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authorPaul Lemire <paul.lemire@kdab.com>2015-06-26 14:39:13 +0200
committerLiang Qi <liang.qi@theqtcompany.com>2015-06-27 08:46:16 +0200
commitb12e28a338842e273557413b235de49ec6bb04c3 (patch)
treef0c5c82f73116a5edf1168630255e2b0194107f9
parent8dc95e0edc71cefc6c3e5c4cc67bfe385a8a0f32 (diff)
parenta2bd6a2a820fc2f2c881102f884df34a190505c7 (diff)
Merge remote-tracking branch 'origin/5.5.0' into 5.5
Conflicts: examples/qt3d/planets-qml/CloudEffectDS.qml examples/qt3d/planets-qml/PlanetButton.qml examples/qt3d/planets-qml/PlanetEffectD.qml examples/qt3d/planets-qml/PlanetEffectDB.qml examples/qt3d/planets-qml/PlanetEffectDS.qml examples/qt3d/planets-qml/PlanetEffectDSB.qml examples/qt3d/planets-qml/PlanetMaterial.qml examples/qt3d/planets-qml/PlanetsMain.qml examples/qt3d/planets-qml/SolarSystem.qml examples/qt3d/planets-qml/doc/src/planets-qml.qdoc examples/qt3d/planets-qml/main.cpp examples/qt3d/planets-qml/planets-qml.pro examples/qt3d/planets-qml/planets-qml.qrc Change-Id: I9f311f3104c8fcf9d49e12b14f8bfad9ca8cf199
-rw-r--r--examples/qt3d/planets-qml/CloudEffectDS.qml67
-rw-r--r--examples/qt3d/planets-qml/PlanetButton.qml3
-rw-r--r--examples/qt3d/planets-qml/PlanetEffectD.qml81
-rw-r--r--examples/qt3d/planets-qml/PlanetEffectDB.qml81
-rw-r--r--examples/qt3d/planets-qml/PlanetEffectDS.qml71
-rw-r--r--examples/qt3d/planets-qml/PlanetEffectDSB.qml71
-rw-r--r--examples/qt3d/planets-qml/PlanetFrameGraph.qml106
-rw-r--r--examples/qt3d/planets-qml/PlanetMaterial.qml24
-rw-r--r--examples/qt3d/planets-qml/PlanetsMain.qml8
-rw-r--r--examples/qt3d/planets-qml/SolarSystem.qml9
-rw-r--r--examples/qt3d/planets-qml/android/AndroidManifest.xml56
-rw-r--r--examples/qt3d/planets-qml/android/res/drawable-hdpi/icon.pngbin0 -> 69493 bytes
-rw-r--r--examples/qt3d/planets-qml/android/res/drawable-ldpi/icon.pngbin0 -> 69493 bytes
-rw-r--r--examples/qt3d/planets-qml/android/res/drawable-mdpi/icon.pngbin0 -> 69493 bytes
-rw-r--r--examples/qt3d/planets-qml/main.cpp11
-rw-r--r--examples/qt3d/planets-qml/planets-qml.pro10
-rw-r--r--examples/qt3d/planets-qml/planets-qml.qrc24
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetD.frag93
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetD.vert69
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetDB.frag89
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetDB.vert94
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetDS.frag94
-rw-r--r--examples/qt3d/planets-qml/shaders/es2/planetDSB.frag94
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetD.frag105
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetD.vert71
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetDB.frag107
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetDB.vert96
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetDS.frag104
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag110
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/shadowmap.frag41
-rw-r--r--examples/qt3d/planets-qml/shaders/gl3/shadowmap.vert46
-rw-r--r--examples/qt3d/shadow-map-qml/doc/images/shadowmapping-depth.pngbin0 -> 23712 bytes
-rw-r--r--examples/qt3d/shadow-map-qml/doc/images/shadowmapping-qt3d.pngbin0 -> 39159 bytes
-rw-r--r--examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc240
-rw-r--r--examples/qt3d/wireframe/doc/images/qt3d-wireframe-rendering.pngbin0 -> 214431 bytes
-rw-r--r--examples/qt3d/wireframe/doc/src/wireframe.qdoc166
-rw-r--r--src/core/doc/qt3dcore.qdocconf3
-rw-r--r--src/core/doc/src/qt3d-overview.qdoc117
-rw-r--r--src/input/qkeyboardinput.cpp2
-rw-r--r--src/render/doc/qt3drenderer.qdocconf3
40 files changed, 2300 insertions, 66 deletions
diff --git a/examples/qt3d/planets-qml/CloudEffectDS.qml b/examples/qt3d/planets-qml/CloudEffectDS.qml
index f3c88f058..ea043d22b 100644
--- a/examples/qt3d/planets-qml/CloudEffectDS.qml
+++ b/examples/qt3d/planets-qml/CloudEffectDS.qml
@@ -58,9 +58,72 @@ Effect {
minorVersion: 2
}
+ annotations: [ Annotation { name: "name"; value: "Desktop" } ]
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping {
+ parameterName: "ambient";
+ shaderVariableName: "ka";
+ bindingType: ParameterMapping.Uniform
+ }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/planetD.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetDS.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ majorVersion: 2
+ }
+
+ annotations: [ Annotation { name: "name"; value: "ES2" } ]
+
renderPasses: [
RenderPass {
annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping {
+ parameterName: "ambient";
+ shaderVariableName: "ka";
+ bindingType: ParameterMapping.Uniform
+ }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es2/planetD.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/planetDS.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.ES
+ majorVersion: 2
+ minorVersion: 0
+ }
+
+ annotations: [ Annotation { name: "name"; value: "ES2" } ]
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
bindings: [
// Uniforms (those provided by the user)
ParameterMapping {
@@ -71,8 +134,8 @@ Effect {
]
shaderProgram: ShaderProgram {
- vertexShaderCode: loadSource("qrc:/shaders/planetD.vert")
- fragmentShaderCode: loadSource("qrc:/shaders/planetDS.frag")
+ vertexShaderCode: loadSource("qrc:/shaders/es2/planetD.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/planetDS.frag")
}
// no special render state set => use the default set of states
diff --git a/examples/qt3d/planets-qml/PlanetButton.qml b/examples/qt3d/planets-qml/PlanetButton.qml
index f68c70052..e530312dc 100644
--- a/examples/qt3d/planets-qml/PlanetButton.qml
+++ b/examples/qt3d/planets-qml/PlanetButton.qml
@@ -59,7 +59,8 @@ Rectangle {
hoverEnabled: true
onClicked: { planetSelector.focusedPlanet = focusPlanet }
onEntered: PropertyAnimation { target: planetText; property: "opacity"; to: 1 }
- onExited: PropertyAnimation { target: planetText;
+ onExited: PropertyAnimation {
+ target: planetText
property: "opacity"
to: {
if (planetText.text != "Solar System")
diff --git a/examples/qt3d/planets-qml/PlanetEffectD.qml b/examples/qt3d/planets-qml/PlanetEffectD.qml
index 34dab4498..e5fcc8ae0 100644
--- a/examples/qt3d/planets-qml/PlanetEffectD.qml
+++ b/examples/qt3d/planets-qml/PlanetEffectD.qml
@@ -60,13 +60,15 @@ Effect {
minorVersion: 2
}
+ annotations: [ Annotation { name: "name"; value: "Desktop" } ]
+
renderPasses: [
RenderPass {
annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]
shaderProgram: ShaderProgram {
- vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert")
- fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.frag")
}
renderStates: [
@@ -92,8 +94,79 @@ Effect {
]
shaderProgram: ShaderProgram {
- vertexShaderCode: loadSource("qrc:/shaders/planetD.vert")
- fragmentShaderCode: loadSource("qrc:/shaders/planetD.frag")
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/planetD.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetD.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ majorVersion: 2
+ }
+
+ annotations: [ Annotation { name: "name"; value: "ES2" } ]
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping {
+ parameterName: "ambient";
+ shaderVariableName: "ka";
+ bindingType: ParameterMapping.Uniform
+ },
+ ParameterMapping {
+ parameterName: "specular";
+ shaderVariableName: "ks";
+ bindingType: ParameterMapping.Uniform
+ }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es2/planetD.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/planetD.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.ES
+ majorVersion: 2
+ minorVersion: 0
+ }
+
+ annotations: [ Annotation { name: "name"; value: "ES2" } ]
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping {
+ parameterName: "ambient";
+ shaderVariableName: "ka";
+ bindingType: ParameterMapping.Uniform
+ },
+ ParameterMapping {
+ parameterName: "specular";
+ shaderVariableName: "ks";
+ bindingType: ParameterMapping.Uniform
+ }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es2/planetD.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/planetD.frag")
}
// no special render state set => use the default set of states
diff --git a/examples/qt3d/planets-qml/PlanetEffectDB.qml b/examples/qt3d/planets-qml/PlanetEffectDB.qml
index dc261582d..ad9d2035e 100644
--- a/examples/qt3d/planets-qml/PlanetEffectDB.qml
+++ b/examples/qt3d/planets-qml/PlanetEffectDB.qml
@@ -60,13 +60,15 @@ Effect {
minorVersion: 2
}
+ annotations: [ Annotation { name: "name"; value: "Desktop" } ]
+
renderPasses: [
RenderPass {
annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]
shaderProgram: ShaderProgram {
- vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert")
- fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.frag")
}
renderStates: [
@@ -92,8 +94,79 @@ Effect {
]
shaderProgram: ShaderProgram {
- vertexShaderCode: loadSource("qrc:/shaders/planetDB.vert")
- fragmentShaderCode: loadSource("qrc:/shaders/planetDB.frag")
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/planetDB.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetDB.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ majorVersion: 2
+ }
+
+ annotations: [ Annotation { name: "name"; value: "ES2" } ]
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping {
+ parameterName: "ambient";
+ shaderVariableName: "ka";
+ bindingType: ParameterMapping.Uniform
+ },
+ ParameterMapping {
+ parameterName: "specular";
+ shaderVariableName: "ks";
+ bindingType: ParameterMapping.Uniform
+ }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es2/planetDB.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/planetDB.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.ES
+ majorVersion: 2
+ minorVersion: 0
+ }
+
+ annotations: [ Annotation { name: "name"; value: "ES2" } ]
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping {
+ parameterName: "ambient";
+ shaderVariableName: "ka";
+ bindingType: ParameterMapping.Uniform
+ },
+ ParameterMapping {
+ parameterName: "specular";
+ shaderVariableName: "ks";
+ bindingType: ParameterMapping.Uniform
+ }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es2/planetDB.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/planetDB.frag")
}
// no special render state set => use the default set of states
diff --git a/examples/qt3d/planets-qml/PlanetEffectDS.qml b/examples/qt3d/planets-qml/PlanetEffectDS.qml
index f1b2a2e2d..1d3512d86 100644
--- a/examples/qt3d/planets-qml/PlanetEffectDS.qml
+++ b/examples/qt3d/planets-qml/PlanetEffectDS.qml
@@ -60,13 +60,15 @@ Effect {
minorVersion: 2
}
+ annotations: [ Annotation { name: "name"; value: "Desktop" } ]
+
renderPasses: [
RenderPass {
annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]
shaderProgram: ShaderProgram {
- vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert")
- fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.frag")
}
renderStates: [
@@ -87,8 +89,69 @@ Effect {
]
shaderProgram: ShaderProgram {
- vertexShaderCode: loadSource("qrc:/shaders/planetD.vert")
- fragmentShaderCode: loadSource("qrc:/shaders/planetDS.frag")
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/planetD.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetDS.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ majorVersion: 2
+ }
+
+ annotations: [ Annotation { name: "name"; value: "ES2" } ]
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping {
+ parameterName: "ambient";
+ shaderVariableName: "ka";
+ bindingType: ParameterMapping.Uniform
+ }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es2/planetD.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/planetDS.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.ES
+ majorVersion: 2
+ minorVersion: 0
+ }
+
+ annotations: [ Annotation { name: "name"; value: "ES2" } ]
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping {
+ parameterName: "ambient";
+ shaderVariableName: "ka";
+ bindingType: ParameterMapping.Uniform
+ }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es2/planetD.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/planetDS.frag")
}
// no special render state set => use the default set of states
diff --git a/examples/qt3d/planets-qml/PlanetEffectDSB.qml b/examples/qt3d/planets-qml/PlanetEffectDSB.qml
index 58a1d1d80..78b00bd32 100644
--- a/examples/qt3d/planets-qml/PlanetEffectDSB.qml
+++ b/examples/qt3d/planets-qml/PlanetEffectDSB.qml
@@ -60,13 +60,15 @@ Effect {
minorVersion: 2
}
+ annotations: [ Annotation { name: "name"; value: "Desktop" } ]
+
renderPasses: [
RenderPass {
annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]
shaderProgram: ShaderProgram {
- vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert")
- fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.frag")
}
renderStates: [
@@ -87,8 +89,69 @@ Effect {
]
shaderProgram: ShaderProgram {
- vertexShaderCode: loadSource("qrc:/shaders/planetDB.vert")
- fragmentShaderCode: loadSource("qrc:/shaders/planetDSB.frag")
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/planetDB.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetDSB.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ majorVersion: 2
+ }
+
+ annotations: [ Annotation { name: "name"; value: "ES2" } ]
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping {
+ parameterName: "ambient";
+ shaderVariableName: "ka";
+ bindingType: ParameterMapping.Uniform
+ }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es2/planetDB.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/planetDSB.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.ES
+ majorVersion: 2
+ minorVersion: 0
+ }
+
+ annotations: [ Annotation { name: "name"; value: "ES2" } ]
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping {
+ parameterName: "ambient";
+ shaderVariableName: "ka";
+ bindingType: ParameterMapping.Uniform
+ }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es2/planetDB.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/planetDSB.frag")
}
// no special render state set => use the default set of states
diff --git a/examples/qt3d/planets-qml/PlanetFrameGraph.qml b/examples/qt3d/planets-qml/PlanetFrameGraph.qml
new file mode 100644
index 000000000..6034505d2
--- /dev/null
+++ b/examples/qt3d/planets-qml/PlanetFrameGraph.qml
@@ -0,0 +1,106 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Renderer 2.0
+
+FrameGraph {
+ id: root
+
+ property alias viewCamera: viewCameraSelector.camera
+ property alias lightCamera: lightCameraSelector.camera
+ readonly property Texture2D shadowTexture: depthTexture
+
+ activeFrameGraph: Viewport {
+ rect: Qt.rect(0.0, 0.0, 1.0, 1.0)
+ clearColor: Qt.rgba(0.0, 0.0, 0.0, 1.0)
+
+ TechniqueFilter {
+ requires: [ Annotation { name: "name"; value: "Desktop" } ]
+
+ RenderPassFilter {
+ includes: [ Annotation { name: "pass"; value: "shadowmap" } ]
+
+ RenderTargetSelector {
+ target: RenderTarget {
+ attachments: [
+ RenderAttachment {
+ name: "depth"
+ type: RenderAttachment.DepthAttachment
+ texture: Texture2D {
+ id: depthTexture
+ width: mainview.width
+ height: mainview.height
+ format: Texture.D24
+ generateMipMaps: false
+ magnificationFilter: Texture.Nearest
+ minificationFilter: Texture.Nearest
+ wrapMode {
+ x: WrapMode.ClampToEdge
+ y: WrapMode.ClampToEdge
+ }
+ comparisonFunction: Texture.CompareLessEqual
+ comparisonMode: Texture.CompareRefToTexture
+ }
+ }
+ ]
+ }
+
+ ClearBuffer {
+ buffers: ClearBuffer.DepthBuffer
+
+ CameraSelector {
+ id: lightCameraSelector
+ }
+ }
+ }
+ }
+ }
+
+ RenderPassFilter {
+ includes: [ Annotation { name: "pass"; value: "forward" } ]
+
+ ClearBuffer {
+ buffers: ClearBuffer.ColorDepthBuffer
+
+ CameraSelector {
+ id: viewCameraSelector
+ }
+ }
+ }
+ }
+}
diff --git a/examples/qt3d/planets-qml/PlanetMaterial.qml b/examples/qt3d/planets-qml/PlanetMaterial.qml
index 25f7da09d..e754394b0 100644
--- a/examples/qt3d/planets-qml/PlanetMaterial.qml
+++ b/examples/qt3d/planets-qml/PlanetMaterial.qml
@@ -53,19 +53,19 @@ Material {
parameters: [
Parameter {
- name: "ambient";
+ name: "ambient"
value: Qt.vector3d(root.ambientLight.r, root.ambientLight.g, root.ambientLight.b)
},
Parameter {
- name: "diffuse";
+ name: "diffuse"
value: Qt.vector3d(root.diffuseColor.r, root.diffuseColor.g, root.diffuseColor.b)
},
Parameter {
- name: "specular";
+ name: "specular"
value: Qt.vector3d(root.specularColor.r, root.specularColor.g, root.specularColor.b)
},
Parameter {
- name: "shininess";
+ name: "shininess"
value: root.shininess
},
Parameter {
@@ -80,10 +80,11 @@ Material {
}
generateMipMaps: true
maximumAnisotropy: 16.0
- TextureImage { id: diffuseTextureImage; }
+ TextureImage { id: diffuseTextureImage }
}
},
- Parameter { name: "specularTexture";
+ Parameter {
+ name: "specularTexture"
value: Texture2D {
id: specularTexture
minificationFilter: Texture.LinearMipMapLinear
@@ -94,10 +95,11 @@ Material {
}
generateMipMaps: true
maximumAnisotropy: 16.0
- TextureImage { id: specularTextureImage; }
+ TextureImage { id: specularTextureImage }
}
},
- Parameter { name: "normalTexture";
+ Parameter {
+ name: "normalTexture"
value: Texture2D {
id: normalTexture
minificationFilter: Texture.Linear
@@ -107,15 +109,15 @@ Material {
y: WrapMode.Repeat
}
maximumAnisotropy: 16.0
- TextureImage { id: normalTextureImage; }
+ TextureImage { id: normalTextureImage }
}
},
Parameter {
- name: "texCoordScale";
+ name: "texCoordScale"
value: textureScale
},
Parameter {
- name: "opacity";
+ name: "opacity"
value: opacity
}
]
diff --git a/examples/qt3d/planets-qml/PlanetsMain.qml b/examples/qt3d/planets-qml/PlanetsMain.qml
index 84705e696..f72c93715 100644
--- a/examples/qt3d/planets-qml/PlanetsMain.qml
+++ b/examples/qt3d/planets-qml/PlanetsMain.qml
@@ -55,7 +55,6 @@ Item {
anchors.fill: parent
anchors.margins: 10
focus: true
- aspects: "input"
SolarSystem { id: solarsystem }
}
@@ -64,18 +63,13 @@ Item {
MouseArea {
anchors.fill: parent
acceptedButtons: Qt.LeftButton
- onClicked: {
- solarsystem.setFreeCamera(false)
+ onClicked:
focusedPlanet = 100
- }
- onDoubleClicked:
- solarsystem.setFreeCamera(true)
}
}
//! [1]
onFocusedPlanetChanged: {
- solarsystem.setFreeCamera(false)
if (focusedPlanet == 100) {
info.opacity = 0
updatePlanetInfo()
diff --git a/examples/qt3d/planets-qml/SolarSystem.qml b/examples/qt3d/planets-qml/SolarSystem.qml
index 328f41c1b..515e2d8d7 100644
--- a/examples/qt3d/planets-qml/SolarSystem.qml
+++ b/examples/qt3d/planets-qml/SolarSystem.qml
@@ -44,7 +44,6 @@ Entity {
id: sceneRoot
property bool ready: false
- property bool freeCamera: false
property real cameraNear: 0
property real xLookAtOffset: 0
@@ -120,7 +119,7 @@ Entity {
}
components: [
- ShadowMapFrameGraph {
+ PlanetFrameGraph {
id: framegraph
viewCamera: camera
lightCamera: light.lightCamera
@@ -231,10 +230,6 @@ Entity {
checkScaling(focusedPlanet)
}
- function setFreeCamera(free) {
- freeCamera = free
- }
-
function setScale(value, focused) {
// Save actual scale
if (!focused)
@@ -414,7 +409,7 @@ Entity {
//! [3]
function animate(focusedPlanet) {
- if (!ready || freeCamera)
+ if (!ready)
return
advanceTime(focusedPlanet)
diff --git a/examples/qt3d/planets-qml/android/AndroidManifest.xml b/examples/qt3d/planets-qml/android/AndroidManifest.xml
new file mode 100644
index 000000000..0c768c546
--- /dev/null
+++ b/examples/qt3d/planets-qml/android/AndroidManifest.xml
@@ -0,0 +1,56 @@
+<?xml version="1.0"?>
+<manifest package="org.qtproject.planets.qml" xmlns:android="http://schemas.android.com/apk/res/android" android:versionName="1.0" android:versionCode="1" android:installLocation="auto">
+ <application android:hardwareAccelerated="true" android:name="org.qtproject.qt5.android.bindings.QtApplication" android:label="-- %%INSERT_APP_NAME%% --" android:icon="@drawable/icon">
+ <activity android:configChanges="orientation|uiMode|screenLayout|screenSize|smallestScreenSize|layoutDirection|locale|fontScale|keyboard|keyboardHidden|navigation" android:name="org.qtproject.qt5.android.bindings.QtActivity" android:label="-- %%INSERT_APP_NAME%% --" android:screenOrientation="unspecified" android:launchMode="singleTop">
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN"/>
+ <category android:name="android.intent.category.LAUNCHER"/>
+ </intent-filter>
+ <meta-data android:name="android.app.lib_name" android:value="-- %%INSERT_APP_LIB_NAME%% --"/>
+ <meta-data android:name="android.app.qt_sources_resource_id" android:resource="@array/qt_sources"/>
+ <meta-data android:name="android.app.repository" android:value="default"/>
+ <meta-data android:name="android.app.qt_libs_resource_id" android:resource="@array/qt_libs"/>
+ <meta-data android:name="android.app.bundled_libs_resource_id" android:resource="@array/bundled_libs"/>
+ <!-- Deploy Qt libs as part of package -->
+ <meta-data android:name="android.app.bundle_local_qt_libs" android:value="-- %%BUNDLE_LOCAL_QT_LIBS%% --"/>
+ <meta-data android:name="android.app.bundled_in_lib_resource_id" android:resource="@array/bundled_in_lib"/>
+ <meta-data android:name="android.app.bundled_in_assets_resource_id" android:resource="@array/bundled_in_assets"/>
+ <!-- Run with local libs -->
+ <meta-data android:name="android.app.use_local_qt_libs" android:value="-- %%USE_LOCAL_QT_LIBS%% --"/>
+ <meta-data android:name="android.app.libs_prefix" android:value="/data/local/tmp/qt/"/>
+ <meta-data android:name="android.app.load_local_libs" android:value="-- %%INSERT_LOCAL_LIBS%% --"/>
+ <meta-data android:name="android.app.load_local_jars" android:value="-- %%INSERT_LOCAL_JARS%% --"/>
+ <meta-data android:name="android.app.static_init_classes" android:value="-- %%INSERT_INIT_CLASSES%% --"/>
+ <!-- Messages maps -->
+ <meta-data android:value="@string/ministro_not_found_msg" android:name="android.app.ministro_not_found_msg"/>
+ <meta-data android:value="@string/ministro_needed_msg" android:name="android.app.ministro_needed_msg"/>
+ <meta-data android:value="@string/fatal_error_msg" android:name="android.app.fatal_error_msg"/>
+ <!-- Messages maps -->
+
+ <!-- Splash screen -->
+ <!--
+ <meta-data android:name="android.app.splash_screen_drawable" android:resource="@drawable/logo"/>
+ -->
+ <!-- Splash screen -->
+
+ <!-- Background running -->
+ <!-- Warning: changing this value to true may cause unexpected crashes if the
+ application still try to draw after
+ "applicationStateChanged(Qt::ApplicationSuspended)"
+ signal is sent! -->
+ <meta-data android:name="android.app.background_running" android:value="false"/>
+ <!-- Background running -->
+ </activity>
+ </application>
+ <uses-sdk android:minSdkVersion="9" android:targetSdkVersion="14"/>
+ <supports-screens android:largeScreens="true" android:normalScreens="true" android:anyDensity="true" android:smallScreens="true"/>
+
+ <!-- The following comment will be replaced upon deployment with default permissions based on the dependencies of the application.
+ Remove the comment if you do not require these default permissions. -->
+ <!-- %%INSERT_PERMISSIONS -->
+
+ <!-- The following comment will be replaced upon deployment with default features based on the dependencies of the application.
+ Remove the comment if you do not require these default features. -->
+ <!-- %%INSERT_FEATURES -->
+
+</manifest>
diff --git a/examples/qt3d/planets-qml/android/res/drawable-hdpi/icon.png b/examples/qt3d/planets-qml/android/res/drawable-hdpi/icon.png
new file mode 100644
index 000000000..c62530326
--- /dev/null
+++ b/examples/qt3d/planets-qml/android/res/drawable-hdpi/icon.png
Binary files differ
diff --git a/examples/qt3d/planets-qml/android/res/drawable-ldpi/icon.png b/examples/qt3d/planets-qml/android/res/drawable-ldpi/icon.png
new file mode 100644
index 000000000..c62530326
--- /dev/null
+++ b/examples/qt3d/planets-qml/android/res/drawable-ldpi/icon.png
Binary files differ
diff --git a/examples/qt3d/planets-qml/android/res/drawable-mdpi/icon.png b/examples/qt3d/planets-qml/android/res/drawable-mdpi/icon.png
new file mode 100644
index 000000000..c62530326
--- /dev/null
+++ b/examples/qt3d/planets-qml/android/res/drawable-mdpi/icon.png
Binary files differ
diff --git a/examples/qt3d/planets-qml/main.cpp b/examples/qt3d/planets-qml/main.cpp
index 2d38334e0..02c43181f 100644
--- a/examples/qt3d/planets-qml/main.cpp
+++ b/examples/qt3d/planets-qml/main.cpp
@@ -36,13 +36,22 @@
#include <QGuiApplication>
#include <QQuickView>
+#include <QOpenGLContext>
int main(int argc, char **argv)
{
QGuiApplication app(argc, argv);
- QQuickView view;
+ QSurfaceFormat format;
+ if (QOpenGLContext::openGLModuleType() == QOpenGLContext::LibGL) {
+ format.setVersion(3, 2);
+ format.setProfile(QSurfaceFormat::CoreProfile);
+ }
+ format.setDepthBufferSize(24);
+ format.setSamples(4);
+ QQuickView view;
+ view.setFormat(format);
view.setResizeMode(QQuickView::SizeRootObjectToView);
view.setSource(QUrl("qrc:/PlanetsMain.qml"));
view.show();
diff --git a/examples/qt3d/planets-qml/planets-qml.pro b/examples/qt3d/planets-qml/planets-qml.pro
index 7c27fc579..58a8b30fd 100644
--- a/examples/qt3d/planets-qml/planets-qml.pro
+++ b/examples/qt3d/planets-qml/planets-qml.pro
@@ -2,7 +2,7 @@
error( "Couldn't find the examples.pri file!" )
}
-QT += qml quick 3dinput
+QT += qml quick
SOURCES += \
main.cpp
@@ -10,7 +10,8 @@ SOURCES += \
OTHER_FILES += \
*.qml \
planets.js \
- shaders/*.* \
+ shaders/gl3/*.* \
+ shaders/es2/*.* \
doc/src/*.* \
doc/images/*.*
@@ -19,4 +20,7 @@ RESOURCES += \
planets-qml-images.qrc
DISTFILES += \
- PlanetsMain.qml
+ PlanetsMain.qml \
+ android/AndroidManifest.xml
+
+ANDROID_PACKAGE_SOURCE_DIR = $$PWD/android
diff --git a/examples/qt3d/planets-qml/planets-qml.qrc b/examples/qt3d/planets-qml/planets-qml.qrc
index f8efcbd44..04a67b7d7 100644
--- a/examples/qt3d/planets-qml/planets-qml.qrc
+++ b/examples/qt3d/planets-qml/planets-qml.qrc
@@ -15,17 +15,23 @@
<file>PlanetEffectDS.qml</file>
<file>PlanetEffectDSB.qml</file>
<file>PlanetMaterial.qml</file>
- <file>ShadowMapFrameGraph.qml</file>
+ <file>PlanetFrameGraph.qml</file>
<file>planets.js</file>
<file>meshes/starfield.obj</file>
<file>meshes/ring.obj</file>
- <file>shaders/shadowmap.frag</file>
- <file>shaders/shadowmap.vert</file>
- <file>shaders/planetD.frag</file>
- <file>shaders/planetD.vert</file>
- <file>shaders/planetDB.frag</file>
- <file>shaders/planetDB.vert</file>
- <file>shaders/planetDS.frag</file>
- <file>shaders/planetDSB.frag</file>
+ <file>shaders/gl3/shadowmap.frag</file>
+ <file>shaders/gl3/shadowmap.vert</file>
+ <file>shaders/gl3/planetD.frag</file>
+ <file>shaders/gl3/planetD.vert</file>
+ <file>shaders/gl3/planetDB.frag</file>
+ <file>shaders/gl3/planetDB.vert</file>
+ <file>shaders/gl3/planetDS.frag</file>
+ <file>shaders/gl3/planetDSB.frag</file>
+ <file>shaders/es2/planetD.frag</file>
+ <file>shaders/es2/planetD.vert</file>
+ <file>shaders/es2/planetDB.frag</file>
+ <file>shaders/es2/planetDB.vert</file>
+ <file>shaders/es2/planetDS.frag</file>
+ <file>shaders/es2/planetDSB.frag</file>
</qresource>
</RCC>
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetD.frag b/examples/qt3d/planets-qml/shaders/es2/planetD.frag
new file mode 100644
index 000000000..6df16b5b4
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetD.frag
@@ -0,0 +1,93 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+uniform highp mat4 viewMatrix;
+
+uniform highp vec3 lightPosition;
+uniform highp vec3 lightIntensity;
+
+uniform highp vec3 ka; // Ambient reflectivity
+uniform highp vec3 ks; // Specular reflectivity
+uniform highp float shininess; // Specular shininess factor
+uniform highp float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+
+varying highp vec4 positionInLightSpace;
+
+varying highp vec3 position;
+varying highp vec3 normal;
+varying highp vec2 texCoord;
+
+highp vec3 dModel(const highp vec2 flipYTexCoord)
+{
+ // Calculate the vector from the light to the fragment
+ highp vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position);
+
+ // Calculate the vector from the fragment to the eye position
+ // (origin since this is in "eye" or "camera" space)
+ highp vec3 v = normalize(-position);
+
+ // Reflect the light beam using the normal at this fragment
+ highp vec3 r = reflect(-s, normal);
+
+ // Calculate the diffuse component
+ highp float diffuse = max(dot(s, normal), 0.0);
+
+ // Calculate the specular component
+ highp float specular = 0.0;
+ if (dot(s, normal) > 0.0)
+ specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess);
+
+ // Lookup diffuse and specular factors
+ highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb;
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks);
+}
+
+void main()
+{
+ highp vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ highp vec3 result = dModel(flipYTexCoord);
+
+ highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a;
+
+ gl_FragColor = vec4(result, alpha);
+}
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetD.vert b/examples/qt3d/planets-qml/shaders/es2/planetD.vert
new file mode 100644
index 000000000..12f19768c
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetD.vert
@@ -0,0 +1,69 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec2 vertexTexCoord;
+
+varying vec4 positionInLightSpace;
+varying vec3 position;
+varying vec3 normal;
+varying vec2 texCoord;
+
+uniform mat4 lightViewProjection;
+uniform mat4 modelMatrix;
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+uniform float texCoordScale;
+
+void main()
+{
+ const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
+ 0.0, 0.5, 0.0, 0.0,
+ 0.0, 0.0, 0.5, 0.0,
+ 0.5, 0.5, 0.5, 1.0);
+
+ positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
+
+ texCoord = vertexTexCoord * texCoordScale;
+ normal = normalize(modelViewNormal * vertexNormal);
+ position = vec3(modelView * vec4(vertexPosition, 1.0));
+
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetDB.frag b/examples/qt3d/planets-qml/shaders/es2/planetDB.frag
new file mode 100644
index 000000000..0a2cc87ee
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetDB.frag
@@ -0,0 +1,89 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+uniform highp mat4 viewMatrix;
+
+uniform highp vec3 lightPosition;
+uniform highp vec3 lightIntensity;
+
+uniform highp vec3 ka; // Ambient reflectivity
+uniform highp vec3 ks; // Specular reflectivity
+uniform highp float shininess; // Specular shininess factor
+uniform highp float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D normalTexture;
+
+varying highp vec4 positionInLightSpace;
+
+varying highp vec3 lightDir;
+varying highp vec3 viewDir;
+varying highp vec2 texCoord;
+
+highp vec3 dbModel(const highp vec3 norm, const highp vec2 flipYTexCoord)
+{
+ // Reflection of light direction about normal
+ highp vec3 r = reflect(-lightDir, norm);
+
+ highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb;
+
+ // Calculate the ambient contribution
+ highp vec3 ambient = lightIntensity * ka * diffuseColor;
+
+ // Calculate the diffuse contribution
+ highp float sDotN = max(dot(lightDir, norm), 0.0);
+ highp vec3 diffuse = lightIntensity * diffuseColor * sDotN;
+
+ // Calculate the specular highlight contribution
+ highp vec3 specular = vec3(0.0);
+ if (sDotN > 0.0)
+ specular = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess);
+
+ return ambient + diffuse + specular;
+}
+
+void main()
+{
+ highp vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0);
+
+ highp vec3 result = dbModel(normalize(normal.xyz), flipYTexCoord);
+
+ gl_FragColor = vec4(result, opacity);
+}
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetDB.vert b/examples/qt3d/planets-qml/shaders/es2/planetDB.vert
new file mode 100644
index 000000000..423e337c9
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetDB.vert
@@ -0,0 +1,94 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec2 vertexTexCoord;
+attribute vec4 vertexTangent;
+
+varying vec4 positionInLightSpace;
+varying vec3 lightDir;
+varying vec3 viewDir;
+varying vec2 texCoord;
+
+uniform mat4 viewMatrix;
+uniform mat4 lightViewProjection;
+uniform mat4 modelMatrix;
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+uniform float texCoordScale;
+
+uniform vec3 lightPosition;
+
+void main()
+{
+ const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
+ 0.0, 0.5, 0.0, 0.0,
+ 0.0, 0.0, 0.5, 0.0,
+ 0.5, 0.5, 0.5, 1.0);
+
+ positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
+
+ // Pass through texture coordinates
+ texCoord = vertexTexCoord * texCoordScale;
+
+ // Transform position, normal, and tangent to eye coords
+ vec3 normal = normalize(modelViewNormal * vertexNormal);
+ vec3 tangent = normalize(modelViewNormal * vertexTangent.xyz);
+ vec3 position = vec3(modelView * vec4(vertexPosition, 1.0));
+
+ // Calculate binormal vector
+ vec3 binormal = normalize(cross(normal, tangent));
+
+ // Construct matrix to transform from eye coords to tangent space
+ mat3 tangentMatrix = mat3 (
+ tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
+ // Transform light direction and view direction to tangent space
+ vec3 s = lightPosition - position;
+ lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0)));
+
+ vec3 v = -position;
+ viewDir = normalize(tangentMatrix * v);
+
+ // Calculate vertex position in clip coordinates
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetDS.frag b/examples/qt3d/planets-qml/shaders/es2/planetDS.frag
new file mode 100644
index 000000000..9b35ce10c
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetDS.frag
@@ -0,0 +1,94 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+uniform highp mat4 viewMatrix;
+
+uniform highp vec3 lightPosition;
+uniform highp vec3 lightIntensity;
+
+uniform highp vec3 ka; // Ambient reflectivity
+uniform highp float shininess; // Specular shininess factor
+uniform highp float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+
+varying highp vec4 positionInLightSpace;
+
+varying highp vec3 position;
+varying highp vec3 normal;
+varying highp vec2 texCoord;
+
+highp vec3 dsModel(const highp vec2 flipYTexCoord)
+{
+ // Calculate the vector from the light to the fragment
+ highp vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position);
+
+ // Calculate the vector from the fragment to the eye position
+ // (origin since this is in "eye" or "camera" space)
+ highp vec3 v = normalize(-position);
+
+ // Reflect the light beam using the normal at this fragment
+ highp vec3 r = reflect(-s, normal);
+
+ // Calculate the diffuse component
+ highp float diffuse = max(dot(s, normal), 0.0);
+
+ // Calculate the specular component
+ highp float specular = 0.0;
+ if (dot(s, normal) > 0.0)
+ specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess);
+
+ // Lookup diffuse and specular factors
+ highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb;
+ highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb;
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor);
+}
+
+void main()
+{
+ highp vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ highp vec3 result = dsModel(flipYTexCoord);
+
+ highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a;
+
+ gl_FragColor = vec4(result, alpha);
+}
diff --git a/examples/qt3d/planets-qml/shaders/es2/planetDSB.frag b/examples/qt3d/planets-qml/shaders/es2/planetDSB.frag
new file mode 100644
index 000000000..cbbdae353
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/es2/planetDSB.frag
@@ -0,0 +1,94 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+uniform highp mat4 viewMatrix;
+
+uniform highp vec3 lightPosition;
+uniform highp vec3 lightIntensity;
+
+uniform highp vec3 ka; // Ambient reflectivity
+uniform highp float shininess; // Specular shininess factor
+uniform highp float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+uniform sampler2D normalTexture;
+
+varying highp vec4 positionInLightSpace;
+
+varying highp vec3 lightDir;
+varying highp vec3 viewDir;
+varying highp vec2 texCoord;
+
+highp vec3 dsbModel(const highp vec3 norm, const highp vec2 flipYTexCoord)
+{
+ // Reflection of light direction about normal
+ highp vec3 r = reflect(-lightDir, norm);
+
+ highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb;
+ highp vec3 specularColor = texture2D(specularTexture, flipYTexCoord).rgb;
+
+ // Calculate the ambient contribution
+ highp vec3 ambient = lightIntensity * ka * diffuseColor;
+
+ // Calculate the diffuse contribution
+ highp float sDotN = max(dot(lightDir, norm), 0.0);
+ highp vec3 diffuse = lightIntensity * diffuseColor * sDotN;
+
+ // Calculate the specular highlight contribution
+ highp vec3 specular = vec3(0.0);
+ if (sDotN > 0.0)
+ specular = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess);
+
+ specular *= specularColor;
+
+ return ambient + diffuse + specular;
+}
+
+void main()
+{
+ highp vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ // Sample the textures at the interpolated texCoords
+ highp vec4 normal = 2.0 * texture2D(normalTexture, flipYTexCoord) - vec4(1.0);
+
+ highp vec3 result = dsbModel(normalize(normal.xyz), flipYTexCoord);
+
+ // Combine spec with ambient+diffuse for final fragment color
+ gl_FragColor = vec4(result, opacity);
+}
diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetD.frag b/examples/qt3d/planets-qml/shaders/gl3/planetD.frag
new file mode 100644
index 000000000..62d941d25
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetD.frag
@@ -0,0 +1,105 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 150 core
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform float shininess; // Specular shininess factor
+uniform float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+
+uniform sampler2DShadow shadowMapTexture;
+
+in vec4 positionInLightSpace;
+
+in vec3 position;
+in vec3 normal;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+vec3 dModel(const in vec2 flipYTexCoord)
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position);
+
+ // Calculate the vector from the fragment to the eye position
+ // (origin since this is in "eye" or "camera" space)
+ vec3 v = normalize(-position);
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect(-s, normal);
+
+ // Calculate the diffuse component
+ float diffuse = max(dot(s, normal), 0.0);
+
+ // Calculate the specular component
+ float specular = 0.0;
+ if (dot(s, normal) > 0.0)
+ specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess);
+
+ // Lookup diffuse and specular factors
+ vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks);
+}
+
+void main()
+{
+ vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
+
+ vec3 ambient = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+
+ vec3 result = ambient;
+ if (shadowMapSample > 0)
+ result = dModel(flipYTexCoord);
+
+ float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a;
+
+ fragColor = vec4(result, alpha);
+}
diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetD.vert b/examples/qt3d/planets-qml/shaders/gl3/planetD.vert
new file mode 100644
index 000000000..41a1db6e4
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetD.vert
@@ -0,0 +1,71 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 150 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+
+out vec4 positionInLightSpace;
+out vec3 position;
+out vec3 normal;
+out vec2 texCoord;
+
+uniform mat4 lightViewProjection;
+uniform mat4 modelMatrix;
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+uniform float texCoordScale;
+
+void main()
+{
+ const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
+ 0.0, 0.5, 0.0, 0.0,
+ 0.0, 0.0, 0.5, 0.0,
+ 0.5, 0.5, 0.5, 1.0);
+
+ positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
+
+ texCoord = vertexTexCoord * texCoordScale;
+ normal = normalize(modelViewNormal * vertexNormal);
+ position = vec3(modelView * vec4(vertexPosition, 1.0));
+
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag
new file mode 100644
index 000000000..bf53a127b
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag
@@ -0,0 +1,107 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 150 core
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform float shininess; // Specular shininess factor
+uniform float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D normalTexture;
+
+uniform sampler2DShadow shadowMapTexture;
+
+in vec4 positionInLightSpace;
+
+in vec3 lightDir;
+in vec3 viewDir;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+void dbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientAndDiff, out vec3 spec)
+{
+ // Reflection of light direction about normal
+ vec3 r = reflect(-lightDir, norm);
+
+ vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
+
+ // Calculate the ambient contribution
+ vec3 ambient = lightIntensity * ka * diffuseColor;
+
+ // Calculate the diffuse contribution
+ float sDotN = max(dot(lightDir, norm), 0.0);
+ vec3 diffuse = lightIntensity * diffuseColor * sDotN;
+
+ // Sum the ambient and diffuse contributions
+ ambientAndDiff = ambient + diffuse;
+
+ // Calculate the specular highlight contribution
+ spec = vec3(0.0);
+ if (sDotN > 0.0)
+ spec = (lightIntensity * ks) * pow(max(dot(r, viewDir), 0.0), shininess);
+}
+
+void main()
+{
+ vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
+
+ // Sample the textures at the interpolated texCoords
+ vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0);
+
+ vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 ambientAndDiff, spec;
+ if (shadowMapSample > 0) {
+ dbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec);
+ result = ambientAndDiff + spec;
+ }
+
+ // Combine spec with ambient+diffuse for final fragment color
+ fragColor = vec4(result, opacity);
+}
diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert b/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert
new file mode 100644
index 000000000..e30394aa3
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert
@@ -0,0 +1,96 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 150 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+in vec4 vertexTangent;
+
+out vec4 positionInLightSpace;
+out vec3 lightDir;
+out vec3 viewDir;
+out vec2 texCoord;
+
+uniform mat4 viewMatrix;
+uniform mat4 lightViewProjection;
+uniform mat4 modelMatrix;
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+uniform float texCoordScale;
+
+uniform vec3 lightPosition;
+
+void main()
+{
+ const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
+ 0.0, 0.5, 0.0, 0.0,
+ 0.0, 0.0, 0.5, 0.0,
+ 0.5, 0.5, 0.5, 1.0);
+
+ positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
+
+ // Pass through texture coordinates
+ texCoord = vertexTexCoord * texCoordScale;
+
+ // Transform position, normal, and tangent to eye coords
+ vec3 normal = normalize(modelViewNormal * vertexNormal);
+ vec3 tangent = normalize(modelViewNormal * vertexTangent.xyz);
+ vec3 position = vec3(modelView * vec4(vertexPosition, 1.0));
+
+ // Calculate binormal vector
+ vec3 binormal = normalize(cross(normal, tangent));
+
+ // Construct matrix to transform from eye coords to tangent space
+ mat3 tangentMatrix = mat3 (
+ tangent.x, binormal.x, normal.x,
+ tangent.y, binormal.y, normal.y,
+ tangent.z, binormal.z, normal.z);
+
+ // Transform light direction and view direction to tangent space
+ vec3 s = lightPosition - position;
+ lightDir = normalize(tangentMatrix * vec3(viewMatrix * vec4(s, 1.0)));
+
+ vec3 v = -position;
+ viewDir = normalize(tangentMatrix * v);
+
+ // Calculate vertex position in clip coordinates
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag
new file mode 100644
index 000000000..2a1b78bfa
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag
@@ -0,0 +1,104 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 150 core
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform float shininess; // Specular shininess factor
+uniform float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+
+uniform sampler2DShadow shadowMapTexture;
+
+in vec4 positionInLightSpace;
+
+in vec3 position;
+in vec3 normal;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+vec3 dsModel(const in vec2 flipYTexCoord)
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position);
+
+ // Calculate the vector from the fragment to the eye position
+ // (origin since this is in "eye" or "camera" space)
+ vec3 v = normalize(-position);
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect(-s, normal);
+
+ // Calculate the diffuse component
+ float diffuse = max(dot(s, normal), 0.0);
+
+ // Calculate the specular component
+ float specular = 0.0;
+ if (dot(s, normal) > 0.0)
+ specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess);
+
+ // Lookup diffuse and specular factors
+ vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
+ vec3 specularColor = texture(specularTexture, flipYTexCoord).rgb;
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ((ka + diffuse) * diffuseColor + specular * specularColor);
+}
+
+void main()
+{
+ vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
+
+ vec3 ambient = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+
+ vec3 result = ambient;
+ if (shadowMapSample > 0)
+ result = dsModel(flipYTexCoord);
+
+ fragColor = vec4(result, opacity * texture(diffuseTexture, flipYTexCoord).a);
+}
diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag
new file mode 100644
index 000000000..deb9565d4
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag
@@ -0,0 +1,110 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Copyright (C) 2015 The Qt Company Ltd.
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 150 core
+
+uniform mat4 viewMatrix;
+
+uniform vec3 lightPosition;
+uniform vec3 lightIntensity;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform float shininess; // Specular shininess factor
+uniform float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+uniform sampler2D specularTexture;
+uniform sampler2D normalTexture;
+
+uniform sampler2DShadow shadowMapTexture;
+
+in vec4 positionInLightSpace;
+
+in vec3 lightDir;
+in vec3 viewDir;
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+void dsbModel(const in vec3 norm, const in vec2 flipYTexCoord, out vec3 ambientAndDiff, out vec3 spec)
+{
+ // Reflection of light direction about normal
+ vec3 r = reflect(-lightDir, norm);
+
+ vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb;
+ vec3 specularColor = texture(specularTexture, flipYTexCoord).rgb;
+
+ // Calculate the ambient contribution
+ vec3 ambient = lightIntensity * ka * diffuseColor;
+
+ // Calculate the diffuse contribution
+ float sDotN = max(dot(lightDir, norm), 0.0);
+ vec3 diffuse = lightIntensity * diffuseColor * sDotN;
+
+ // Sum the ambient and diffuse contributions
+ ambientAndDiff = ambient + diffuse;
+
+ // Calculate the specular highlight contribution
+ spec = vec3(0.0);
+ if (sDotN > 0.0)
+ spec = (lightIntensity * (shininess / (8.0 * 3.14))) * pow(max(dot(r, viewDir), 0.0), shininess);
+
+ spec *= specularColor;
+}
+
+void main()
+{
+ vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
+
+ // Sample the textures at the interpolated texCoords
+ vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0);
+
+ vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb;
+
+ // Calculate the lighting model, keeping the specular component separate
+ vec3 ambientAndDiff, spec;
+ if (shadowMapSample > 0) {
+ dsbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec);
+ result = ambientAndDiff + spec;
+ }
+
+ // Combine spec with ambient+diffuse for final fragment color
+ fragColor = vec4(result, opacity);
+}
diff --git a/examples/qt3d/planets-qml/shaders/gl3/shadowmap.frag b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.frag
new file mode 100644
index 000000000..63f203da6
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.frag
@@ -0,0 +1,41 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 150 core
+
+void main()
+{
+}
diff --git a/examples/qt3d/planets-qml/shaders/gl3/shadowmap.vert b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.vert
new file mode 100644
index 000000000..ca93360c6
--- /dev/null
+++ b/examples/qt3d/planets-qml/shaders/gl3/shadowmap.vert
@@ -0,0 +1,46 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 150 core
+
+in vec3 vertexPosition;
+
+uniform mat4 mvp;
+
+void main()
+{
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/qt3d/shadow-map-qml/doc/images/shadowmapping-depth.png b/examples/qt3d/shadow-map-qml/doc/images/shadowmapping-depth.png
new file mode 100644
index 000000000..d2b501412
--- /dev/null
+++ b/examples/qt3d/shadow-map-qml/doc/images/shadowmapping-depth.png
Binary files differ
diff --git a/examples/qt3d/shadow-map-qml/doc/images/shadowmapping-qt3d.png b/examples/qt3d/shadow-map-qml/doc/images/shadowmapping-qt3d.png
new file mode 100644
index 000000000..bac6ac75c
--- /dev/null
+++ b/examples/qt3d/shadow-map-qml/doc/images/shadowmapping-qt3d.png
Binary files differ
diff --git a/examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc b/examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc
index 4e55da3b1..fd3377a8b 100644
--- a/examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc
+++ b/examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc
@@ -1,6 +1,6 @@
/****************************************************************************
**
-** Copyright (C) 2015 The Qt Company Ltd.
+** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt.io/licensing/
**
** This file is part of the documentation of the Qt Toolkit.
@@ -29,4 +29,242 @@
\example shadow-map-qml
\title Qt3D: Shadow Map QML Example
\ingroup qt3d-examples-qml
+
+ \brief A Qt3D QML application that illustrates how to render a scene in Qt3D
+ with shadows.
+
+ \image shadowmapping-qt3d.png
+
+ \e {Qt3D Shadow Map} illustrates how to configure the renderer in order to
+ accommodate custom rendering techniques. The example application displays a
+ self-shadowed plane and trefoil knot.
+
+ We implement \l{Shadow Mapping}{shadow mapping} using a two pass rendering.
+ In the first pass, we generate the shadow information. In the second pass,
+ we generate the scene using the forward rendering technique with Phong
+ shading, while at the same time using the information gathered in the first
+ pass to draw the shadows.
+
+ The entire rendering is configured using QML, but it is possible to use C++
+ to achieve the very same result.
+
+ \include examples-run.qdocinc
+
+ \section1 Setting Up the Scene
+
+ We set up the entire scene in the \e main.qml file.
+
+ To be able to use the types in the Q3D and Q3D Renderer modules, we must
+ import the modules:
+
+ \quotefromfile shadow-map-qml/main.qml
+ \skipto import Qt3D
+ \printuntil Renderer
+
+ The first entities we create are a \l Camera, which represents the camera
+ used for the final rendering, and a \l Configuration, which allows us to
+ control this camera using the keyboard or the mouse:
+
+ \printuntil }
+ \printuntil }
+
+ We then create a Light custom entity, which represents our light. It is a
+ directional spotlight, placed somewhere above the plane and looking down at
+ the scene’s origin:
+
+ \printuntil }
+
+ This light entity is used by our custom framegraph, ShadowMapFrameGraph,
+ and our rendering effect, AdsEffect, whose instances are created just after
+ the light:
+
+ \printuntil ]
+ \printuntil }
+
+ Last, we create three entities for the meshes in the scene: a trefoil knot,
+ a toy plane, and a ground plane. They aggregate a mesh, a transformation,
+ and a material that uses the AdsEffect. The toy plane and the trefoil knot
+ transformations are animated:
+
+ \printuntil /^\}/
+
+ \section1 Specifying the Light
+
+ We specify the Light custom entity in \e Light.qml.
+
+ Again, we import the necessary modules:
+
+ \quotefromfile shadow-map-qml/Light.qml
+ \skipto import Qt3D
+ \printuntil Qt3D.Renderer
+
+ We then use an \l Entity type as the root element of the custom QML type.
+ The light is a directional spotlight that exposes as properties a position,
+ intensity, and a 4×4 transformation matrix:
+
+ \printuntil matrix4x4
+
+ In the first rendering pass, we use the light as a camera, and therefore we
+ use a \l Camera entity within the light and expose it as a property:
+
+ \printuntil /^\}/
+
+ \section1 Configuring the Framegraph
+
+ In Qt3D, the framegraph is the data-driven configuration for the rendering.
+ We implement the framegraph in the \e ShadowMapFrameGraph.qml file.
+
+ In addition to the Qt3D and Qt3D Renderer modules, we also import the
+ Qt Quick module:
+
+ \quotefromfile shadow-map-qml/ShadowMapFrameGraph.qml
+ \skipto import Qt3D
+ \printuntil QtQuick
+
+ The code defines a \l FrameGraph entity that has a tree of entities as the
+ active framegraph:
+
+ \printuntil clearColor
+
+ Any path from the leaves of this tree to the root is a viable framegraph
+ configuration. Filter entities can enable or disable such paths, and
+ selector entities can alter the configuration.
+
+ In our case, the tree looks like this:
+
+ \code
+ Viewport
+ RenderPassFilter
+ RenderTargetSelector
+ ClearBuffer
+ CameraSelector
+ RenderPassFilter
+ ClearBuffer
+ CameraSelector
+ \endcode
+
+ So we have two paths from the topmost \l Viewport entity. Each path
+ corresponds to a pass of the shadow map technique. The paths are enabled and
+ disabled using a RenderPassFilter, an entity that can filter depending on
+ arbitrary values defined in a given render pass. In this example, it is a
+ string:
+
+ \printuntil ]
+
+ The actual passes are not defined here. The framegraph simply modifies its
+ configuration when a given pass is rendered.
+
+ \section1 Generating the Shadow Map
+
+ In the shadow map generation pass, we must render to an offscreen surface
+ (Framebuffer Object) which has a depth texture attachment. In Qt3D, it is
+ represented by the RenderTarget entity, which has a number of attachments.
+
+ In this example, we need only a depth attachment. We define it as a
+ RenderAttachment entity using the RenderAttachment.DepthAttachment \c type
+ that stores the depth and a Texture2D entity that actually configures the
+ exture storage used to store the depth information:
+
+ \printuntil ]
+ \printuntil }
+
+ Moreover, in this first pass, we must render using the light’s camera.
+ Therefore, we have a CameraSelector entity that sets the camera to the one
+ exported by the Light:
+
+ \skipto CameraSelector
+ \printuntil }
+
+ The second pass is more straightforward, because we simply render to the
+ screen using the main camera.
+
+ \section1 Using Effects
+
+ The bulk of the magic happens in the \e AdsEffect.qml file, where our main
+ \l Effect entity is defined. It implements the Ambient, Diffuse and Specular
+ (ADS) Lightning Model Phong shading with the addition of shadow mapped
+ generated shadows.
+
+ An effect contains the implementation of a particular rendering strategy. In
+ this example, shadow mapping using two passes:
+
+ \quotefromfile shadow-map-qml/AdsEffect.qml
+ \skipto Effect
+ \printuntil Light
+
+ The \c parameters list defines some default values for the effect. The
+ values will get mapped to OpenGL shader program uniforms, so that in the
+ shaders we can access them. In this example, we expose some information from
+ the Light entity (position, intensity, view or projection matrix defined by
+ the internal camera) and the shadow map texture exposed by the framegraph:
+
+ \skipto parameters:
+ \printuntil ]
+
+ It is possible to put such parameters all the way down, from a \l Material,
+ to its \l Effect, to one of the effect’s \l Techniques. This allows a
+ \l Material instance to override defaults in an \l Effect or \l Technique.
+ The bindings array provides the same thing, except that it also allows us to
+ rename some parameters. In this example, it renames the \c ambient,
+ \c diffuse, and \c specular values defined in the material to the actual
+ uniform names used by the shader programs:
+
+ \skipto bindings:
+ \printuntil ]
+
+ To adapt the implementation to different hardware or OpenGL versions, we
+ could use one or more \l Technique elements. In this example, only one
+ technique is provided, targeting OpenGL 3.2 Core, or later:
+
+ \quotefromfile shadow-map-qml/AdsEffect.qml
+ \skipto techniques:
+ \printuntil }
+
+ Inside the technique, we finally have the definition of our two rendering
+ passes. We \e tag each pass with an \l Annotation entity, matching the ones
+ we specified in the framegraph configuration, so that each pass will have
+ different rendering settings:
+
+ \printuntil ]
+
+ The first pass is the shadow map generation. We load a suitable set of GLSL
+ shaders, which are actually extremely simple. They do only MVP (Model, View,
+ Projection) to bring meshes from their model space into clip space (and,
+ remember, in this first pass, the light is the camera). The fragment shader
+ is totally empty, because there is no color to be generated, and the depth
+ will be automatically captured for us by OpenGL:
+
+ \printuntil }
+
+ In this first pass, we also set some custom OpenGL state in the form of a
+ polygon offset and depth testing mode:
+
+ \printuntil ]
+
+ \section1 Rendering Using Phong Shading
+
+ The second pass is a normal forward rendering using Phong shading. The code
+ in the effect entity is extremely simple. We simply configure some
+ parameters and load a pair of shaders which will be used when drawing.
+
+ The first part of the shadow mapping happens in the vertex shader defined in
+ \e ads.vert file, where we output towards the fragment shader the
+ coordinates of each vertex in light space:
+
+ \quotefromfile shadow-map-qml/shaders/ads.vert
+ \skipto mat4(
+ \skipto positionInLightSpace
+ \printuntil ;
+
+ Actually, the coordinates get adjusted a little to allow us to easily sample
+ the shadow map texture.
+
+ The second part happens in the fragment shader defined in the \e ads.frag
+ file, where we sample the shadow map. If the currently processed fragment is
+ behind the one closest to the light, then the current fragment is in shadow
+ (and only gets ambient contribution). Otherwise, it gets full Phong shading:
+
+ \quotefromfile shadow-map-qml/shaders/ads.frag
+ \skipto main
+ \printuntil }
*/
diff --git a/examples/qt3d/wireframe/doc/images/qt3d-wireframe-rendering.png b/examples/qt3d/wireframe/doc/images/qt3d-wireframe-rendering.png
new file mode 100644
index 000000000..c05f9b492
--- /dev/null
+++ b/examples/qt3d/wireframe/doc/images/qt3d-wireframe-rendering.png
Binary files differ
diff --git a/examples/qt3d/wireframe/doc/src/wireframe.qdoc b/examples/qt3d/wireframe/doc/src/wireframe.qdoc
index 453be115d..2b0cdda62 100644
--- a/examples/qt3d/wireframe/doc/src/wireframe.qdoc
+++ b/examples/qt3d/wireframe/doc/src/wireframe.qdoc
@@ -1,6 +1,6 @@
/****************************************************************************
**
-** Copyright (C) 2015 The Qt Company Ltd.
+** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt.io/licensing/
**
** This file is part of the documentation of the Qt Toolkit.
@@ -29,4 +29,168 @@
\example wireframe
\title Qt3D: Wireframe QML Example
\ingroup qt3d-examples-qml
+
+ \brief A Qt3D QML application that implements a single-pass wireframe
+ rendering method.
+
+ \image qt3d-wireframe-rendering.png
+
+ \e {Qt3D Wireframe Rendering} illustrates how to draw a single entity
+ (a trefoil knot) using a custom set of shaders to implement a single-pass
+ wireframe rendering method.
+
+ \include examples-run.qdocinc
+
+ \section1 Creating Entities
+
+ The renderer aspect looks for entities that have some geometry, a material,
+ and optionally a transformation. These are all specified in the form of
+ subclasses of QComponent that have been exported to the QML engine in the
+ form of \l Mesh, \l Material, and \l Transform. We use these components to
+ create a custom QML item in \e TrefoilKnot.qml.
+
+ We start off by importing the \c {Qt3D 2.0} module that provides the
+ \l Entity type and value type helpers, such as Qt.vector3d(). We also import
+ the \c {Qt3D.Renderer} module that provides the components and other types
+ picked up by the renderer aspect:
+
+ \quotefromfile wireframe/TrefoilKnot.qml
+ \skipto import Qt3D
+ \printuntil Renderer
+
+ To use components from other aspects, we would need to import the
+ corresponding QML module, too.
+
+ We then use an \l Entity type as the root element of the custom QML type
+ exposing some custom properties just as you would with any other type in
+ QML:
+
+ \printuntil Material
+
+ In addition to aggregating components, the \l Entity type can be used to
+ group child objects together. This is analogous to how the \l Item type is
+ used in Qt Quick 2.
+
+ \section1 Specifying Transformations
+
+ We instantiate a \l Transform component and a \l Mesh component. The
+ \l Transform component specifies how the renderer should transform the
+ geometry when it is drawn with the OpenGL pipeline. We combine an ordered
+ set of transformations into a single \l Transform component. This
+ information will be automatically available to our shaders through standard
+ named uniform variables:
+
+ \skipto Transform
+ \printuntil phiRotation
+ \printuntil }
+
+ \section1 Loading Dynamic Per-Vertex Data
+
+ The \l Mesh component is very simple. We use its source property to load in
+ a static set of geometry (such as vertex positions, normal vectors, and
+ texture coordinates) from a file in the Wavefront Obj format. This data was
+ exported from the Blender application.
+
+ \printuntil }
+
+ In addition to the \l Mesh element, Qt3D also enables dynamic generation of
+ per-vertex attribute data through C++ hooks that are called by the
+ task-based engine.
+
+ \section1 Aggregating Components
+
+ Simply instantiating components is not enough, however. In order for them to
+ imbue special behavior on an entity, the entity must aggregate the
+ components by means of its components property:
+
+ \quotefromfile wireframe/TrefoilKnot.qml
+ \skipto components
+ \printuntil ]
+
+ This allows components to be shared between multiple entities very easily.
+ In this example, we have components for the transform and mesh that are
+ contained within the TrefoilKnot custom type. The final component, of type
+ \l Material, is provided by a property of the TrefoilKnot custom type. We
+ will later customize the appearance of the entity.
+
+ \section1 Rendering from Cameras
+
+ We use the TrefoilKnot custom type in \e main.qml to draw the trefoil knot
+ on the screen.
+
+ We use the same import statements as in \e TrefoilKnot.qml, with the
+ addition of a namespaced import for the Qt Quick module that we will
+ need for animations:
+
+ \quotefromfile wireframe/main.qml
+ \skipto import Qt3D
+ \printuntil QtQuick
+
+ We use an \l Entity type as the root type simply to act as a parent for
+ its children. In this sense, the \l Entity type is much like the \l Item
+ type:
+
+ \printuntil id
+
+ The FrameGraph component uses the ForwardRenderer type to completely
+ configure the renderer without touching any C++ code:
+
+ \printuntil ]
+
+ The \l BasicCamera type is a trivial wrapper around the built-in \l Camera
+ type that represents a virtual camera. It has properties for such things as
+ the near and far planes, field of view, aspect ratio, projection type,
+ position, and orientation:
+
+ \printuntil }
+
+ The \l Configuration type provides a temporary workaround for having mouse
+ control of the camera while the proper implementation that uses aspects and
+ components is being completed:
+
+ \printuntil }
+
+ It is trivial to use multiple cameras and choose between them using the
+ framegraph for all or part of the scene rendering.
+
+ \section1 Mapping Materials
+
+ Qt3D has a robust and very flexible \l {Qt3D Overview#Materials}{material
+ system} that allows multiple levels of customization. We use the
+ WireframeMaterial custom type to wrap the \l Material type:
+
+ \printuntil diffuse
+
+ We then instantiate the TrefoilKnot type and set the material on it:
+
+ \skipto TrefoilKnot
+ \printuntil }
+
+ The Qt3D engine in conjunction with the renderer aspect now has enough
+ information to finally render our mesh using the material we specified.
+
+ \section1 Using Animation Elements
+
+ We use the animation elements provided by Qt Quick 2 to animate the
+ properties of the TrefoilKnot and WireframeMaterial types. The properties of
+ the components of a type are updated by using the QML property binding
+ mechanism:
+
+ \quotefromfile wireframe/main.qml
+ \skipto SequentialAnimation
+ \printuntil PauseAnimation
+ \printuntil }
+
+ The property updates are noticed by the \l{Qt3D::}{QNode} base class
+ and automatically sent through to the corresponding objects in the renderer
+ aspect. The renderer then takes care of translating the property updates
+ to new values for uniform variables in the GLSL shader programs.
+
+ Run the example to view the trefoil knot with the width of the wireframe
+ lines pulsing. All the heavy lifting is being done by the GPU. The CPU only
+ has to run the property animations and to translate the scenegraph and
+ framegraph into raw OpenGL calls.
+
+ It is also possible to animate on the GPU via a custom shader program and
+ material.
*/
diff --git a/src/core/doc/qt3dcore.qdocconf b/src/core/doc/qt3dcore.qdocconf
index 28f985029..923cc1345 100644
--- a/src/core/doc/qt3dcore.qdocconf
+++ b/src/core/doc/qt3dcore.qdocconf
@@ -48,7 +48,8 @@ exampledirs += src/snippets
#excludedirs +=
-imagedirs += images
+imagedirs += images \
+ ../../../examples/qt3d/shadow-map-qml/doc/images
Cpp.ignoretokens += QT3DCORE_PRIVATE_EXPORT \
QT3DINPUTSHARED_EXPORT \
diff --git a/src/core/doc/src/qt3d-overview.qdoc b/src/core/doc/src/qt3d-overview.qdoc
index a02f32d83..133f6fd14 100644
--- a/src/core/doc/src/qt3d-overview.qdoc
+++ b/src/core/doc/src/qt3d-overview.qdoc
@@ -60,17 +60,124 @@
\list
\li 2D and 3D rendering for C++ and Qt Quick applications
\li Meshes
- \li Materials
- \li Shadows
- \li Shaders
+ \li \l {Materials}
+ \li \l {Shaders}
+ \li \l {Shadow Mapping}{Shadow mapping}
\li Ambient occlusion
\li High dynamic range
\li Deferred rendering
\li Multitexturing
- \li Instancing
- \li Uniform Buffer Objects
+ \li \l {Instanced Rendering}{Instanced rendering}
+ \li \l {Uniform Buffer Objects}
\endlist
+ \section2 Materials
+
+ Qt3D has a robust and very flexible material system that allows multiple
+ levels of customization. It caters for different rendering approaches on
+ different platforms or OpenGL versions, enables multiple rendering passes
+ with different state sets, provides mechanisms for overriding of parameters
+ at different levels, and allows easy switching of shaders. All this from C++
+ or using QML property bindings.
+
+ The properties of a \l Material type can easily be mapped through to uniform
+ variables in a GLSL shader program that is itself specified in the
+ referenced effect property.
+
+ For examples of using materials, see the \l {Qt3D: Materials C++ Example}
+ and \l {Qt3D: Materials QML Example}.
+
+ \section2 Shaders
+
+ Qt3D supports all of the OpenGL programmable rendering pipeline stages:
+ vertex, tessellation control, tessellation evaluation, geometry, and
+ fragment shaders. Compute shaders are planned for a future release.
+
+ For examples of using shaders, see the Simple Shaders QML Example,
+ \l {Qt3D: Tessellation Modes QML Example},
+ \l {Qt3D: Shadow Map QML Example}, \l{Qt3D: Wireframe QML Example}, and
+ \l {Qt3D: Wave QML Example}.
+
+ \section2 Shadow Mapping
+
+ Shadows are not directly supported by OpenGL, but there are countless
+ techniques that can be employed to generate them. Shadow mapping is simple
+ to use for generating good-looking shadows, while having a very small
+ performance cost.
+
+ Shadow mapping is typically implemented using a two pass rendering. In the
+ first pass, the shadow information is generated. In the second pass, the
+ scene is generated using a particular rendering technique, while at the
+ same time using the information gathered in the first pass to draw the
+ shadows.
+
+ The idea behind shadow mapping is that only the closest fragments to the
+ light are lit. Fragments \e behind other fragments are occluded, and
+ therefore in shadow.
+
+ Therefore, in the first pass, the scene is drawn from the point of view of
+ the light. The information that is stored is simply the distance of the
+ closest fragment in this \e {light space}. In OpenGL terms, this corresponds
+ to having a Framebuffer Object, or FBO, with a depth texture attached to it.
+ In fact, the \e {distance from the eye} is the definition of the depth,
+ and the default depth testing done by OpenGL will actually store only the
+ depth for the closest fragment.
+
+ A color texture attachment is not even needed, because there is no need to
+ shade fragments, only to calculate their depth.
+
+ The following image displays a scene with a self-shadowed plane and trefoil
+ knot:
+
+ \image shadowmapping-qt3d.png
+
+ The following image shows an exaggerated shadow map texture of the scene:
+
+ \image shadowmapping-depth.png
+
+ The image indicates the depth stored when rendering the scene from the light
+ point of view. Darker colors represent a shallow depth (that is, closer to
+ the camera). In this scene, the light is placed somewhere above the objects
+ in the scene, on the right side with respect to the main camera (compare
+ this with the first screenshot). This matches with the fact that the toy
+ plane is closer to the camera than the other objects.
+
+ Once the shadow map has been generated, the second rendering pass is done.
+ In this second pass, rendering is done using the normal scene's camera. Any
+ effect can be used here, such as Phong shading. It is important that the
+ shadow map algorithm is applied in the fragment shader. That is, the
+ fragment that is closest to the light is drawn lit, whereas the other
+ fragments are drawn in shadow.
+
+ The shadow map generated in the first pass provides the necessary
+ information about the distance of fragments to light. It then suffices to
+ remap the fragment in light space, thereby calculating its depth from the
+ light point of view, as well as where its coordinates are on the shadow map
+ texture. The shadow map texture can then be sampled at the given coordinates
+ and the fragment's depth can be compared with the result of the sampling. If
+ the fragment is further away, then it is in shadow; otherwise it is lit.
+
+ For example code, see the \l {Qt3D: Shadow Map QML Example}.
+
+ \section2 Instanced Rendering
+
+ \e Instancing is a way of getting the GPU to draw many copies (instances) of
+ a base object that varies in some way for each copy. Often, in position,
+ orientation, color, material properties, scale, and so on. Qt3D provides an
+ API similar to the Qt Quick \l Repeater element. In this case, the delegate
+ is the base object and the model provides the per-instance data. So whereas
+ an entity with a \l Mesh component attached eventually gets transformed into
+ a call to glDrawElements, an entity with a instanced component will be
+ translated into a call to glDrawElementsInstanced.
+
+ Instanced rendering is planned for a future release.
+
+ \section2 Uniform Buffer Objects
+
+ A Uniform Buffer Object (UBO) can be bound to OpenGL shader programs to make
+ large amounts of data readily available. Typical use cases for UBOs are for
+ sets of material or lighting parameters.
+
\section1 Configurable Renderer
To combine support for both C++ and QML APIs with having a fully
diff --git a/src/input/qkeyboardinput.cpp b/src/input/qkeyboardinput.cpp
index 9d707ec49..d83891018 100644
--- a/src/input/qkeyboardinput.cpp
+++ b/src/input/qkeyboardinput.cpp
@@ -172,7 +172,7 @@ void QKeyboardInput::keyEvent(Q3DKeyEvent *event)
QByteArray keySignal = keyToSignal(event->key());
if (!keySignal.isEmpty()) {
- keySignal += "(Q3DKeyEvent*)";
+ keySignal += "(Qt3D::Q3DKeyEvent*)";
// TO DO: Finding if the signal is connected to anything before doing the invocation
// could be an improvement
// That's what QQ2 does but since it accesses QML private classes to do so, that may not be
diff --git a/src/render/doc/qt3drenderer.qdocconf b/src/render/doc/qt3drenderer.qdocconf
index e56b6f992..add1cc90c 100644
--- a/src/render/doc/qt3drenderer.qdocconf
+++ b/src/render/doc/qt3drenderer.qdocconf
@@ -45,6 +45,9 @@ exampledirs += ../../../examples/qt3d \
imagedirs += images
+examples.fileextensions += "*.fraq *.geom *.vert"
+examples.imageextensions += "*.png"
+
Cpp.ignoretokens += QT3DRENDERERSHARED_EXPORT \
QT3DRENDERERSHARED_PRIVATE_EXPORT