[Interest] Apply shader effect from QtGraphicalEffects to QSGGeometryNode?
Mark
markg85 at gmail.com
Mon Jun 10 20:56:12 CEST 2013
Hi Gunnar,
It seems like i really need to have you in all these questions ;)
But not possible??
Well then, lets ignore QtGraphicalEffects then since i'd like to get
it done one way or the other.
What is the easiest way to add a shader to a QSGGeometry(Node)?
1. I've seen QSGMaterialShader but i don't understand how that works.
A working example of how to use that class would be very welcome.
2. Another way i see is taking the OpenGL direct approach following
the "OpenGLunderQML example [1]. I can probably work of that example,
but i really try to stay away from doing direct opengl interaction..
3. A third possible way that i can think of is by throwing everything
out and starting over in a very abstract manner. Making a bunch of
small components (in C++) like:
(note: this is still for the charting stuff [0])
- 1 component to draw the background with a little more power then a
Rectangle. However, if i choose this route i might as well use the
QtGraphicalEffects for the added power (gradients) since that provides
it.
- 1 component for drawing a grid on top of the gradient.
- 1 component for drawing a line where i probably only provide the
data indicating where the line should be. Again i can use
QtGraphicalEffects on top of this to add additional shadow. However, i
find the default OpenGL line drawing stuff (even with multisampling)
of a very very very poor rendering quality. I'm really thinking of
using the "vase renderer" for drawing a way sharper line [2] Another
note, this might also be very interesting for you to draw way sharper
"scene graph fonts" which at the moment still look quite blurry at
it's best under desktop environments.
- I'm stuck at how to animate the line as more data flows in..
I hope you can advice me here in picking an option to go for. It's all
quite a bit of work and all likely has the same end result. Right now
i'm leaning towards option 3 where i was trying to go for option 1
till this very moment.
[0] http://i.stack.imgur.com/Zk2RG.png -- i try to make it look as
crisp as this one
[1] https://qt.gitorious.org/qt/qtdeclarative/trees/stable/examples/quick/scenegraph/openglunderqml
[2] http://www.codeproject.com/Articles/226569/Drawing-polylines-by-tessellation
On Mon, Jun 10, 2013 at 10:07 AM, Sletta Gunnar <Gunnar.Sletta at digia.com> wrote:
>
> On Jun 8, 2013, at 11:33 PM, Mark <markg85 at gmail.com> wrote:
>
>> Hi,
>>
>> Back when the graphical effects where first showcased in a blog i was
>> already kinda scared that there would be no C++ interface to use them
>> from the C++ side. Now i find myself in the position where i want to
>> use the DropShadow element from that very same module in custom QML
>> Scene Graph module and give a line a shadow.
>>
>> I kinda - very much - dislike copying the relavant parts of the
>> DropShadow code and re-create that in C++..
>>
>> Is there a way that i can use DropShadow from the C++ side?
>
> There is no way to do this using pure C++ API. You could construct it from c++ using QQmlComponent and set the source property by passing it the item that creates the geometry node.
>
> cheers,
> Gunnar
>
>>
>> Regards,
>> Mark
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