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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/ComplexTechnique.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/ComplexTechnique.qml')
-rw-r--r-- | examples/qt3d/playground-qml/ComplexTechnique.qml | 229 |
1 files changed, 229 insertions, 0 deletions
diff --git a/examples/qt3d/playground-qml/ComplexTechnique.qml b/examples/qt3d/playground-qml/ComplexTechnique.qml new file mode 100644 index 000000000..9bc3cad58 --- /dev/null +++ b/examples/qt3d/playground-qml/ComplexTechnique.qml @@ -0,0 +1,229 @@ +/**************************************************************************** +** +** 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); + } + " + } + } + + ] +} |