QSGTextureclass is a baseclass for textures used in the scene graph. 更多 …
继承者: QSGDynamicTexture
def
anisotropyLevel
()
def
comparisonKey
()
def
convertToNormalizedSourceRect
(rect)
def
filtering
()
def
horizontalWrapMode
()
def
mipmapFiltering
()
def
setAnisotropyLevel
(level)
def
setFiltering
(filter)
def
setHorizontalWrapMode
(hwrap)
def
setMipmapFiltering
(filter)
def
setVerticalWrapMode
(vwrap)
def
updateBindOptions
([force=false])
def
verticalWrapMode
()
def
bind
()
def
hasAlphaChannel
()
def
hasMipmaps
()
def
isAtlasTexture
()
def
normalizedTextureSubRect
()
def
removedFromAtlas
()
def
textureId
()
def
textureSize
()
Users can freely implement their own texture classes to support arbitrary input textures, such as YUV video frames or 8 bit alpha masks. The scene graph backend provides a default implementation of normal color textures. As the implementation of these may be hardware specific, they are constructed via the factory function
createTextureFromImage().The texture is a wrapper around an OpenGL texture, which texture id is given by
textureId()and which size in pixels is given bytextureSize().hasAlphaChannel()reports if the texture contains opacity values andhasMipmaps()reports if the texture contains mipmap levels.To use a texture, call the
bind()function. The texture parameters specifying how the texture is bound, can be specified withsetMipmapFiltering(),setFiltering(),setHorizontalWrapMode()andsetVerticalWrapMode(). The texture will internally try to store these values to minimize the OpenGL state changes when the texture is bound.
Some scene graph backends use texture atlasses, grouping multiple small textures into one large texture. If this is the case, the function
isAtlasTexture()will return true. Atlasses are used to aid the rendering algorithm to do better sorting which increases performance. The location of the texture inside the atlas is given with thenormalizedTextureSubRect()函数。If the texture is used in such a way that atlas is not preferable, the function
removedFromAtlas()can be used to extract a non-atlassed copy.注意
All classes with QSG prefix should be used solely on the scene graph’s rendering thread. See 场景图形和渲染 了解更多信息。
另请参阅
场景图形 - 渲染 FBO (帧缓冲对象) Scene Graph - Rendering FBOs in a thread
QSGTexture
¶
构造
QSGTexture
基类。
PySide2.QtQuick.QSGTexture.
WrapMode
¶
Specifies how the texture should treat texture coordinates.
|
常量 |
描述 |
|---|---|
|
QSGTexture.Repeat |
Only the fractional part of the texture coordinate is used, causing values above 1 and below 0 to repeat. |
|
QSGTexture.ClampToEdge |
Values above 1 are clamped to 1 and values below 0 are clamped to 0. |
|
QSGTexture.MirroredRepeat |
When the texture coordinate is even, only the fractional part is used. When odd, the texture coordinate is set to
|
PySide2.QtQuick.QSGTexture.
过滤
¶
Specifies how sampling of texels should filter when texture coordinates are not pixel aligned.
|
常量 |
描述 |
|---|---|
|
QSGTexture.None |
No filtering should occur. This value is only used together with
|
|
QSGTexture.Nearest |
Sampling returns the nearest texel. |
|
QSGTexture.Linear |
Sampling returns a linear interpolation of the neighboring texels. |
PySide2.QtQuick.QSGTexture.
AnisotropyLevel
¶
Specifies the anisotropic filtering level to be used when the texture is not screen aligned.
|
常量 |
描述 |
|---|---|
|
QSGTexture.AnisotropyNone |
No anisotropic filtering. |
|
QSGTexture.Anisotropy2x |
2x anisotropic filtering. |
|
QSGTexture.Anisotropy4x |
4x anisotropic filtering. |
|
QSGTexture.Anisotropy8x |
8x anisotropic filtering. |
|
QSGTexture.Anisotropy16x |
16x anisotropic filtering. |
New in version 5.9.
PySide2.QtQuick.QSGTexture.
anisotropyLevel
(
)
¶
Returns the anisotropy level in use for filtering this texture.
另请参阅
PySide2.QtQuick.QSGTexture.
bind
(
)
¶
Call this function to bind this texture to the current texture target.
Binding a texture may also include uploading the texture data from a previously set
QImage
.
警告
This function should only be called when running with the direct OpenGL rendering path.
警告
This function can only be called from the rendering thread.
PySide2.QtQuick.QSGTexture.
comparisonKey
(
)
¶
int
Returns a key suitable for comparing textures. Typically used in
compare()
implementations.
Just comparing
QSGTexture
pointers is not always sufficient because two
QSGTexture
instances that refer to the same native texture object underneath should also be considered equal. Hence this function.
注意
不像
textureId()
, implementations of this function are not expected to and should not create any graphics resources (so texture objects) in case there is none yet.
A
QSGTexture
that does not have a native texture object underneath is typically not equal to any other
QSGTexture
. There are exceptions to this, in particular when atlasing is used (where multiple textures share the same atlas texture under the hood), that is then up to the subclass implementations to deal with as appropriate.
警告
This function can only be called from the rendering thread.
PySide2.QtQuick.QSGTexture.
convertToNormalizedSourceRect
(
rect
)
¶
rect
–
QRectF
QRectF
返回
rect
converted to normalized coordinates.
PySide2.QtQuick.QSGTexture.
filtering
(
)
¶
Returns the sampling mode to be used for this texture.
另请参阅
PySide2.QtQuick.QSGTexture.
hasAlphaChannel
(
)
¶
bool
Returns true if the texture data contains an alpha channel.
PySide2.QtQuick.QSGTexture.
hasMipmaps
(
)
¶
bool
Returns true if the texture data contains mipmap levels.
PySide2.QtQuick.QSGTexture.
horizontalWrapMode
(
)
¶
Returns the horizontal wrap mode to be used for this texture.
PySide2.QtQuick.QSGTexture.
isAtlasTexture
(
)
¶
bool
Returns weither this texture is part of an atlas or not.
The default implementation returns false.
PySide2.QtQuick.QSGTexture.
mipmapFiltering
(
)
¶
Returns whether mipmapping should be used when sampling from this texture.
另请参阅
PySide2.QtQuick.QSGTexture.
normalizedTextureSubRect
(
)
¶
QRectF
Returns the rectangle inside
textureSize()
that this texture represents in normalized coordinates.
The default implementation returns a rect at position (0, 0) with width and height of 1.
PySide2.QtQuick.QSGTexture.
removedFromAtlas
(
)
¶
This function returns a copy of the current texture which is removed from its atlas.
The current texture remains unchanged, so texture coordinates do not need to be updated.
Removing a texture from an atlas is primarily useful when passing it to a shader that operates on the texture coordinates 0-1 instead of the texture subrect inside the atlas.
If the texture is not part of a texture atlas, this function returns 0.
Implementations of this function are recommended to return the same instance for multiple calls to limit memory usage.
警告
This function can only be called from the rendering thread.
PySide2.QtQuick.QSGTexture.
setAnisotropyLevel
(
level
)
¶
level
–
AnisotropyLevel
Sets the level of anisotropic filtering to be used for the upcoming
bind()
call to
level
。默认值为
AnisotropyNone
, which means no anisotropic filtering is enabled.
另请参阅
PySide2.QtQuick.QSGTexture.
setFiltering
(
filter
)
¶
filter
–
过滤
Sets the sampling mode to be used for the upcoming
bind()
call to
filter
.
另请参阅
PySide2.QtQuick.QSGTexture.
setHorizontalWrapMode
(
hwrap
)
¶
hwrap
–
WrapMode
Sets the horizontal wrap mode to be used for the upcoming
bind()
call to
hwrap
另请参阅
PySide2.QtQuick.QSGTexture.
setMipmapFiltering
(
filter
)
¶
filter
–
过滤
Sets the mipmap sampling mode to be used for the upcoming
bind()
call to
filter
.
Setting the mipmap filtering has no effect it the texture does not have mipmaps.
PySide2.QtQuick.QSGTexture.
setVerticalWrapMode
(
vwrap
)
¶
vwrap
–
WrapMode
Sets the vertical wrap mode to be used for the upcoming
bind()
call to
vwrap
另请参阅
PySide2.QtQuick.QSGTexture.
textureId
(
)
¶
int
Returns the OpenGL texture id for this texture.
The default value is 0, indicating that it is an invalid texture id.
The function should at all times return the correct texture id.
警告
This function can only be called from the rendering thread.
PySide2.QtQuick.QSGTexture.
textureSize
(
)
¶
QSize
Returns the size of the texture.
PySide2.QtQuick.QSGTexture.
updateBindOptions
(
[
force=false
]
)
¶
force
–
bool
Update the texture state to match the filtering, mipmap and wrap options currently set.
若
force
is true, all properties will be updated regardless of weither they have changed or not.