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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/ComplexTechnique.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/ComplexTechnique.qml')
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diff --git a/examples/qt3d/playground-qml/ComplexTechnique.qml b/examples/qt3d/playground-qml/ComplexTechnique.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
+
+Technique {
+ annotations : [
+ Annotation { name : "RenderingStyle"; value : "forward"},
+ Annotation { name : "Enabled"; value : true}
+ ]
+ openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 }
+ renderPasses : [
+ RenderPass {
+ annotations : [Annotation {name : "Name"; value : "TextureLighting" }]
+ bindings : [ // Add only the bindings needed for a shader
+ ParameterMapping {parameterName: "vertexTexCoord"; shaderVariableName: "texCoord0"; bindingType: ParameterMapping.Attribute},
+ ParameterMapping {parameterName: "tex"; shaderVariableName: "texture"; bindingType: ParameterMapping.Uniform},
+ ParameterMapping {parameterName: "modelViewProjection"; shaderVariableName: "customMvp"; bindingType: ParameterMapping.StandardUniform}
+ ]
+
+ shaderProgram : ShaderProgram {
+ id : textureShaderLighting
+ vertexShaderCode: "
+ #version 140
+ in vec4 vertexPosition;
+ in vec3 vertexNormal;
+ in vec2 texCoord0;
+
+ out vec2 texCoord;
+ out vec3 worldPosition;
+ out vec3 normal;
+
+ uniform mat4 customMvp;
+ uniform mat4 modelView;
+ uniform mat3 modelViewNormal;
+
+ void main()
+ {
+ texCoord = texCoord0;
+ worldPosition = vec3(modelView * vertexPosition);
+ normal = normalize(modelViewNormal * vertexNormal);
+ gl_Position = customMvp * vertexPosition;
+ }"
+
+ fragmentShaderCode: "
+ #version 140
+ in vec2 texCoord;
+ in vec3 worldPosition;
+ in vec3 normal;
+ out vec4 fragColor;
+
+ struct PointLight
+ {
+ vec3 position;
+ vec3 direction;
+ vec4 color;
+ float intensity;
+ };
+
+ const int lightCount = 3;
+ uniform PointLight pointLights[lightCount];
+ uniform sampler2D texture;
+
+ void main()
+ {
+ vec4 color;
+ for (int i = 0; i < lightCount; i++) {
+ vec3 s = normalize(pointLights[i].position - worldPosition);
+ color += pointLights[i].color * (pointLights[i].intensity * max(dot(s, normal), 0.0));
+ }
+ color /= float(lightCount);
+ fragColor = texture(texture, texCoord) * color;
+ }"
+ }
+ },
+ RenderPass {
+ annotations : [Annotation {name : "Name"; value : "Texture" }]
+ shaderProgram : ShaderProgram {
+ vertexShaderCode : "
+ #version 140
+ in vec4 vertexPosition;
+ in vec2 vertexTexCoord;
+ out vec2 texCoord;
+
+ uniform mat4 mvp;
+
+ void main()
+ {
+ texCoord = vertexTexCoord;
+ gl_Position = mvp * vertexPosition;
+ }"
+
+ fragmentShaderCode: "
+ #version 140
+ in vec2 texCoord;
+ out vec4 fragColor;
+ uniform sampler2D tex;
+
+ void main()
+ {
+ fragColor = texture(tex, texCoord);
+ }
+ "
+ }
+ },
+ RenderPass {
+ annotations : [Annotation {name : "Name"; value : "Lighting" }]
+ 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;
+
+ out vec3 worldPosition;
+ out vec3 normal;
+
+ uniform mat4 modelViewProjection;
+ uniform mat4 modelView;
+ uniform mat3 modelViewNormal;
+
+ void main()
+ {
+ worldPosition = vec3(modelView * vertexPosition);
+ normal = normalize(modelViewNormal * vertexNormal);
+ gl_Position = modelViewProjection * vertexPosition;
+ }
+ "
+
+ fragmentShaderCode: "
+ #version 140
+ in vec3 worldPosition;
+ in vec3 normal;
+ out vec4 fragColor;
+
+ struct PointLight
+ {
+ vec3 position;
+ vec3 direction;
+ vec4 color;
+ float intensity;
+ };
+
+ const int lightCount = 3;
+ uniform PointLight pointLights[lightCount];
+
+ void main()
+ {
+ vec4 color;
+ for (int i = 0; i < lightCount; i++) {
+ vec3 s = normalize(pointLights[i].position - worldPosition);
+ color += pointLights[i].color * (pointLights[i].intensity * max(dot(s, normal), 0.0));
+ }
+ color /= float(lightCount);
+ fragColor = color;
+ }"
+ }
+ },
+ RenderPass {
+ annotations : Annotation {name : "Name"; value : "Final" }
+ shaderProgram : ShaderProgram {
+ vertexShaderCode: "
+ #version 140
+ in vec4 vertexPosition;
+ in vec2 vertexTexCoord;
+ out vec2 texCoord;
+ uniform mat4 modelViewProjection;
+
+ void main()
+ {
+ texCoord = vertexTexCoord;
+ gl_Position = modelViewProjection * vertexPosition;
+ }
+ "
+
+ fragmentShaderCode: "
+ #version 140
+ in vec2 texCoord;
+ out vec4 fragColor;
+ uniform sampler2D gBuffer;
+
+ void main()
+ {
+ fragColor = texture(gBuffer, texCoord);
+ }
+ "
+ }
+ }
+
+ ]
+}