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authorWieland Hagen <wieland.hagen@kdab.com>2016-02-26 18:21:20 +0100
committerSean Harmer <sean.harmer@kdab.com>2016-03-09 13:19:47 +0000
commita5ee671f47464cc687fab86b868dfc8197e3a3fd (patch)
tree9b32fe4521ed8fa2436e6b3aeb132801bdb7af84 /examples/qt3d/shadow-map-qml
parentf34ec1fff6c2c62864a86c346e1ecd1364c83293 (diff)
Some fixes for examples.
Mostly insertion of RenderSurfaceSelector, FrameGraph->RendererSettings, remove parameter bindings Change-Id: I182092d43b0842da07e995387c0fe174d45345df Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples/qt3d/shadow-map-qml')
-rw-r--r--examples/qt3d/shadow-map-qml/AdsEffect.qml17
-rw-r--r--examples/qt3d/shadow-map-qml/ShadowMapFrameGraph.qml74
-rw-r--r--examples/qt3d/shadow-map-qml/doc/src/shadow-map-qml.qdoc2
3 files changed, 39 insertions, 54 deletions
diff --git a/examples/qt3d/shadow-map-qml/AdsEffect.qml b/examples/qt3d/shadow-map-qml/AdsEffect.qml
index 4f6910f63..01ca38639 100644
--- a/examples/qt3d/shadow-map-qml/AdsEffect.qml
+++ b/examples/qt3d/shadow-map-qml/AdsEffect.qml
@@ -100,17 +100,6 @@ Effect {
RenderPass {
annotations: [ Annotation { name : "pass"; value : "forward" } ]
- // The bindings property allows us to map from names of parameters (uniforms or vertex attributes)
- // within a shader to more friendly names in QML. By default the parameter names are exposed from
- // the shader so we only need to add add mappings where the names differ. E.g. here we map from the
- // ka uniform name in the shader to a property called ambient
- bindings: [
- // Uniforms (those provided by the user)
- ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
- ParameterMapping { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
- ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform }
- ]
-
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/ads.vert")
fragmentShaderCode: loadSource("qrc:/shaders/ads.frag")
@@ -145,12 +134,6 @@ Effect {
RenderPass {
annotations: [ Annotation { name : "pass"; value : "forward" } ]
- bindings: [
- ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
- ParameterMapping { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
- ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform }
- ]
-
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/es3/ads.vert")
fragmentShaderCode: loadSource("qrc:/shaders/es3/ads.frag")
diff --git a/examples/qt3d/shadow-map-qml/ShadowMapFrameGraph.qml b/examples/qt3d/shadow-map-qml/ShadowMapFrameGraph.qml
index 7183b4e3b..956f19ef6 100644
--- a/examples/qt3d/shadow-map-qml/ShadowMapFrameGraph.qml
+++ b/examples/qt3d/shadow-map-qml/ShadowMapFrameGraph.qml
@@ -52,7 +52,7 @@ import QtQuick 2.2 as QQ2
import Qt3D.Core 2.0
import Qt3D.Render 2.0
-FrameGraph {
+RenderSettings {
id: root
property alias viewCamera: viewCameraSelector.camera
@@ -63,52 +63,54 @@ FrameGraph {
normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0)
clearColor: Qt.rgba(0.0, 0.4, 0.7, 1.0)
- RenderPassFilter {
- includes: [ Annotation { name: "pass"; value: "shadowmap" } ]
+ RenderSurfaceSelector {
+ RenderPassFilter {
+ includes: [ Annotation { name: "pass"; value: "shadowmap" } ]
- RenderTargetSelector {
- target: RenderTarget {
- outputs: [
- RenderTargetOutput {
- objectName: "depth"
- attachmentPoint: RenderTargetOutput.Depth
- texture: Texture2D {
- id: depthTexture
- width: 1024
- height: 1024
- format: Texture.DepthFormat
- generateMipMaps: false
- magnificationFilter: Texture.Linear
- minificationFilter: Texture.Linear
- wrapMode {
- x: WrapMode.ClampToEdge
- y: WrapMode.ClampToEdge
+ RenderTargetSelector {
+ target: RenderTarget {
+ outputs: [
+ RenderTargetOutput {
+ objectName: "depth"
+ attachmentPoint: RenderTargetOutput.Depth
+ texture: Texture2D {
+ id: depthTexture
+ width: 1024
+ height: 1024
+ format: Texture.DepthFormat
+ generateMipMaps: false
+ magnificationFilter: Texture.Linear
+ minificationFilter: Texture.Linear
+ wrapMode {
+ x: WrapMode.ClampToEdge
+ y: WrapMode.ClampToEdge
+ }
+ comparisonFunction: Texture.CompareLessEqual
+ comparisonMode: Texture.CompareRefToTexture
}
- comparisonFunction: Texture.CompareLessEqual
- comparisonMode: Texture.CompareRefToTexture
}
- }
- ]
- }
+ ]
+ }
- ClearBuffer {
- buffers: ClearBuffer.DepthBuffer
+ ClearBuffer {
+ buffers: ClearBuffer.DepthBuffer
- CameraSelector {
- id: lightCameraSelector
+ CameraSelector {
+ id: lightCameraSelector
+ }
}
}
}
- }
- RenderPassFilter {
- includes: [ Annotation { name: "pass"; value: "forward" } ]
+ RenderPassFilter {
+ includes: [ Annotation { name: "pass"; value: "forward" } ]
- ClearBuffer {
- buffers: ClearBuffer.ColorDepthBuffer
+ ClearBuffer {
+ buffers: ClearBuffer.ColorDepthBuffer
- CameraSelector {
- id: viewCameraSelector
+ CameraSelector {
+ id: viewCameraSelector
+ }
}
}
}
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 d9076e0f0..df0966b24 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
@@ -121,7 +121,7 @@
\skipto import QtQuick
\printuntil Render 2.0
- The code defines a \l FrameGraph entity that has a tree of entities as the
+ The code defines a \l RendererSettings entity that has a tree of entities as the
active framegraph:
\printuntil clearColor