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authorLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-03-04 16:05:02 +0100
committerLaszlo Agocs <laszlo.agocs@theqtcompany.com>2015-03-04 15:21:01 +0000
commitc82207d54c76d8b66be010bfa63e45f9507891fa (patch)
tree8d112e96bc1fa42dbc49907f53d71fa5b893869a /examples/qt3d/playground-qml/AnimatedDiffuseMaterial.qml
parent8bff6813ee2e7a59d27bd8639dc9a6e23287a0c8 (diff)
Move the examples under a qt3d subdir
Modules cannot have their examples in the top-level examples directory because in the pre-built packages all modules' examples are merged together. Change-Id: I80fdbb8f1ec6f3d8fd793e4d856e705000237127 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Diffstat (limited to 'examples/qt3d/playground-qml/AnimatedDiffuseMaterial.qml')
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1 files changed, 270 insertions, 0 deletions
diff --git a/examples/qt3d/playground-qml/AnimatedDiffuseMaterial.qml b/examples/qt3d/playground-qml/AnimatedDiffuseMaterial.qml
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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** 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.Render 2.0
+import QtQuick 2.2 as QQ2
+
+Material {
+ id: material
+
+ property color ambientColor: "#cc2200";
+ property color diffuseColor: "pink"
+ property bool enabled: true
+ property Texture2D texture;
+
+ QQ2.Timer {
+ id: testTimer
+ interval: 5000
+ repeat: true
+ running: true
+ property bool even: true
+ onTriggered: {
+ console.log("Triggered");
+ even = !even
+ pointLightBlockShaderData.u.values[0].t = (even) ? null : shaderDataT
+ }
+ }
+
+ ShaderData {
+ id: shaderDataT
+ property real a: testTimer.even ? 1.0 : 0.0
+ property real b: 5.0
+ property var r: [Qt.vector3d(1, 1, 1), Qt.vector3d(2, 2, 2), Qt.vector3d(3, 3, 3), Qt.vector3d(4, 4, 4)]
+ }
+
+ parameters: [
+ Parameter { name: "ambient"; value: Qt.vector3d(material.ambientColor.r, material.ambientColor.g, material.ambientColor.b) },
+ Parameter { name: "lightIntensity"; value: Qt.vector3d(0.5, 0.5, 0.5)},
+ Parameter { name: "texture"; value: texture},
+ Parameter { name: "PointLightBlock"; value: ShaderData {
+ id: pointLightBlockShaderData
+ property color colorAmbient;
+ property color colorDiffuse;
+ property color colorSpecular;
+ property real shininess: 1.0;
+ property vector3d position: Qt.vector3d(1.0, 1.0, 0.0)
+ property vector3d intensity: Qt.vector3d(0.7, 0.8, 0.6);
+
+ property ShaderData s: ShaderData {
+ property real innerV: 3.0
+ property var innerVec3Array: [Qt.vector3d(1, 1, 1), Qt.vector3d(2, 2, 2), Qt.vector3d(3, 3, 3), Qt.vector3d(4, 4, 4)]
+ }
+
+ property ShaderDataArray u: ShaderDataArray {
+ id: array
+ ShaderData {
+ property real innerV: 2.0
+ property vector3d innerVec3
+ property var innerVec3Array: [Qt.vector3d(1, 1, 1), Qt.vector3d(2, 2, 2), Qt.vector3d(3, 3, 3), Qt.vector3d(4, 4, 4)]
+ property ShaderData t: shaderDataT
+ property ShaderDataArray c: ShaderDataArray {
+ ShaderData {
+ property real a: 3.0
+ property real b: 4.0
+ property var r: [Qt.vector3d(1, 1, 1), Qt.vector3d(2, 2, 2), Qt.vector3d(3, 3, 3), Qt.vector3d(4, 4, 4)]
+ }
+ ShaderData {
+ property real a: 2.0
+ property real b: 3.0
+ property var r: [Qt.vector3d(2, 2, 2), Qt.vector3d(1, 1, 1), Qt.vector3d(4, 4, 4), Qt.vector3d(3, 3, 3)]
+ }
+ }
+ }
+ ShaderData {
+ property real innerV: 3.2
+ property var innerVec3Array: [Qt.vector3d(1, 0, 1), Qt.vector3d(0, 2, 2), Qt.vector3d(3, 0, 3), Qt.vector3d(4, 0, 4)]
+ property ShaderData t: ShaderData {
+ property real a: 1.0
+ property real b: 5.0
+ property var r: [Qt.vector3d(1, 1, 1), Qt.vector3d(2, 2, 2), Qt.vector3d(3, 3, 3), Qt.vector3d(4, 4, 4)]
+ }
+ }
+ ShaderData {
+ property real innerV: 0.2
+ property var innerVec3Array: [Qt.vector3d(1, 0, 1), Qt.vector3d(0, 2, 2), Qt.vector3d(3, 0, 3), Qt.vector3d(4, 0, 4)]
+ }
+ }
+
+ QQ2.ColorAnimation on colorAmbient { from: "blue"; to: "yellow"; duration: 1000; loops: QQ2.Animation.Infinite }
+ QQ2.ColorAnimation on colorDiffuse { from: "red"; to: "green"; duration: 1000; loops: QQ2.Animation.Infinite }
+ QQ2.ColorAnimation on colorSpecular { from: "white"; to: "orange"; duration: 1000; loops: QQ2.Animation.Infinite }
+ QQ2.NumberAnimation on shininess { from: 0; to: 1.0; duration: 1000; loops: QQ2.Animation.Infinite }
+
+ } }
+ ]
+
+ effect : Effect {
+ parameters : Parameter { name: "diffuse"; value: Qt.vector3d(material.diffuseColor.r, material.diffuseColor.g, material.diffuseColor.b)}
+
+ techniques : [
+ // OpenGL 3.1 Technique
+ Technique {
+ openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 }
+
+ annotations: [
+ Annotation { name : "RenderingStyle"; value : "forward"},
+ Annotation { name : "Enabled"; value: enabled }
+ ]
+
+ parameters : Parameter { name : "lightPos"; value : Qt.vector4d(10.0, 10.0, 0.0, 1.0)}
+
+ renderPasses : [
+ // COLOR PASS
+ RenderPass {
+ annotations: Annotation {name: "Name"; value: "ColorMaterial"}
+
+ bindings: [ // Add only the bindings needed for a shader
+ ParameterMapping {parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform},
+ ParameterMapping {parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform},
+ ParameterMapping {parameterName: "lightPos"; shaderVariableName: "lightPosition"; bindingType: ParameterMapping.Uniform},
+ ParameterMapping {parameterName: "lightIntensity"; shaderVariableName: "lightIntensity"; bindingType: ParameterMapping.Uniform}
+ ]
+
+ shaderProgram: ShaderProgram {
+ id: diffuseShader
+ vertexShaderCode: loadSource("qrc:/shaders/diffuse.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/diffuse.frag")
+ }
+ },
+ // TEXTURE PASS + UBO
+ RenderPass {
+ annotations : [Annotation {name : "Name"; value : "Texture" }]
+ bindings: ParameterMapping {parameterName: "texture"; shaderVariableName: "tex"; bindingType: ParameterMapping.Uniform}
+ renderStates : [BlendState {srcRGB: BlendState.One; dstRGB : BlendState.One},
+ BlendEquation {mode: BlendEquation.FuncAdd},
+ CullFace { mode : CullFace.Back },
+ DepthTest { func : DepthTest.LessOrEqual}
+ ]
+ shaderProgram : ShaderProgram {
+ vertexShaderCode: "
+ #version 140
+ in vec4 vertexPosition;
+ in vec3 vertexNormal;
+ in vec2 vertexTexCoord;
+
+ out vec3 worldPosition;
+ out vec3 normal;
+ out vec2 texCoord;
+
+ uniform mat4 modelViewProjection;
+ uniform mat4 modelView;
+ uniform mat3 modelViewNormal;
+
+ void main()
+ {
+ texCoord = vertexTexCoord;
+ worldPosition = vec3(modelView * vertexPosition);
+ normal = normalize(modelViewNormal * vertexNormal);
+ gl_Position = modelViewProjection * vertexPosition;
+ }
+ "
+
+ fragmentShaderCode: "
+ #version 140
+ in vec3 worldPosition;
+ in vec3 normal;
+ in vec2 texCoord;
+ out vec4 fragColor;
+
+ struct subStruct
+ {
+ float a;
+ float b;
+ float r[4];
+ };
+
+ struct innerStruct
+ {
+ float innerV;
+ vec3 innerVec3;
+ vec3 innerVec3Array[4];
+ subStruct t;
+ subStruct c[2];
+ };
+
+ uniform PointLightBlock
+ {
+ vec4 colorAmbient;
+ vec4 colorDiffuse;
+ vec4 colorSpecular;
+ float shininess;
+ vec3 position;
+ vec3 intensity;
+ innerStruct s;
+ innerStruct u[4];
+ } lightSource;
+
+ uniform sampler2D tex;
+
+ void main()
+ {
+ vec3 n = normalize(normal);
+ vec3 s = normalize(lightSource.position - worldPosition);
+ vec3 v = normalize(-worldPosition);
+ vec3 r = reflect(-s, n);
+
+ float diffuse = max(dot(s, n), 0.0);
+ float specular = step(diffuse, 0.0) * pow(max(dot(r, v), 0.0), lightSource.shininess);
+
+ vec3 sum = vec3(0.0, 0.0, 0.0);
+
+ for (int i = 0; i < 4; ++i) {
+ sum += lightSource.s.innerVec3Array[i];
+ }
+
+ float tmp = 0;
+
+ for (int i = 0; i < 4; ++i) {
+ tmp += lightSource.u[i].innerV;
+ }
+
+ if (sum == vec3(10.0, 10.0, 10.0))
+ fragColor = vec4(lightSource.intensity, 1.0) * (
+ lightSource.colorAmbient * lightSource.s.innerV +
+ lightSource.colorDiffuse * diffuse +
+ lightSource.colorSpecular * specular) * 0.2 + texture(tex, texCoord);
+ else
+ fragColor = vec4(1.0, 1.0, 1.0, 1.0);
+ }"
+ }
+ }
+ ]
+ }
+ ]
+ }
+}
+