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/****************************************************************************
**
** Copyright (C) 2015 QUIt Coding Ltd.
** Contact: info@quitcoding.com
**
** This file is part of Cinematic 3D, a Qt3D demo application.
**
** $QT_BEGIN_LICENSE:BSD$
** 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
import Qt3D.Extras 2.0
Entity {
id: entity
property bool visible: true
property matrix4x4 cameraMatrix
property real size: 10
property TextureCubeMap cubemapTexture
property url surface
property vector3d cameraPosition
property bool envMapping: true
ShaderProgram {
id: simpleShader
vertexShaderCode: "
attribute highp vec4 vertexPosition;
attribute highp vec2 vertexTexCoord;
varying highp vec2 texCoord;
uniform highp mat4 mvp;
void main()
{
texCoord = vertexTexCoord;
gl_Position = mvp * vertexPosition;
}
"
fragmentShaderCode: "
varying highp vec2 texCoord;
uniform sampler2D surfaceTexture;
void main()
{
highp vec4 surface = texture2D(surfaceTexture, texCoord);
gl_FragColor = vec4(surface.rgb * 0.8, 1.0);
}
"
}
ShaderProgram {
id: envMappedShader
vertexShaderCode: "
attribute highp vec4 vertexPosition;
attribute highp vec3 vertexNormal;
attribute highp vec2 vertexTexCoord;
varying highp vec2 texCoord;
varying highp vec3 normal;
varying highp vec3 viewDirection;
uniform highp mat4 mvp;
uniform highp mat4 modelMatrix;
uniform highp vec3 cameraPosition;
void main()
{
normal = (modelMatrix * vec4(vertexNormal, 0)).xyz;
viewDirection = vec3(modelMatrix * vertexPosition) - cameraPosition;
texCoord = vertexTexCoord;
gl_Position = mvp * vertexPosition;
}
"
fragmentShaderCode: "
varying highp vec3 normal;
varying highp vec3 viewDirection;
varying highp vec2 texCoord;
uniform samplerCube skyboxTexture;
uniform sampler2D surfaceTexture;
void main()
{
highp vec4 surface = texture2D(surfaceTexture, texCoord);
highp vec3 reflectedDirection = reflect(viewDirection, normalize(normal));
gl_FragColor = vec4(0.6 * textureCube(skyboxTexture, reflectedDirection).rgb + surface.rgb * 0.7, 1.0);
}
"
}
Material {
id: material
effect: Effect {
id: fx
Parameter { id: cubemapParam; name: "skyboxTexture"; value: cubemapTexture }
Parameter { id: surfacetexParam; name: "surfaceTexture"; value: MipMappedTexture2D { source: surface } }
Parameter { id: cameraPositionParam; name: "cameraPosition"; value: cameraPosition }
parameters: [cubemapParam, surfacetexParam, cameraPositionParam]
techniques: [
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.NoProfile
majorVersion: 2
minorVersion: 0
}
renderPasses: RenderPass {
renderStates: [
CullFace { mode: CullFace.Back },
DepthTest { depthFunction: DepthTest.LessOrEqual }
]
shaderProgram: envMapping ? envMappedShader : simpleShader
}
},
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGLES
profile: GraphicsApiFilter.NoProfile
majorVersion: 2
minorVersion: 0
}
renderPasses: RenderPass {
renderStates: [
CullFace { mode: CullFace.Back },
DepthTest { depthFunction: DepthTest.LessOrEqual }
]
shaderProgram: envMapping ? envMappedShader : simpleShader
}
}
]
}
}
Transform {
id: modelTransform
property real xShift: (105.5 + size) - 105 * showVideoTransitionState
matrix: {
var m = cameraMatrix.inverted();
m.translate(Qt.vector3d(viewingVideo ? -xShift : xShift,
0.0,
viewingVideo ? 50 : -50));
return m;
}
}
SphereMesh {
id: mesh
radius: size
slices: 32
rings: 32
}
components: visible ? [modelTransform, mesh, material] : []
}
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