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author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-03-04 16:05:02 +0100 |
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committer | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-03-04 15:21:01 +0000 |
commit | c82207d54c76d8b66be010bfa63e45f9507891fa (patch) | |
tree | 8d112e96bc1fa42dbc49907f53d71fa5b893869a /examples/qt3d/playground-qml/AnimatedDiffuseMaterial.qml | |
parent | 8bff6813ee2e7a59d27bd8639dc9a6e23287a0c8 (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')
-rw-r--r-- | examples/qt3d/playground-qml/AnimatedDiffuseMaterial.qml | 270 |
1 files changed, 270 insertions, 0 deletions
diff --git a/examples/qt3d/playground-qml/AnimatedDiffuseMaterial.qml b/examples/qt3d/playground-qml/AnimatedDiffuseMaterial.qml new file mode 100644 index 000000000..50605baee --- /dev/null +++ b/examples/qt3d/playground-qml/AnimatedDiffuseMaterial.qml @@ -0,0 +1,270 @@ +/**************************************************************************** +** +** 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); + }" + } + } + ] + } + ] + } +} + |