From 6d79f0ce740e3c219d352612ca1d4ce65382f84b Mon Sep 17 00:00:00 2001 From: Jonas Karlsson Date: Tue, 23 Feb 2021 12:04:24 +0100 Subject: Add quick3d lights benchmark Task-Id: QTBUG-78695 Change-Id: Ifbf61ac30df9029d4c4210d9c9687f1c74f8c46c Reviewed-by: Andy Nichols --- benchmarks/auto/quick3d/lights.qml | 325 +++++++++++++++++++++++++++++++++++++ 1 file changed, 325 insertions(+) create mode 100644 benchmarks/auto/quick3d/lights.qml diff --git a/benchmarks/auto/quick3d/lights.qml b/benchmarks/auto/quick3d/lights.qml new file mode 100644 index 0000000..07439c1 --- /dev/null +++ b/benchmarks/auto/quick3d/lights.qml @@ -0,0 +1,325 @@ +/**************************************************************************** +** +** Copyright (C) 2021 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the test suite of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or (at your option) the GNU General +** Public license version 3 or any later version approved by the KDE Free +** Qt Foundation. The licenses are as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-2.0.html and +** https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import QtQuick +import QtQuick3D +import QmlBench + +Benchmark { + id: root; + count: 1; // Unused + staticCount: 1; // Unused + + width: 1280 + height: 720 + visible: true + + View3D { + anchors.fill: parent + + environment: SceneEnvironment { + clearColor: "#808080" + backgroundMode: SceneEnvironment.Color + antialiasingMode: SceneEnvironment.MSAA + antialiasingQuality: SceneEnvironment.High + } + + PerspectiveCamera { + position: Qt.vector3d(0, 400, 600) + eulerRotation.x: -30 + clipFar: 2000 + } + + DirectionalLight { + id: light1 + color: Qt.rgba(1.0, 0.1, 0.1, 1.0) + ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) + position: Qt.vector3d(0, 200, 0) + rotation: Quaternion.fromEulerAngles(-135, -90, 0) + shadowMapQuality: Light.ShadowMapQualityHigh + visible: true + castsShadow: true + brightness: 0.5 + SequentialAnimation on rotation { + loops: Animation.Infinite + QuaternionAnimation { + to: Quaternion.fromEulerAngles(-45, -90, 0) + duration: 2000 + easing.type: Easing.InOutQuad + } + QuaternionAnimation { + to: Quaternion.fromEulerAngles(-135, -90, 0) + duration: 2000 + easing.type: Easing.InOutQuad + } + } + } + + PointLight { + id: light2 + color: Qt.rgba(0.1, 1.0, 0.1, 1.0) + ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) + position: Qt.vector3d(0, 300, 0) + shadowMapFar: 2000 + shadowMapQuality: Light.ShadowMapQualityHigh + visible: true + castsShadow: true + brightness: 0.5 + SequentialAnimation on x { + loops: Animation.Infinite + NumberAnimation { + to: 400 + duration: 2000 + easing.type: Easing.InOutQuad + } + NumberAnimation { + to: 0 + duration: 2000 + easing.type: Easing.InOutQuad + } + } + } + + PointLight { + id: light3 + color: Qt.rgba(0.1, 1.0, 0.1, 1.0) + ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) + position: Qt.vector3d(0, 300, 0) + shadowMapFar: 2000 + shadowMapQuality: Light.ShadowMapQualityHigh + visible: true + castsShadow: true + brightness: 0.5 + SequentialAnimation on x { + loops: Animation.Infinite + NumberAnimation { + to: -400 + duration: 2000 + easing.type: Easing.InOutQuad + } + NumberAnimation { + to: 0 + duration: 2000 + easing.type: Easing.InOutQuad + } + } + } + + PointLight { + id: light2b + color: Qt.rgba(0.1, 1.0, 0.1, 1.0) + ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) + position: Qt.vector3d(0, 300, 0) + shadowMapFar: 2000 + shadowMapQuality: Light.ShadowMapQualityHigh + visible: true + castsShadow: true + brightness: 0.5 + SequentialAnimation on z { + loops: Animation.Infinite + NumberAnimation { + to: 400 + duration: 2000 + easing.type: Easing.InOutQuad + } + NumberAnimation { + to: 0 + duration: 2000 + easing.type: Easing.InOutQuad + } + } + } + + PointLight { + id: light3b + color: Qt.rgba(0.1, 1.0, 0.1, 1.0) + ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) + position: Qt.vector3d(0, 300, 0) + shadowMapFar: 2000 + shadowMapQuality: Light.ShadowMapQualityHigh + visible: true + castsShadow: true + brightness: 0.5 + SequentialAnimation on z { + loops: Animation.Infinite + NumberAnimation { + to: -400 + duration: 2000 + easing.type: Easing.InOutQuad + } + NumberAnimation { + to: 0 + duration: 2000 + easing.type: Easing.InOutQuad + } + } + } + SpotLight { + id: light4 + color: Qt.rgba(1.0, 0.9, 0.7, 1.0) + ambientColor: Qt.rgba(0.0, 0.0, 0.0, 0.0) + position: Qt.vector3d(0, 250, 0) + eulerRotation.x: -45 + shadowMapFar: 2000 + shadowMapQuality: Light.ShadowMapQualityHigh + visible: true + castsShadow: true + brightness: 0.5 + coneAngle: 50 + innerConeAngle: 30 + PropertyAnimation on eulerRotation.y { + loops: Animation.Infinite + from: 0 + to: -360 + duration: 10000 + } + } + + Model { + source: "#Rectangle" + y: -200 + scale: Qt.vector3d(15, 15, 15) + eulerRotation.x: -90 + materials: [ + DefaultMaterial { + diffuseColor: Qt.rgba(0.8, 0.6, 0.4, 1.0) + } + ] + } + Model { + source: "#Rectangle" + z: -400 + scale: Qt.vector3d(15, 15, 15) + materials: [ + DefaultMaterial { + diffuseColor: Qt.rgba(0.8, 0.8, 0.9, 1.0) + } + ] + } + + Model { + source: "#Sphere" + scale: Qt.vector3d(3, 3, 3) + materials: [ + DefaultMaterial { + diffuseColor: Qt.rgba(0.9, 0.9, 0.9, 1.0) + } + ] + } + + Model { + source: "#Cube" + position: light1.position + rotation: light1.rotation + property real size: 0.2 + scale: Qt.vector3d(size, size, size) + materials: [ + DefaultMaterial { + diffuseColor: light1.color + opacity: 0.4 + } + ] + } + Model { + source: "#Cube" + position: light2.position + rotation: light2.rotation + property real size: 0.2 + scale: Qt.vector3d(size, size, size) + materials: [ + DefaultMaterial { + diffuseColor: light2.color + opacity: 0.4 + } + ] + } + Model { + source: "#Cube" + position: light3.position + rotation: light3.rotation + property real size: 0.2 + scale: Qt.vector3d(size, size, size) + materials: [ + DefaultMaterial { + diffuseColor: light3.color + opacity: 0.4 + } + ] + } + Model { + source: "#Cube" + position: light2b.position + rotation: light2b.rotation + property real size: 0.2 + scale: Qt.vector3d(size, size, size) + materials: [ + DefaultMaterial { + diffuseColor: light2b.color + opacity: 0.4 + } + ] + } + Model { + source: "#Cube" + position: light3b.position + rotation: light3b.rotation + property real size: 0.2 + scale: Qt.vector3d(size, size, size) + materials: [ + DefaultMaterial { + diffuseColor: light3b.color + opacity: 0.4 + } + ] + } + Model { + source: "#Cube" + position: light4.position + rotation: light4.rotation + property real size: 0.2 + scale: Qt.vector3d(size, size, size) + materials: [ + DefaultMaterial { + diffuseColor: light4.color + opacity: 0.4 + } + ] + } + } +} -- cgit v1.2.3