summaryrefslogtreecommitdiffstats
path: root/basicsuite/advancedcustommaterial/WaterMaterial.qml
blob: 6ea300745191ff90e8bf4a6a06c9e9114b9258fc (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
/****************************************************************************
**
** Copyright (C) 2017 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
** 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.
**
** BSD License Usage
** Alternatively, you may use this file under the terms of the BSD license
** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
** met:
**   * Redistributions of source code must retain the above copyright
**     notice, this list of conditions and the following disclaimer.
**   * Redistributions in binary form must reproduce the above copyright
**     notice, this list of conditions and the following disclaimer in
**     the documentation and/or other materials provided with the
**     distribution.
**   * Neither the name of The Qt Company Ltd nor the names of its
**     contributors may be used to endorse or promote products derived
**     from this software without specific prior written permission.
**
**
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
**
** $QT_END_LICENSE$
**
****************************************************************************/

import Qt3D.Core 2.0
import Qt3D.Render 2.0

Material {
    id: root

    property color ambient:  Qt.rgba(0.15, 0.35, 0.50, 1.0)
    property alias diffuse: diffuseTextureImage.source
    property alias normal: normalTextureImage.source
    property alias wave: waveTextureImage.source
    property alias specular: specularTextureImage.source
    property alias sky: skyTextureImage.source
    property alias foam: foamTextureImage.source

    property color specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
    property real shininess: 150.0
    property real textureScale: 1.0
    property real offsetx: 0.0
    property real offsety: 0.0
    property real wavescale: 0.0
    property real specularity: 1.0
    property real waveheight: 0.1
    property real waveStrenght: 0.1
    property real normalAmount: 2.0
    property real waveRandom: 1.0

    parameters: [
        Parameter { name: "ka"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) },
        Parameter {
            name: "foamTexture"
            value: Texture2D {
                id: foamTexture
                minificationFilter: Texture.LinearMipMapLinear
                magnificationFilter: Texture.Linear
                wrapMode {
                    x: WrapMode.Repeat
                    y: WrapMode.Repeat
                }
                generateMipMaps: true
                maximumAnisotropy: 16.0
                TextureImage { id: foamTextureImage }
            }
        },
        Parameter {
            name: "skyTexture"
            value: Texture2D {
                id: skyTexture
                minificationFilter: Texture.LinearMipMapLinear
                magnificationFilter: Texture.Linear
                wrapMode {
                    x: WrapMode.Repeat
                    y: WrapMode.Repeat
                }
                generateMipMaps: true
                maximumAnisotropy: 16.0
                TextureImage { id: skyTextureImage }
            }
        },
        Parameter {
            name: "waveTexture"
            value: Texture2D {
                id: waveTexture
                minificationFilter: Texture.LinearMipMapLinear
                magnificationFilter: Texture.Linear
                wrapMode {
                    x: WrapMode.Repeat
                    y: WrapMode.Repeat
                }
                generateMipMaps: true
                maximumAnisotropy: 16.0
                TextureImage { id: waveTextureImage }
            }
        },
        Parameter {
            name: "specularTexture"
            value: Texture2D {
                id: specularTexture
                minificationFilter: Texture.LinearMipMapLinear
                magnificationFilter: Texture.Linear
                wrapMode {
                    x: WrapMode.Repeat
                    y: WrapMode.Repeat
                }
                generateMipMaps: true
                maximumAnisotropy: 16.0
                TextureImage { id: specularTextureImage }
            }
        },
        Parameter {
            name: "diffuseTexture"
            value: Texture2D {
                id: diffuseTexture
                minificationFilter: Texture.LinearMipMapLinear
                magnificationFilter: Texture.Linear
                wrapMode {
                    x: WrapMode.Repeat
                    y: WrapMode.Repeat
                }
                generateMipMaps: true
                maximumAnisotropy: 16.0
                TextureImage { id: diffuseTextureImage }
            }
        },
        Parameter {
            name: "normalTexture"
            value: Texture2D {
                id: normalTexture
                minificationFilter: Texture.LinearMipMapLinear
                magnificationFilter: Texture.Linear
                wrapMode {
                    x: WrapMode.Repeat
                    y: WrapMode.Repeat
                }
                generateMipMaps: true

                maximumAnisotropy: 16.0
                TextureImage { id: normalTextureImage }
            }
        },
        Parameter {
            name: "specularColor"
            value: Qt.vector3d(root.specularColor.r, root.specularColor.g, root.specularColor.b)
        },
        Parameter { name: "shininess"; value: root.shininess },
        Parameter { name: "texCoordScale"; value: textureScale },
        Parameter { name: "offsetx"; value: root.offsetx },
        Parameter { name: "offsety"; value: root.offsety },
        Parameter { name: "vertYpos"; value: root.wavescale },
        Parameter { name: "specularity"; value: root.specularity },
        Parameter { name: "waveheight"; value: root.waveheight },
        Parameter { name: "waveStrenght"; value: root.waveStrenght },
        Parameter { name: "waveRandom"; value: root.waveRandom },
        Parameter { name: "normalAmount"; value: root.normalAmount }
    ]


    effect: Effect {
        property url vertex: "shaders/gl3/water.vert"
        property url fragment: "shaders/gl3/water.frag"
        property url vertexES: "shaders/es2/water.vert"
        property url fragmentES: "shaders/es2/water.frag"

        FilterKey {
            id: forward
            name: "renderingStyle"
            value: "forward"
        }
        ShaderProgram {
            id: gl3Shader
            vertexShaderCode: loadSource(parent.vertex)
            fragmentShaderCode: loadSource(parent.fragment)
        }
        ShaderProgram {
            id: esShader
            vertexShaderCode: loadSource(parent.vertexES)
            fragmentShaderCode: loadSource(parent.fragmentES)
        }

        AlphaCoverage { id: alphaCoverage }

        DepthTest {
            id: depth
            depthFunction: DepthTest.Less }

        techniques: [
            // OpenGL 3.1
            Technique {
                filterKeys: [ forward ]
                graphicsApiFilter {
                    api: GraphicsApiFilter.OpenGL
                    profile: GraphicsApiFilter.CoreProfile
                    majorVersion: 3
                    minorVersion: 1
                }
                renderPasses: RenderPass {
                    shaderProgram: gl3Shader
                    renderStates: [alphaCoverage ]
                }
            },

            // OpenGLES 2.0
            Technique {
                filterKeys: [ forward ]
                graphicsApiFilter {
                    api: GraphicsApiFilter.OpenGLES
                    majorVersion: 2
                    minorVersion: 0
                }
                renderPasses: RenderPass {
                    shaderProgram: esShader
                    renderStates: [ alphaCoverage ]
                }
            },

            // OpenGL ES 2
            Technique {
                filterKeys: [ forward ]
                graphicsApiFilter {
                    api: GraphicsApiFilter.OpenGLES
                    profile: GraphicsApiFilter.NoProfile
                    majorVersion: 2
                    minorVersion: 0
                }
                renderPasses: RenderPass {
                    shaderProgram: esShader
                    renderStates: [ alphaCoverage ]
                }
            }
        ]
    }
}