Book Image

Mastering Qt 5

By : Guillaume Lazar, Robin Penea
Book Image

Mastering Qt 5

By: Guillaume Lazar, Robin Penea

Overview of this book

Qt 5.7 is an application development framework that provides a great user experience and develops full-capability applications with Qt Widgets, QML, and even Qt 3D. This book will address challenges in successfully developing cross-platform applications with the Qt framework. Cross-platform development needs a well-organized project. Using this book, you will have a better understanding of the Qt framework and the tools to resolve serious issues such as linking, debugging, and multithreading. Your journey will start with the new Qt 5 features. Then you will explore different platforms and learn to tame them. Every chapter along the way is a logical step that you must take to master Qt. The journey will end in an application that has been tested and is ready to be shipped.
Table of Contents (20 chapters)
Mastering Qt 5
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface

Discovering Qt3D


The example project of this chapter will rely on 3D rendering. For this, we will use Qt3D. This part of the framework is divided into various Qt modules that enable the application to have a near-real time simulation of a 3D environment. Built on OpenGL, Qt3D offers a high-level API to describe complex scenes without having to resort to writing low-level OpenGL instructions. Qt3D supports the following basic features:

  • 2D and 3D rendering for C++ and Qt Quick

  • Meshes

  • Materials

  • GLSL shaders

  • Shadow mapping

  • Deferred rendering

  • Instance rendering

  • Uniform Buffer Object

All these features are implemented in the ECS (entity component system) architecture. Each mesh, material, or shader that you define is a component. The aggregation of these components makes an entity. If you wanted to draw a 3D red apple, you would need the following components:

  • A mesh component, holding the vertices of your apple

  • A material component, applying a texture on the mesh or coloring it

These two components will then...