting the
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scene at run time via familiar keyboard and mouse navigation.
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The key bindings are as follows:
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\list
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\li \c W or \c up - go forward
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\li \c S or \c down - go backward
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\li \c A or \c left - strafe left
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\li \c D or \c right - strafe right
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\li \c R or \c {page up} - move up
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\li \c F or \c {page down} - move down
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\li \c shift together with other keys - move faster, depending on \l shiftSpeed
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\endlist
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The following snippet shows how a WasdController object can be added. By
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default both key and mouse based navigation is active, so in most cases
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there is no further configuration needed:
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\badcode
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View3D {
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anchors.fill: parent
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camera: camera
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PerspectiveCamera {
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id: camera
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position: Qt.vector3d(0, 0, 600)
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}
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...
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}
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WasdController {
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controlledObject: camera
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}
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\endcode
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*/
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/*! \qmlproperty QtQuick3D::Node WasdController::controlledObject
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Specifies the node to control. This is typically a Camera object.
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*/
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/*! \qmlproperty real WasdController::speed
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\default 1
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Specifies the speed of navigation.
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*/
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/*! \qmlproperty real WasdController::shiftSpeed
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\default 3
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Specifies the speed multiplier that is active when the shift key is pressed.
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*/
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/*! \qmlproperty real WasdController::forwardSpeed
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\default 5
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Specifies the speed of navigation when the forward key is pressed.
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*/
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/*! \qmlproperty real WasdController::backSpeed
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\default 5
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Specifies the speed of navigation when the back key is pressed.
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*/
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/*! \qmlproperty real WasdController::rightSpeed
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\default 5
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Specifies the speed of navigation when the right key is pressed.
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*/
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/*! \qmlproperty real WasdController::leftSpeed
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\default 5
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Specifies the speed of navigation when the left key is pressed.
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*/
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/*! \qmlproperty real WasdController::upSpeed
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\default 5
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Specifies the speed of navigation when the up key is pressed.
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*/
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/*! \qmlproperty real WasdController::downSpeed
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\default 5
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Specifies the speed of navigation when the down key is pressed.
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*/
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/*! \qmlproperty real WasdController::xSpeed
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\default 0.1
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Specifies the speed of navigation when the mouse is moved along the X axis.
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*/
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/*! \qmlproperty real WasdController::ySpeed
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\default 0.1
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Specifies the speed of navigation when the mouse is moved along the Y axis.
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*/
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/*! \qmlproperty bool WasdController::xInvert
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\default false
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Inverts the x-axis controls.
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*/
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/*! \qmlproperty bool WasdController::yInvert
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\default true
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Inverts the y-axis controls.
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*/
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/*! \qmlproperty bool WasdController::mouseEnabled
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\default true
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Enables mouse controls.
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*/
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/*! \qmlproperty bool WasdController::keysEnabled
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\default true
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Enables key controls.
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*/
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/*! \qmlproperty bool WasdController::inputsNeedProcessing
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This property is true when there are inputs needing processing.
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\readonly
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*/
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/*! \qmlproperty enumeration WasdController::acceptedButtons
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\default Qt.LeftButton
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Specifies the buttons accepted by the controller.
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\sa DragHandler, MultiPointHandler
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*/
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/*!
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\qmltype DebugView
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\inqmlmodule QtQuick3D.Helpers
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\inherits Rectangle
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\brief View to show rendering statistics and perform debug and developer actions.
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This helper allows viewing render performance statistics of a View3D. It
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shows the FPS, sync and render times. In addition, it can also show
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detailed statistics about draw calls, render passes, and the textures and
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meshes used by the scene's assets. The showing of such extended information
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is controlled by the resourceDetailsVisible property, which defaults to
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false.
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For example, the following snippet shows how a DebugView can be added that
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shows its information in the top-left corner of the Qt Quick scene:
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\badcode
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View3D {
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id: v3d
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anchors.fill: parent
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camera: camera
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PerspectiveCamera {
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id: camera
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position: Qt.vector3d(0, 0, 600)
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}
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...
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}
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DebugView {
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source: v3d
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resourceDetailsVisible: true
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}
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\endcode
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In addition, the \c Tools section allows performing actions such as turning
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on wireframe rendering, or visualizing various aspects of the material.
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*/
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/*! \qmlproperty var DebugView::source
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Specifies the source View3D to show the statistics from.
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*/
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/*! \qmlproperty bool DebugView::resourceDetailsVisible
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\default false
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Indicates whether the additional fields with detailed render pass, mesh,
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texture, and other resource statistics should be shown by default.
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The default value is false, which means only CPU timings from the last
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rendered frame will be shown, unless the user interactively enables
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additional data via the on-screen checkbox. Change the value to true to make
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more information visible by default. This includes render pass details and
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the active assets for the last rendered frame.
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*/
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/*!
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\qmltype OrbitCameraController
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\inqmlmodule QtQuick3D.Helpers
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\inherits Item
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\brief Camera Controller which rotates around an origin.
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This helper provides a way to rotate a camera around an origin. To function
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OrbitCameraController accepts a Node as the origin, and a Camera object
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which should be a child of the originNode to control. By only adjusting the z
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position of the child camera relative to the parent origin it has the effect
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of moving the camera nearer or farther from the target origin. By applying
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a rotation to the origin node, the child camera will be orbited around the
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origin node.
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The OrbitCameraController item itself is a 2D item that accepts input events
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so whatever it's size and position will be where input events are accepted.
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To zoom either use the scroll wheel of the mouse or perform a pinch gesture.
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To rotate click or touch and drag the area. To pan, hold control and drag
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the area. Panning will change the position of the origin node. It is also
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possible to perform a panning gesture by performing a two finger drag.
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\badcode
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View3D {
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camera: cameraNode
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Node {
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id: originNode
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PerspectiveCamera {
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id: cameraNode
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z: 100
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}
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}
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OrbitCameraController {
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anchors.fill: parent
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origin: originNode
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camera: cameraNode
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}
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...
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}
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\endcode
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*/
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/*! \qmlproperty QtQuick3D::Node OrbitCameraController::origin
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Specifies the origin node to control. This is a required property and should
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be the parent of the \l camera
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*/
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/*! \qmlproperty QtQuick3D::Camera OrbitCameraController::camera
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Specifies the camera node to control. This is a required property and should
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be a child of the \l origin node.
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*/
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/*! \qmlproperty real OrbitCameraController::xSpeed
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\default 0.1
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Specifies the speed of navigation when the mouse is moved along the X axis.
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*/
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/*! \qmlproperty real OrbitCameraController::ySpeed
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\default 0.1
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Specifies the speed of navigation when the mouse is moved along the Y axis.
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*/
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/*! \qmlproperty bool OrbitCameraController::xInvert
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\default false
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Inverts the x-axis controls.
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*/
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/*! \qmlproperty bool OrbitCameraController::yInvert
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\default true
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Inverts the y-axis controls.
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*/
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/*! \qmlproperty bool OrbitCameraController::mouseEnabled
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\default true
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Enables mouse controls.
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*/
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/*! \qmlproperty bool OrbitCameraController::panEnabled
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\default true
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Enables panning controls.
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*/
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/*! \qmlproperty bool OrbitCameraController::automaticClipping
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\since 6.9
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\default true
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Enables automatic updating of the \l{Camera}{camera}'s
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\l{PerspectiveCamera::}{clipNear} and l\{PerspectiveCamera::}{clipFar}
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properties based on the camera's z position.
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*/
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/*! \qmlproperty Qt::MouseButtons OrbitCameraController::acceptedButtons
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\since 6.9
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\default Qt.LeftButton
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Specifies the mouse button that controls the camera.
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*/
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/*!
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\qmltype LodManager
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\inqmlmodule QtQuick3D.Helpers
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\inherits Node
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\brief Manager that handles level of detail visibility changes.
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This helper provides a way to handle level of detail changes. It works
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by changing the visibility of its child nodes based on the distance
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to the camera. The thresholds are determined by the user using the
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distances list. The first distance is the threshold when the manager
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changes from showing the first child and the second child etc. The first
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child should be the most detailed one as it is shown when the camera is
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close. If fadeDistance is set, the manager cross-fades between models by
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changing their opacity. Fading only works with model nodes.
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\badcode
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View3D {
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LodManager {
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camera: camera
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distances: [50, 100]
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fadeDistance: 10
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Model { ... }
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Model { ... }
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Model { ... }
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}
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}
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\endcode
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*/
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/*! \qmlproperty QtQuick3D::Camera LodManager::camera
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Specifies the camera from which the distance to the child nodes is calculated.
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*/
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/*! \qmlproperty list LodManager::distances
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Specifies the thresholds when the detail level changes. The first number
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is the distance when the first node changes to the second one, etc.
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*/
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/*! \qmlproperty real LodManager::fadeDistance
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Specifies the distance at which the cross-fade between the detail levels
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starts.
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*/
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/*!
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\qmltype ExtendedSceneEnvironment
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\inqmlmodule QtQuick3D.Helpers
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\inherits SceneEnvironment
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\brief A SceneEnvironment providing commonly used rendering effects.
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\since 6.5
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The \c ExtendedSceneEnvironment is an extension of QtQuick3D's \l
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SceneEnvironment type that comes with a collection of commonly used effects
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built-in. The effects are exposed through a set of properties that are
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prefixed with the name of the effect they control.
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When enabling one or more of these effects, the result is similar to
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manually adding post-processing effects to the SceneEnvironment's
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\l{SceneEnvironment::effects}{effects} list. ExtendedSceneEnvironment
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provides however effects that are not available in standalone form, and
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more importantly, \b{it efficiently combines the effects that are enabled,
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reducing the number of additional render passes needed, which can lead to
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significantly better performance than applying individual post-processing
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effects} to the scene. ExtendedSceneEnvironment also plays well with
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tonemapping, even for the more complicated multiple pass effects, and also
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when multiple effects are enabled and combined together. This was not
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always the case with standalone effects.
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\note If additional post-processing effects are added to the
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\l{SceneEnvironment::effects}{effects} list of \l SceneEnvironment, then
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those effects will be applied \e before the effects provided by the \l
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ExtendedSceneEnvironment type.
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Certain features of SceneEnvironment, such as the tonemapping, are
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inherited and extended with additional properties in
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ExtendedSceneEnvironment. For example, SceneEnvironment offers the
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\l{SceneEnvironment::tonemapMode}{tonemapMode} property, whereas
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ExtendedSceneEnvironment adds control over the exposure, white point,
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sharpening, and dithering settings of the tonemapper as well. The
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\l{SceneEnvironment::tonemapMode}{tonemapMode} property is not duplicated
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however since ExtendedSceneEnvironment inherits everything from
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SceneEnvironment, so the base setting of the tonemapping mode is usable
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regardless of which type of environment is associated with a View3D, but
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the additional properties are available only when using
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ExtendedSceneEnvironment. Other effects, such as screen space ambient
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occlusion (SSAO) or fog are fully part of SceneEnvironment and are usable
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with both types of environments.
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\section1 Getting Started with ExtendedSceneEnvironment
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To use the additional features offered by ExtendedSceneEnvironment,
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associate the View3D with an instance of it. Do not forget to import the
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\c{QtQuick3D.Helpers} module.
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\qml
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import QtQuick3D
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import QtQuick3D.Helpers
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View3D {
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environment: ExtendedSceneEnvironment {
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tonemapMode: SceneEnvironment.Filmic
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vignetteEnabled: true
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// ...
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}
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}
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\endqml
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\note Experimenting with the effect parameters and tuning the values to
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achieve the desired visual results can often be more productive when done
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visually, with controls such as sliders that give instant feedback in the
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rendered scene when a value is changed. Using a designer tool such as Qt
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Design Studio, or a test bed similar to the \l{Qt Quick 3D - Scene Effects
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Example} is therefore often recommendable when aiming to set up a high
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quality scene that looks visually appealing.
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\note Switching SceneEnvironment to ExtendedSceneEnvironment automatically
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implies at least one additional render pass, just as if an Effect with a
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single pass was added to the
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\l{SceneEnvironment::effects}{SceneEnvironment's effect list}.
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This is true regardless of how many of the individual post-processing steps
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are enabled. (the more complex effects may involve more than one additional
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render pass)
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\section1 Available Effects
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Below is an overview of the effects and related features provided by
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ExtendedSceneEnvironment, including features inherited from
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SceneEnvironment.
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\list
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\li \l{SceneEnvironment::tonemapMode}{Tonemapping} - Controls how colors
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are tonemapped from high definition range to the 0-1 range before being
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displayed. ExtendedSceneEnvironment adds additional controls over the
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exposure, white point, sharpening, and dithering.
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Controlled by the properties \l tonemapMode, \l exposure, \l whitePoint, \l
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ditheringEnabled.
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\image extendedsceneenvironment_tonemap.jpg
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\li \l{colorAdjustmentsEnabled}{Color adjustments} - Brightness, contrast,
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saturation adjustment.
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Controlled by the properties \l colorAdjustmentsEnabled, \l
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adjustmentBrightness, \l adjustmentContrast, \l adjustmentSaturation.
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\image extendedsceneenvironment_coloradj.jpg
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\li \l{lutEnabled}{Color grading} via lookup table (LUT) textures.
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Controlled by the properties \l lutEnabled, \l lutSize, \l lutFilterAlpha.
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\image extendedsceneenvironment_colorgrade.jpg
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\li \l{depthOfFieldEnabled}{Depth of field}
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Controlled by the properties \l depthOfFieldEnabled, \l
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depthOfFieldFocusDistance, \l depthOfFieldFocusRange, \l
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depthOfFieldBlurAmount.
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\image extendedsceneenvironment_dof.jpg
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\li \l{glowEnabled}{Glow and bloom}
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Controlled by the properties \l glowEnabled, \l glowQualityHigh, \l
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glowUseBicubicUpscale, \l glowStrength, \l glowIntensity, \l glowBloom, \l
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glowBlendMode, \l glowHDRMaximumValue, \l glowHDRMinimumValue, \l
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glowHDRScale.
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\image extendedsceneenvironment_glow.jpg
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\li \l{vignetteEnabled}{Vignette}
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Controlled by the properties \l vignetteEnabled, \l vignetteStrength, \l
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vignetteColor, \l vignetteRadius.
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\image extendedsceneenvironment_vignette.jpg
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\li \l{lensFlareEnabled}{Lens flare}
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Controlled by the properties \l lensFlareEnabled, \l lensFlareBloomBias, \l
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lensFlareGhostDispersal, \l lensFlareGhostCount, \l lensFlareHaloWidth, \l
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lensFlareStretchToAspect, \l lensFlareDistortion, \l lensFlareBlurAmount,
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\l lensFlareApplyDirtTexture, \l lensFlareApplyStarburstTexture, \l
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lensFlareCameraDirection, \l lensFlareLensColorTexture, \l
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lensFlareLensDirtTexture, \l lensFlareLensStarburstTexture.
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\image extendedsceneenvironment_lensflare.jpg
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\li \l{SceneEnvironment::aoStrength}{Screen space ambient occlusion} -
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Provided by \l SceneEnvironment. Note that \l{ssgiEnabled}{SSGI} also
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provides ambient occlusion, and it will often give better quality results in
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practice. Avoid enabling both SceneEnvironment's ambient occlusion and
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ExtendedSceneEnvironment's screen-space global illumination, since it is
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unnecessary and wasteful to perform both. Controlled by
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\l{SceneEnvironment::aoEnabled}, \l{SceneEnvironment::aoStrength},
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\l{SceneEnvironment::aoDistance}, \l{SceneEnvironment::aoSoftness},
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\l{SceneEnvironment::aoDither}, \l{SceneEnvironment::aoSampleRate},
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\l{SceneEnvironment::aoBias}.
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\image extendedsceneenvironment_ssao.jpg
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\li \l{SceneEnvironment::fog}{Fog} - Provided by \l SceneEnvironment. This
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is not a post-processing type of effect, but is rather applied to the
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materials of the renderable objects in the scene.
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Controlled by the \l{QtQuick3D::Fog}{Fog} object associated with the
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\l{SceneEnvironment::fog} property.
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\image extendedsceneenvironment_fog.jpg
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\li \l{SceneEnvironment::antialiasingMode}{Antialiasing} - Multisampling,
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supersampling, progressive antialiasing, specular antialiasing, temporal
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antialiasing are provided by \l SceneEnvironment. \l
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ExtendedSceneEnvironment adds the option for using \l{fxaaEnabled}{a form
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of FXAA}.
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FXAA is controlled by \l fxaaEnabled. Other antialiasing modes are
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controlled by \l{SceneEnvironment::antialiasingMode},
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\l{SceneEnvironment::temporalAAEnabled},
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\l{SceneEnvironment::temporalAAStrength}, and
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\l{SceneEnvironment::specularAAEnabled}.
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\image extendedsceneenvironment_aa.jpg
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\li \l{ssgiEnabled}{Screen-space global illumination} Provides ambient
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occlusion and indirect lighting. Note that enabling this effect may have a
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big impact on GPU load and performance. Controlled by the properties \l
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ssgiEnabled, \l ssgiIndirectLightEnabled, \l ssgiIndirectLightBoost, \l
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ssgiBufferSizeFactor, \l ssgiSimulatedBounceEnabled, \l
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ssgiSimulatedBounceFactor, \l ssgiSampleCount, \l ssgiSampleRadius, \l
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ssgiSliceCount, \l ssgiHitThickness
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\image extendedsceneenvironment_ssgi.jpg
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\endlist
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\sa SceneEnvironment, {Qt Quick 3D - Scene Effects Example}
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*/
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// Depth of Field Effect
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/*! \qmlproperty bool ExtendedSceneEnvironment::depthOfFieldEnabled
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Enables the depth of field blur effect.
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\default false
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*/
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/*! \qmlproperty real ExtendedSceneEnvironment::depthOfFieldFocusDistance
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Sets the distance from the camera at which objects are in focus.
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\default 600
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Here the
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\l{https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza}{Sponza}
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scene has a scale of \c 100 applied in order to have a suitably big range
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to get blur applied to the back and the front of the view. The picture
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below is taken with a focus distance of 753 and a focus range of 482.
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\image extendedsceneenvironment_dof.jpg
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*/
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/*! \qmlproperty real ExtendedSceneEnvironment::depthOfFieldFocusRange
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The distance around the \l
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{ExtendedSceneEnvironment::depthOfFieldFocusDistance}{depthOfFieldFocusDistance}
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where items are fully in focus. The focus then fades away to fully blurred
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by the same distance on both the near and far sides.
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\default 100
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*/
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/*! \qmlproperty real ExtendedSceneEnvironment::depthOfFieldBlurAmount
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Sets the amount of blur applied to objects outside the focus range.
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Sensible values are in the range \b 0 to \b 10. A value of 0 applies
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no additional blur.
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\default 4.0
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\table
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\header
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\li Blur amount of 0
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\li Blur amount of 15
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\row
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\li \image extendedsceneenvironment_dof_no_blur.jpg
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\li \image extendedsceneenvironment_dof_15_blur.jpg
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\endtable
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*/
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// Tonemapper
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/*!
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\qmlproperty enumeration ExtendedSceneEnvironment::tonemapMode
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\default SceneEnvironment.TonemapModeLinear
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This property defines how colors are tonemapped before rendering. All
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rendering in Qt Quick 3D is performed in linear color space and can in
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many cases lead to generating color values that are not displayable. The
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tonemapMode determines the technique that is used to remap colors into a
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displayable range.
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The default value is \c SceneEnvironment.TonemapModeLinear
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\value SceneEnvironment.TonemapModeNone
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All Tonemapping is bypassed. This mode is useful when performing post
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processing effects.
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\value SceneEnvironment.TonemapModeLinear
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Linear tonemapping is applied. Colors are gamma corrected and returned
644
in sRGB color space.
645
\value SceneEnvironment.TonemapModeAces
646
Academy Color Encoding System tonemapping is applied.
647
\value SceneEnvironment.TonemapModeHejlDawson
648
Hejl-Dawson tonemapping is applied.
649
\value SceneEnvironment.TonemapModeFilmic
650
Filmic tonemapping is applied.
651
652
\note When using post-processing effects, many effects expect untonemapped
653
linear color data. It is important to bypass the built-in tonemapping in
654
this case by using the \c SceneEnvironment.TonemapModeNone value. This does
655
not apply to the built-in effects of ExtendedSceneEnvironment because those
656
automatically take care of proper tonemapping.
657
658
\table
659
\header
660
\li Tonemap mode
661
\li Example
662
\row
663
\li None
664
\li \image extendedsceneenvironment_tonemap_none.jpg
665
\row
666
\li Linear
667
\li \image extendedsceneenvironment_tonemap_linear.jpg
668
\row
669
\li Aces
670
\li \image extendedsceneenvironment_tonemap_aces.jpg
671
\row
672
\li HejlDawson
673
\li \image extendedsceneenvironment_tonemap_hejldawson.jpg
674
\row
675
\li Filmic
676
\li \image extendedsceneenvironment_tonemap_filmic.jpg
677
\endtable
678
*/
679
/*! \qmlproperty real ExtendedSceneEnvironment::exposure
680
Exposure level used by the tonemapper.
681
682
\default 1.0
683
684
\table
685
\header
686
\li Filmic tonmapping with exposure 8
687
\li Filmic tonmapping with exposure set to 0.5
688
\row
689
\li \image extendedsceneenvironment_tonemap_exposure_8.jpg
690
\li \image extendedsceneenvironment_tonemap_exposure_05.jpg
691
\endtable
692
*/
693
/*! \qmlproperty real ExtendedSceneEnvironment::whitePoint
694
695
Reference value for \e white when tonemapping is enabled. The value must be
696
larger than 0.
697
698
\note This value is ignored when using \l{SceneEnvironment::tonemapMode}{SceneEnvironment.TonemapModeLinear}.
699
700
\default 1
701
702
\table
703
\header
704
\li Filmic tonmapping with white point set to 0.1
705
\li Filmic tonmapping with white point set to 1
706
\row
707
\li \image extendedsceneenvironment_tonemap_whitepoint_01.jpg
708
\li \image extendedsceneenvironment_tonemap_whitepoint_1.jpg
709
\endtable
710
*/
711
/*! \qmlproperty bool ExtendedSceneEnvironment::ditheringEnabled
712
Enables dithering to reduce banding artifacts.
713
714
\default false
715
*/
716
/*! \qmlproperty real ExtendedSceneEnvironment::sharpnessAmount
717
Set the sharpening amount. Valid values are from \c 0.0 (off) to \c 1.0 (full).
718
719
\default 0.0
720
721
\table
722
\header
723
\li Filmic tonmapping with sharpness set to 0
724
\li Filmic tonmapping with sharpness set to 1
725
\row
726
\li \image extendedsceneenvironment_tonemap_sharpness_0.jpg
727
\li \image extendedsceneenvironment_tonemap_sharpness_1.jpg
728
\endtable
729
*/
730
// FXAA
731
/*! \qmlproperty bool ExtendedSceneEnvironment::fxaaEnabled
732
Enables fast approximate anti-aliasing (FXAA).
733
734
\table
735
\header
736
\li FXAA disabled
737
\li FXAA enabled
738
\row
739
\li \image extendedsceneenvironment_without_fxaa.jpg
740
\li \image extendedsceneenvironment_with_fxaa.jpg
741
\endtable
742
743
\default false
744
*/
745
// Adjustments
746
/*! \qmlproperty bool ExtendedSceneEnvironment::colorAdjustmentsEnabled
747
748
Enables color adjustments.
749
750
\default false
751
\sa {ExtendedSceneEnvironment::colorAdjustmentsEnabled}{colorAdjustmentsEnabled}
752
*/
753
/*! \qmlproperty real ExtendedSceneEnvironment::adjustmentBrightness
754
Adjusts the brightness of the scene.
755
756
\table
757
\header
758
\li Brightness of 1
759
\li Brightness of 4
760
\row
761
\li \image extendedsceneenvironment_brightness_contrast_saturation_at_1.jpg
762
\li \image extendedsceneenvironment_brightness_at_4.jpg
763
\endtable
764
765
\default 1
766
*/
767
/*! \qmlproperty real ExtendedSceneEnvironment::adjustmentContrast
768
Adjusts the contrast of the scene.
769
770
\table
771
\header
772
\li Contrast of 1
773
\li Contrast of 4
774
\row
775
\li \image extendedsceneenvironment_brightness_contrast_saturation_at_1.jpg
776
\li \image extendedsceneenvironment_contrast_at_4.jpg
777
\endtable
778
779
\default 1
780
*/
781
/*! \qmlproperty real ExtendedSceneEnvironment::adjustmentSaturation
782
Adjusts the saturation of the scene.
783
784
\table
785
\header
786
\li Saturation of 1
787
\li Saturation of 4
788
\row
789
\li \image extendedsceneenvironment_brightness_contrast_saturation_at_1.jpg
790
\li \image extendedsceneenvironment_saturation_at_4.jpg
791
\endtable
792
793
\default 1
794
*/
795
// Color Grading Effect
796
/*! \qmlproperty bool ExtendedSceneEnvironment::lutEnabled
797
Enables color grading with look-up tables (LUTs).
798
The look-up table is given as a texture.
799
800
\default false
801
*/
802
/*! \qmlproperty real ExtendedSceneEnvironment::lutSize
803
Sets the size of the LUT texture. The texture should have the dimensions:
804
805
\c {width = lutSize * lutSize}
806
and
807
\c {height = lutSize}
808
809
\default 16
810
*/
811
/*! \qmlproperty real ExtendedSceneEnvironment::lutFilterAlpha
812
Sets the amount of color grading to mix with the scene.
813
The value is expected to be between \b 0 and \b 1.
814
815
\default 1
816
*/
817
/*! \qmlproperty Texture ExtendedSceneEnvironment::lutTexture
818
Source of look-up texture. If no texture is set a built-in identity
819
table is used.
820
821
Pictured below is an example texture with a size of 256x16, matching the
822
default \l lutSize of 16.
823
824
\image extendedsceneenvironment_lut_texture_used_for_invert.jpg
825
826
The result of this effect:
827
828
\image extendedsceneenvironment_lut_invert.jpg
829
*/
830
// Glow Effect
831
/*! \qmlproperty bool ExtendedSceneEnvironment::glowEnabled
832
Enables the glow effect. It can also provide bloom, when the value of \l
833
glowBloom is larger than 0.
834
835
\default false
836
*/
837
/*! \qmlproperty bool ExtendedSceneEnvironment::glowQualityHigh
838
Increases the samples used for the glow when downsampling to improve the
839
quality of the glow effect.
840
841
\default false
842
843
\note Enabling this is a trade off between rendering quality and performance. Consider if
844
\l {ExtendedSceneEnvironment::ditheringEnabled}{dithering} can be used instead.
845
*/
846
/*! \qmlproperty bool ExtendedSceneEnvironment::glowUseBicubicUpscale
847
Reduces the aliasing artifacts and boxing in the glow effect.
848
849
\default false
850
851
\note Using bi-cubic up-scaling will come at the cost of performance. Consider if
852
\l {ExtendedSceneEnvironment::ditheringEnabled}{dithering} can be used instead.
853
*/
854
/*! \qmlproperty real ExtendedSceneEnvironment::glowStrength
855
Glow strength. Acceptable values are from \b 0 to \b 2.
856
857
The strength is effectively a scale factor (multiplier) that is applied
858
per-level. This means the the more levels are enabled in \l glowLevel, the
859
more pronounced effect a larger glowStrength has.
860
861
In practice the values for \l glowStrength, \l glowIntensity, and \l
862
glowBloom will often be tuned together to achieve the desired results.
863
864
\default 1
865
866
For example, with a glowIntensity of 1.0, glowBloom of 0.25, and the
867
first four levels enabled:
868
869
\table
870
\header
871
\li glowStrength of 0.5
872
\li glowStrength of 1.5
873
\row
874
\li \image extendedsceneenvironment_glow_strength_05.jpg
875
\li \image extendedsceneenvironment_glow_strength_15.jpg
876
\endtable
877
878
*/
879
/*! \qmlproperty real ExtendedSceneEnvironment::glowIntensity
880
Glow intensity. Expected values are in the range \b 0 to \b 8.
881
882
The intensity is effectively a scale factor (multiplier) for the
883
accumulated glow color (including all levels).
884
885
In practice the values for \l glowStrength, \l glowIntensity, and \l
886
glowBloom will often be tuned together to achieve the desired results.
887
888
\default 1
889
890
For example, with a glowStrength of 1.0 and glowBloom of 0.25:
891
892
\table
893
\header
894
\li glowIntensity of 0.25
895
\li glowIntensity of 1.25
896
\row
897
\li \image extendedsceneenvironment_glow_intensity_025.jpg
898
\li \image extendedsceneenvironment_glow_intensity_125.jpg
899
\endtable
900
*/
901
/*! \qmlproperty real ExtendedSceneEnvironment::glowBloom
902
Sets the amount of bloom applied to the glow effect.
903
Values from \b 0 to \b 1 are expected.
904
905
The \l glowHDRMinimumValue, \l glowHDRMaximumValue, \l glowHDRScale, and \l
906
glowBloom values together control the amount of \c{luminance feedback}
907
generated by the glow/bloom effect.
908
909
\default 0
910
911
In practice the values for \l glowStrength, \l glowIntensity, and \l
912
glowBloom will often be tuned together to achieve the desired results.
913
914
For example, with four glow levels enabled, a strength of 1.5, and an
915
intensity of 1:
916
917
\table
918
\header
919
\li glowBloom set to 0
920
\li glowBloom set to 0.5
921
\row
922
\li \image extendedsceneenvironment_glow_level4_strength15_intensity1_bloom0.jpg
923
\li \image extendedsceneenvironment_glow_level4_strength15_intensity1_bloom05.jpg
924
\endtable
925
*/
926
/*! \qmlproperty int ExtendedSceneEnvironment::glowBlendMode
927
Blending mode for the glow effect.
928
929
Available modes are:
930
\list
931
\li ExtendedSceneEnvironment.GlowBlendMode.Additive
932
\li ExtendedSceneEnvironment.GlowBlendMode.Screen
933
\li ExtendedSceneEnvironment.GlowBlendMode.SoftLight
934
\li ExtendedSceneEnvironment.GlowBlendMode.Replace
935
\endlist
936
937
\default ExtendedSceneEnvironment.GlowBlendMode.SoftLight
938
939
\c Additive is often recommendable for outdoor scenes, where a sky or sun
940
is visible, whereas the default \c SoftLight may work better for in-door
941
environments.
942
943
\c Replace does not perform any blending, but rather results in displaying
944
only the contribution the glow/bloom effect would blend with the actual
945
content. In practice this can be useful for experimenting and
946
troubleshooting when setting up the parameters of a glow/bloom effect.
947
948
\table
949
\header
950
\li Blend mode
951
\li Example
952
\row
953
\li Glow disabled
954
\li \image extendedsceneenvironment_glow_disabled.jpg
955
\row
956
\li Additive
957
\li \image extendedsceneenvironment_glow_additive.jpg
958
\row
959
\li Screen
960
\li \image extendedsceneenvironment_glow_screen.jpg
961
\row
962
\li SoftLight
963
\li \image extendedsceneenvironment_glow_softlight.jpg
964
\row
965
\li Replace
966
\li \image extendedsceneenvironment_glow_replace.jpg
967
\endtable
968
*/
969
/*! \qmlproperty real ExtendedSceneEnvironment::glowHDRMaximumValue
970
Sets the maximum brightness of the glow, in high dynamic range.
971
Value range is from \b 0 to \b 256.
972
973
The \l glowHDRMinimumValue, \l glowHDRMaximumValue, \l glowHDRScale, and \l
974
glowBloom values together control the amount of \c{luminance feedback}
975
generated by the glow/bloom effect.
976
977
\default 12.0
978
*/
979
/*! \qmlproperty real ExtendedSceneEnvironment::glowHDRMinimumValue
980
Sets the minimum brightness of the glow, in high dynamic range.
981
Expected values are in the range \b 0 to \b 4.
982
983
The \l glowHDRMinimumValue, \l glowHDRMaximumValue, \l glowHDRScale, and \l
984
glowBloom values together control the amount of \c{luminance feedback}
985
generated by the glow/bloom effect.
986
987
\default 1.0
988
*/
989
/*! \qmlproperty real ExtendedSceneEnvironment::glowHDRScale
990
The bleed scale of the HDR glow.
991
Expected values are in the range \b 0 to \b 8.
992
993
The \l glowHDRMinimumValue, \l glowHDRMaximumValue, \l glowHDRScale, and \l
994
glowBloom values together control the amount of \c{luminance feedback}
995
generated by the glow/bloom effect.
996
997
\default 2.0
998
*/
999
/*! \qmlproperty int ExtendedSceneEnvironment::glowLevel
1000
Sets which of the blur passes get applied to the glow effect. There are a
1001
total of 7 levels available.
1002
1003
Not having any levels set means that the glow will have no visual effect.
1004
1005
For example, to enable Glow Level \e One and \e Six we just OR the two enums together:
1006
\badcode
1007
glowLevel = (ExtendedSceneEnvironment.GlowLevel.One | ExtendedSceneEnvironment.GlowLevel.Six)
1008
\endcode
1009
1010
\default 1
1011
1012
\table
1013
\header
1014
\li glowLevel value
1015
\li Example
1016
\row
1017
\li One
1018
\li \image extendedsceneenvironment_glow_levels_1.jpg
1019
\row
1020
\li One | Two
1021
\li \image extendedsceneenvironment_glow_levels_1_2.jpg
1022
\row
1023
\li One | Two | Three
1024
\li \image extendedsceneenvironment_glow_levels_1_2_3.jpg
1025
\row
1026
\li One | Two | Three | Four
1027
\li \image extendedsceneenvironment_glow_levels_1_2_3_4.jpg
1028
\endtable
1029
*/
1030
1031
*/
1032
// Vignette
1033
/*! \qmlproperty bool ExtendedSceneEnvironment::vignetteEnabled
1034
Enables the vignette effect.
1035
1036
\default false
1037
*/
1038
/*! \qmlproperty real ExtendedSceneEnvironment::vignetteStrength
1039
Sets the strength of the vignette effect. Ranges from \b 0 to \b 15.
1040
1041
\default 15
1042
1043
\table
1044
\header
1045
\li Strength of 15
1046
\li Strength of 10
1047
\row
1048
\li \image extendedsceneenvironment_vignette_strength_15.jpg
1049
\li \image extendedsceneenvironment_vignette_strength_10.jpg
1050
\endtable
1051
*/
1052
/*! \qmlproperty color ExtendedSceneEnvironment::vignetteColor
1053
Sets the color of the vignette effect.
1054
1055
\default "gray"
1056
1057
For example, changing the color to red, pictured here with radius 4 and
1058
strength 15:
1059
1060
\image extendedsceneenvironment_vignette_red.jpg
1061
*/
1062
/*! \qmlproperty real ExtendedSceneEnvironment::vignetteRadius
1063
Sets the radius of the vignette effect. Ranges from \b 0 to \b 5.
1064
1065
\default 0.35
1066
1067
\table
1068
\header
1069
\li Radius of 0.35
1070
\li Radius of 5.0
1071
\row
1072
\li \image extendedsceneenvironment_vignette_radius_default.jpg
1073
\li \image extendedsceneenvironment_vignette_radius_5.jpg
1074
\endtable
1075
*/
1076
// Lens Flare
1077
/*! \qmlproperty bool ExtendedSceneEnvironment::lensFlareEnabled
1078
Enables the lens flare effect.
1079
1080
Once enabled, the first property to tune is typically \l
1081
lensFlareBloomBias.
1082
1083
\default false
1084
*/
1085
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareBloomScale
1086
Sets the scale of the lens flare bloom effect. Expected scale value ranges
1087
from \b 0 to \b 20.
1088
1089
In practice this acts as a multiplier for the zero-clamped color value with
1090
the \l lensFlareBloomBias subtracted.
1091
1092
\default 10
1093
1094
\table
1095
\header
1096
\li Scale 2, bias 0.81
1097
\li Scale 20, bias 0.81
1098
\row
1099
\li \image extendedsceneenvironment_lensflare_scale_2_bias_081.jpg
1100
\li \image extendedsceneenvironment_lensflare_scale_20_bias_081.jpg
1101
\endtable
1102
*/
1103
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareBloomBias
1104
Sets the level at which the lens flare bloom starts.
1105
1106
The bias value is subtracted from the high dynamic range color value, with
1107
the result clamped to 0. This means that, depending on the scene, it may
1108
sometimes need be set to a quite low value, e.g. below 1, in order to make
1109
the lens flare obvious. Hence the default of 0.95. Whereas when having a
1110
higher range of colors, a bigger value may make more sense.
1111
1112
\default 0.95
1113
1114
\table
1115
\header
1116
\li Bias of 0.81
1117
\li Bias of 0.31
1118
\row
1119
\li \image extendedsceneenvironment_lensflare_bias_081.jpg
1120
\li \image extendedsceneenvironment_lensflare_bias_031.jpg
1121
\endtable
1122
*/
1123
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareGhostDispersal
1124
Sets the distance between the lens flare ghosts. Expected values are
1125
between \b 0 and \b 5. The value should be larger than 0.
1126
1127
\default 0.5
1128
1129
\table
1130
\header
1131
\li Ghost dispersal of 0.25
1132
\li Ghost dispersal of 0.90
1133
\row
1134
\li \image extendedsceneenvironment_lensflare_ghostdispersal_025.jpg
1135
\li \image extendedsceneenvironment_lensflare_ghostdispersal_090.jpg
1136
\endtable
1137
*/
1138
/*! \qmlproperty int ExtendedSceneEnvironment::lensFlareGhostCount
1139
Sets the amount of lens flare ghosts. Expected values are from \b 0 to \b 20.
1140
1141
\default 4
1142
1143
\table
1144
\header
1145
\li Ghost count of 2
1146
\li Ghost count of 16
1147
\row
1148
\li \image extendedsceneenvironment_lensflare_ghostcount_2.jpg
1149
\li \image extendedsceneenvironment_lensflare_ghostcount_16.jpg
1150
\endtable
1151
*/
1152
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareHaloWidth
1153
Sets the size of the lens flare halo. Ranges from \b 0 to \b 1.
1154
1155
\default 0.25
1156
*/
1157
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareStretchToAspect
1158
Set correction factor for roundness of the lens flare halo.
1159
1160
\default 0.5 [0, 1]
1161
*/
1162
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareDistortion
1163
Set amount of chromatic aberration in the lens flare. Expected values
1164
ranges from \b 0 to \b 20.
1165
1166
\default 5
1167
1168
\table
1169
\header
1170
\li Distortion set to 0
1171
\li Distortion set to 15
1172
\row
1173
\li \image extendedsceneenvironment_lensflare_distortion_0.jpg
1174
\li \image extendedsceneenvironment_lensflare_distortion_15.jpg
1175
\endtable
1176
*/
1177
/*! \qmlproperty real ExtendedSceneEnvironment::lensFlareBlurAmount
1178
Set amount of blur to apply to the lens flare. Ranges from \b 0 to \b 50.
1179
1180
\default 3
1181
1182
\table
1183
\header
1184
\li Blur amount set to 0
1185
\li Blur amount set to 30
1186
\row
1187
\li \image extendedsceneenvironment_lensflare_0_blur.jpg
1188
\li \image extendedsceneenvironment_lensflare_30_blur.jpg
1189
\endtable
1190
1191
*/
1192
/*! \qmlproperty bool ExtendedSceneEnvironment::lensFlareApplyDirtTexture
1193
Set whether to apply a dirt texture to the lens flare.
1194
1195
\default false
1196
1197
\table
1198
\header
1199
\li Dirt texture disabled
1200
\li Default dirty texture enabled
1201
\row
1202
\li \image extendedsceneenvironment_lensflare_dirt_off.jpg
1203
\li \image extendedsceneenvironment_lensflare_dirt_on.jpg
1204
\endtable
1205
1206
\sa {ExtendedSceneEnvironment::lensFlareLensDirtTexture}{lensFlareLensDirtTexture}
1207
*/
1208
/*! \qmlproperty bool ExtendedSceneEnvironment::lensFlareApplyStarburstTexture
1209
Set whether to apply a starburst texture to the lens flare.
1210
1211
\default false
1212
1213
\table
1214
\header
1215
\li Starburst texture disabled
1216
\li Default starburst texture enabled
1217
\row
1218
\li \image extendedsceneenvironment_lensflare_starburst_off.jpg
1219
\li \image extendedsceneenvironment_lensflare_starburst_on.jpg
1220
\endtable
1221
1222
\sa {ExtendedSceneEnvironment::lensFlareLensStarburstTexture}{lensFlareLensStarburstTexture}
1223
*/
1224
/*! \qmlproperty vector3d ExtendedSceneEnvironment::lensFlareCameraDirection
1225
Sets the direction of the camera in the scene.
1226
1227
\default Qt.vector3d(0, 0, -1)
1228
*/
1229
/*! \qmlproperty Texture ExtendedSceneEnvironment::lensFlareLensColorTexture
1230
A gradient image used for the lens flare lens color.
1231
1232
By default a built-in 256x256 texture is used:
1233
1234
\image extendedsceneenvironment_lensflare_default_texture.jpg
1235
*/
1236
/*! \qmlproperty Texture ExtendedSceneEnvironment::lensFlareLensDirtTexture
1237
An image that is used to simulate inperfections on the lens.
1238
1239
Has an effect only when \l lensFlareApplyDirtTexture is enabled.
1240
1241
By default a built-in dirty texture is used:
1242
1243
\image extendedsceneenvironment_lensflare_default_dirt.jpg
1244
*/
1245
/*! \qmlproperty Texture ExtendedSceneEnvironment::lensFlareLensStarburstTexture
1246
A noise image to augment the starburst effect of the lens flare.
1247
Has an effect only when \l lensFlareApplyStarburstTexture is enabled.
1248
1249
By default a built-in noise texture is used:
1250
1251
\image extendedsceneenvironment_lensflare_default_noise.jpg
1252
*/
1253
1254
// SSGI
1255
/*! \qmlproperty bool ExtendedSceneEnvironment::ssgiEnabled
1256
Enables screen-space global illumination. This effect increases realism
1257
by adding ambient occlusion and indirect light to the scene.
1258
1259
\default false
1260
\since 6.11
1261
1262
\table
1263
\header
1264
\li SSGI disabled
1265
\li SSGI enabled
1266
\row
1267
\li \image extendedsceneenvironment_ssgi_without.jpg
1268
\li \image extendedsceneenvironment_ssgi_with.jpg
1269
\endtable
1270
*/
1271
/*! \qmlproperty bool ExtendedSceneEnvironment::ssgiIndirectLightEnabled
1272
1273
Controls whether indirect light is included in the result, or only ambient
1274
occlusion. By default both are enabled.
1275
1276
\default true
1277
\since 6.11
1278
1279
Setting the value to false provides a direct alternative to
1280
SceneEnvironment's \l{SceneEnvironment::aoEnabled}{ambient occlusion}. The
1281
AO results provided by SSGI are expected to be higher quality and require
1282
little or no tuning. This comes at the expense of potentially higher GPU
1283
load.
1284
1285
\table
1286
\header
1287
\li SSGI disabled
1288
\li AO-only SSGI
1289
\row
1290
\li \image extendedsceneenvironment_ssgi_ao_without.jpg
1291
\li \image extendedsceneenvironment_ssgi_ao_with.jpg
1292
\endtable
1293
*/
1294
/*! \qmlproperty real ExtendedSceneEnvironment::ssgiIndirectLightBoost
1295
1296
\default 4.0
1297
\since 6.11
1298
1299
Multiplier for the indirect light results. Increasing the value makes the
1300
indirect light contribution more prominent. The suggested range is 1 to
1301
100. The appropriate value always depends on the scene and how it is lit.
1302
*/
1303
/*! \qmlproperty real ExtendedSceneEnvironment::ssgiBufferSizeFactor
1304
1305
Controls the size of the color buffers the SSGI effect works on. Performing
1306
everything with render targets matching the input and output dimensions
1307
(i.e., the View3D's pixel size) can be too costly which many GPUs and
1308
devices cannot afford in practice. Therefore, the SSGI effect operates on a
1309
reduced size for intermediate textures. By default this is 0.5, meaning half
1310
the size of the input and output textures. Increasing the value towards 1
1311
increases the quality of the results, at the expense of a heavily growing
1312
GPU load.
1313
1314
\default 0.5
1315
\since 6.11
1316
*/
1317
/*! \qmlproperty bool ExtendedSceneEnvironment::ssgiSimulatedBounceEnabled
1318
1319
Controls whether additional light bouncing is simulated by sampling the
1320
previous frame's texture.
1321
1322
\default false
1323
\since 6.11
1324
*/
1325
/*! \qmlproperty real ExtendedSceneEnvironment::ssgiSimulatedBounceFactor
1326
1327
Multiplier for the result from the simulated bounce calculation. Only has an
1328
effect when \l ssgiSimulatedBounceEnabled is \c true. This value may need to
1329
be tuned together with \l ssgiIndirectLightBoost. Depending on the scene and
1330
how it is lit, higher values for these properties can lead to overly
1331
exaggerated indirect light contribution, and even a feedback loop where the
1332
indirect light grows excessively between frames.
1333
1334
\default 0.5
1335
\since 6.11
1336
*/
1337
/*! \qmlproperty int ExtendedSceneEnvironment::ssgiSampleCount
1338
1339
Configures the global illumination algorithm. A higher sample count will give
1340
better results at the expense of increased GPU load.
1341
1342
The suggested range is 1 to 16.
1343
1344
\default 4
1345
\since 6.11
1346
*/
1347
/*! \qmlproperty real ExtendedSceneEnvironment::ssgiSampleRadius
1348
1349
Configures the global illumination algorithm.
1350
1351
The suggested range is 0.001 to 4.0.
1352
1353
\default 0.1
1354
\since 6.11
1355
*/
1356
/*! \qmlproperty int ExtendedSceneEnvironment::ssgiSliceCount
1357
1358
Configures the global illumination algorithm.
1359
1360
The suggested range is 1 to 8.
1361
1362
\default 4
1363
\since 6.11
1364
*/
1365
/*! \qmlproperty real ExtendedSceneEnvironment::ssgiHitThickness
1366
1367
Configures the global illumination algorithm.
1368
1369
The suggested range is 0.001 to 4.0.
1370
1371
\default 0.5
1372
\since 6.11
1373
*/
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