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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/wave
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/wave')
-rw-r--r--examples/qt3d/wave/Background.qml90
-rw-r--r--examples/qt3d/wave/BackgroundEffect.qml64
-rw-r--r--examples/qt3d/wave/BasicCamera.qml49
-rw-r--r--examples/qt3d/wave/Wave.qml80
-rw-r--r--examples/qt3d/wave/WaveEffect.qml111
-rw-r--r--examples/qt3d/wave/WaveForwardRenderer.qml66
-rw-r--r--examples/qt3d/wave/WaveMaterial.qml57
-rw-r--r--examples/qt3d/wave/main.cpp71
-rw-r--r--examples/qt3d/wave/main.qml85
-rw-r--r--examples/qt3d/wave/shaders/background.frag13
-rw-r--r--examples/qt3d/wave/shaders/background.vert14
-rw-r--r--examples/qt3d/wave/shaders/ribbon.frag49
-rw-r--r--examples/qt3d/wave/shaders/ribbon.vert149
-rw-r--r--examples/qt3d/wave/shaders/ribbonwireframe.frag98
-rw-r--r--examples/qt3d/wave/shaders/robustwireframe.geom131
-rw-r--r--examples/qt3d/wave/wave.pro25
-rw-r--r--examples/qt3d/wave/wave.qrc18
17 files changed, 1170 insertions, 0 deletions
diff --git a/examples/qt3d/wave/Background.qml b/examples/qt3d/wave/Background.qml
new file mode 100644
index 000000000..d25edfabf
--- /dev/null
+++ b/examples/qt3d/wave/Background.qml
@@ -0,0 +1,90 @@
+/****************************************************************************
+**
+** 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 2.1 as QQ2
+
+Entity {
+ id: root
+ property real hue: 0.0
+ property alias animateColors: hueAnim.running
+
+ QQ2.NumberAnimation {
+ id: hueAnim
+ target: root
+ property: "hue"
+ from: 0.0; to: 1.0
+ duration: 200000
+ running: false
+ loops: QQ2.Animation.Infinite
+ }
+
+ Entity {
+ id: _private
+ property color color1: Qt.hsla( (hue + 0.59) % 1, 0.53, 0.59 )
+ property color color2: Qt.hsla( (hue + 0.59) % 1, 1.0, 0.15 )
+ }
+
+ components: [
+ Layer {
+ names: "background"
+ },
+
+ PlaneMesh {
+ width: 2.0
+ height: 2.0
+ meshResolution: Qt.size( 2, 2 )
+ },
+
+ Transform {
+ // Rotate the plane so that it faces us
+ Rotate {
+ axis: Qt.vector3d( 1.0, 0.0, 0.0 )
+ angle: 90
+ }
+ },
+
+ Material {
+ effect: BackgroundEffect {}
+ parameters: [
+ Parameter { name: "color1"; value: Qt.vector3d( _private.color1.r, _private.color1.g, _private.color1.b ) },
+ Parameter { name: "color2"; value: Qt.vector3d( _private.color2.r, _private.color2.g, _private.color2.b ) }
+ ]
+ }
+ ]
+
+}
diff --git a/examples/qt3d/wave/BackgroundEffect.qml b/examples/qt3d/wave/BackgroundEffect.qml
new file mode 100644
index 000000000..be02664f7
--- /dev/null
+++ b/examples/qt3d/wave/BackgroundEffect.qml
@@ -0,0 +1,64 @@
+/****************************************************************************
+**
+** 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
+
+Effect {
+ id: root
+
+ techniques: [
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ profile: OpenGLFilter.Core
+ majorVersion: 3
+ minorVersion: 1
+ }
+
+ annotations: Annotation { name: "renderingStyle"; value: "forward" }
+
+ renderPasses: [
+ RenderPass {
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource( "qrc:/shaders/background.vert" )
+ fragmentShaderCode: loadSource( "qrc:/shaders/background.frag" )
+ }
+ }
+ ]
+ }
+ ]
+}
diff --git a/examples/qt3d/wave/BasicCamera.qml b/examples/qt3d/wave/BasicCamera.qml
new file mode 100644
index 000000000..740dd54ce
--- /dev/null
+++ b/examples/qt3d/wave/BasicCamera.qml
@@ -0,0 +1,49 @@
+/****************************************************************************
+**
+** 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
+
+Camera {
+ id: mainCamera
+ projectionType: CameraLens.PerspectiveProjection
+ fieldOfView: 22.5
+ aspectRatio: _window.width / _window.height
+ nearPlane: 0.01
+ farPlane: 1000.0
+ viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
+ upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
+}
diff --git a/examples/qt3d/wave/Wave.qml b/examples/qt3d/wave/Wave.qml
new file mode 100644
index 000000000..023631b9e
--- /dev/null
+++ b/examples/qt3d/wave/Wave.qml
@@ -0,0 +1,80 @@
+/****************************************************************************
+**
+** 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
+
+Entity {
+ id: root
+
+ property real x: 0.0
+ property real y: 0.0
+ property real z: 0.0
+ property real scale: 1.0
+ property real theta: 0.0
+ property real phi: 0.0
+ property color tint: Qt.rgba( 0.0, 0.0, 0.0, 1.0 )
+ property real intensity: 0.3
+ property alias wireframe: material.wireframe
+
+ components: [ transform, mesh, material, layer ]
+
+ Layer {
+ id: layer
+ names: "wave"
+ }
+
+ Transform {
+ id: transform
+ Translate { dx: root.x; dy: root.y; dz: root.z }
+ Scale { scale: root.scale }
+ Rotate{ angle: root.theta; axis: Qt.vector3d(1.0, 0.0, 0.0) }
+ Rotate{ angle: root.phi; axis: Qt.vector3d(0.0, 1.0, 0.0) }
+ }
+
+ WaveMaterial {
+ id: material
+ ambient: Qt.rgba( root.tint.r, root.tint.g, root.tint.b, 1.0 ) // Set color tint
+ diffuse: Qt.rgba( root.intensity, root.intensity, root.intensity, 1.0 ) // Set how bright the wave is
+ }
+
+ PlaneMesh {
+ id: mesh
+ width: 25.0
+ height: 5.0
+ meshResolution: Qt.size( 125, 50 )
+ }
+}
diff --git a/examples/qt3d/wave/WaveEffect.qml b/examples/qt3d/wave/WaveEffect.qml
new file mode 100644
index 000000000..bca3737b8
--- /dev/null
+++ b/examples/qt3d/wave/WaveEffect.qml
@@ -0,0 +1,111 @@
+/****************************************************************************
+**
+** 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
+
+Effect {
+ id: root
+
+ property bool wireframe: false
+
+ // These parameters act as default values for the effect. They take
+ // priority over any parameters specified in the RenderPasses below
+ // (none provided in this example). In turn these parameters can be
+ // overwritten by specifying them in a Material that references this
+ // effect.
+ // The priority order is:
+ //
+ // Material -> Effect -> Technique -> RenderPass -> GLSL default values
+ parameters: [
+ Parameter { name: "ambient"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
+ Parameter { name: "diffuse"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) }
+ ]
+
+ techniques: [
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ profile: OpenGLFilter.Core
+ majorVersion: 3
+ minorVersion: 2
+ }
+
+ annotations: [ Annotation { name: "renderingStyle"; value: "forward" } ]
+
+ parameters: [
+ Parameter { name: "light.position"; value: Qt.vector4d( 0.0, 0.0, 0.0, 1.0 ) },
+ Parameter { name: "light.intensity"; value: Qt.vector3d( 1.0, 1.0, 1.0 ) },
+ Parameter { name: "line.width"; value: 0.8 },
+ Parameter { name: "line.color"; value: Qt.vector4d( 1.0, 1.0, 1.0, 1.0 ) }
+ ]
+
+ renderPasses: [
+ RenderPass {
+ bindings: [
+ ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
+ ParameterMapping { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform }
+ ]
+
+ shaderProgram: wireframe ? wireframeShader : standardShader
+
+ // Disable depth testing and use simple additive blending
+ renderStates: [
+ DepthTest { func: DepthTest.Always },
+ DepthMask { mask: true },
+ BlendState {
+ srcRGB: BlendState.One
+ dstRGB: BlendState.OneMinusSrcColor
+ }
+ ]
+
+ ShaderProgram {
+ id: standardShader
+ vertexShaderCode: loadSource("qrc:/shaders/ribbon.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/ribbon.frag")
+ }
+
+ ShaderProgram {
+ id: wireframeShader
+ vertexShaderCode: loadSource("qrc:/shaders/ribbon.vert")
+ geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
+ fragmentShaderCode: loadSource("qrc:/shaders/ribbonwireframe.frag")
+ }
+ }
+ ]
+ }
+ ]
+}
diff --git a/examples/qt3d/wave/WaveForwardRenderer.qml b/examples/qt3d/wave/WaveForwardRenderer.qml
new file mode 100644
index 000000000..9f8031668
--- /dev/null
+++ b/examples/qt3d/wave/WaveForwardRenderer.qml
@@ -0,0 +1,66 @@
+/****************************************************************************
+**
+** 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
+
+TechniqueFilter {
+ id: root
+
+ // Expose camera to allow user to choose which camera to use for rendering
+ property alias camera: cameraSelector.camera
+
+ // Select the forward rendering Technique of any used Effect
+ requires: [ Annotation { name: "renderingStyle"; value: "forward" } ]
+
+ // Use the whole viewport
+ Viewport {
+ id: viewport
+ rect: Qt.rect(0.0, 0.0, 1.0, 1.0)
+
+ // Use the specified camera
+ CameraSelector {
+ id: cameraSelector
+
+ ClearBuffer {
+ buffers: ClearBuffer.ColorDepthBuffer
+ LayerFilter { layers: "background" }
+ }
+
+ LayerFilter { layers: "wave" }
+ }
+ }
+}
diff --git a/examples/qt3d/wave/WaveMaterial.qml b/examples/qt3d/wave/WaveMaterial.qml
new file mode 100644
index 000000000..1417b54cb
--- /dev/null
+++ b/examples/qt3d/wave/WaveMaterial.qml
@@ -0,0 +1,57 @@
+/****************************************************************************
+**
+** 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
+
+Material {
+ id: root
+
+ property color ambient: Qt.rgba( 0.05, 0.05, 0.05, 1.0 )
+ property color diffuse: Qt.rgba( 0.7, 0.7, 0.7, 1.0 )
+ property real lineWidth: 1.0
+ property color lineColor: Qt.rgba( 1.0, 1.0, 1.0, 1.0 )
+ property alias wireframe: effect.wireframe
+
+ effect: WaveEffect { id: effect }
+
+ parameters: [
+ Parameter { name: "ambient"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) },
+ Parameter { name: "diffuse"; value: Qt.vector3d(root.diffuse.r, root.diffuse.g, root.diffuse.b) },
+ Parameter { name: "line.width"; value: root.lineWidth },
+ Parameter { name: "line.color"; value: root.lineColor }
+ ]
+}
diff --git a/examples/qt3d/wave/main.cpp b/examples/qt3d/wave/main.cpp
new file mode 100644
index 000000000..6130cc708
--- /dev/null
+++ b/examples/qt3d/wave/main.cpp
@@ -0,0 +1,71 @@
+/****************************************************************************
+**
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include <Qt3DCore/window.h>
+#include <Qt3DRenderer/qrenderaspect.h>
+#include <Qt3DInput/qinputaspect.h>
+#include <Qt3DQuick/QQmlAspectEngine>
+
+#include <exampleresources.h>
+
+#include <QGuiApplication>
+#include <QtQml>
+
+int main(int argc, char* argv[])
+{
+ QGuiApplication app(argc, argv);
+
+ initializeAssetResources("../exampleresources/example-assets.qrb");
+
+ Qt3D::Window view;
+ Qt3D::Quick::QQmlAspectEngine engine;
+
+ engine.aspectEngine()->registerAspect(new Qt3D::QRenderAspect());
+ engine.aspectEngine()->registerAspect(new Qt3D::QInputAspect());
+
+ // Expose the window as a context property so we can set the aspect ratio
+ engine.qmlEngine()->rootContext()->setContextProperty("_window", &view);
+ QVariantMap data;
+ data.insert(QStringLiteral("surface"), QVariant::fromValue(static_cast<QSurface *>(&view)));
+ data.insert(QStringLiteral("eventSource"), QVariant::fromValue(&view));
+ engine.aspectEngine()->setData(data);
+ engine.aspectEngine()->initialize();
+ engine.setSource(QUrl("qrc:/main.qml"));
+
+ view.show();
+
+ return app.exec();
+}
diff --git a/examples/qt3d/wave/main.qml b/examples/qt3d/wave/main.qml
new file mode 100644
index 000000000..b2e0c1bff
--- /dev/null
+++ b/examples/qt3d/wave/main.qml
@@ -0,0 +1,85 @@
+/****************************************************************************
+**
+** 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 Qt3D.Input 2.0
+
+Entity {
+ id: root
+
+ KeyboardController { id: keyboard1 }
+
+ KeyboardInput {
+ id: input
+ controller: keyboard1
+ focus: true
+
+ onTabPressed: {
+ background.animateColors = !background.animateColors
+ }
+
+ onSpacePressed: {
+ wave.wireframe = !wave.wireframe
+ }
+ }
+
+ FrameGraph {
+ id: frameGraph
+ activeFrameGraph: WaveForwardRenderer {
+ camera: mainCamera
+ }
+ }
+
+ components: [ frameGraph, input ]
+
+ BasicCamera {
+ id: mainCamera
+ position: Qt.vector3d( 0.0, 10.0, 25.0 )
+ }
+
+ Configuration {
+ controlledCamera: mainCamera
+ }
+
+ Background {
+ id: background
+ }
+
+ Wave {
+ id: wave
+ }
+}
diff --git a/examples/qt3d/wave/shaders/background.frag b/examples/qt3d/wave/shaders/background.frag
new file mode 100644
index 000000000..01c062189
--- /dev/null
+++ b/examples/qt3d/wave/shaders/background.frag
@@ -0,0 +1,13 @@
+#version 150 core
+
+in vec2 texCoord;
+
+out vec4 fragColor;
+
+uniform vec3 color1;
+uniform vec3 color2;
+
+void main()
+{
+ fragColor = vec4( mix( color1, color2, texCoord.t ), 1.0 );
+}
diff --git a/examples/qt3d/wave/shaders/background.vert b/examples/qt3d/wave/shaders/background.vert
new file mode 100644
index 000000000..58fadebe5
--- /dev/null
+++ b/examples/qt3d/wave/shaders/background.vert
@@ -0,0 +1,14 @@
+#version 150 core
+
+in vec4 vertexPosition;
+in vec2 vertexTexCoord;
+
+out vec2 texCoord;
+
+uniform mat4 modelMatrix;
+
+void main()
+{
+ texCoord = vertexTexCoord;
+ gl_Position = modelMatrix * vertexPosition;
+}
diff --git a/examples/qt3d/wave/shaders/ribbon.frag b/examples/qt3d/wave/shaders/ribbon.frag
new file mode 100644
index 000000000..09ad78871
--- /dev/null
+++ b/examples/qt3d/wave/shaders/ribbon.frag
@@ -0,0 +1,49 @@
+#version 330 core
+
+in EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} fs_in;
+
+out vec4 fragColor;
+
+uniform struct LightInfo {
+ vec4 position;
+ vec3 intensity;
+} light;
+
+uniform struct LineInfo {
+ float width;
+ vec4 color;
+} line;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 kd; // Diffuse reflectivity
+
+vec3 rimLightModel( const in vec3 pos, const in vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( light.position ) - pos );
+
+ // Calculate the vector from the fragment to the eye position (the
+ // origin since this is in "eye" or "camera" space
+ vec3 v = normalize( -pos );
+
+ // Refleft the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffuse component, which for rim lighting it 1 minus s dot n
+ // rather than s dot n as for standard diffuse lighting
+ float sDotN = dot( s, n );
+ vec3 diffuse = vec3( 1.0 - max( sDotN, 0.0 ) );
+
+ // Combine the ambient, diffuse and specular contributions
+ return light.intensity * ( ka + kd * diffuse );
+}
+
+void main()
+{
+ vec3 n = gl_FrontFacing ? fs_in.normal : -fs_in.normal;
+ vec4 color = vec4( rimLightModel( fs_in.position, normalize( n ) ), 1.0 );
+ fragColor = color;
+}
diff --git a/examples/qt3d/wave/shaders/ribbon.vert b/examples/qt3d/wave/shaders/ribbon.vert
new file mode 100644
index 000000000..e099d53c8
--- /dev/null
+++ b/examples/qt3d/wave/shaders/ribbon.vert
@@ -0,0 +1,149 @@
+#version 330 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+
+out EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} vs_out;
+
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+uniform float time;
+uniform float amplitude = 1.0;
+uniform float lambda = 20.0;
+uniform float period = 15.0;
+
+//
+// Description : Array and textureless GLSL 3D simplex noise function.
+// Author : Ian McEwan, Ashima Arts.
+// Maintainer : ijm
+// Lastmod : 20110409 (stegu)
+// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
+// Distributed under the MIT License. See LICENSE file.
+//
+
+vec4 permute( vec4 x )
+{
+ return mod(((x*34.0)+1.0)*x, 289.0);
+}
+
+vec4 taylorInvSqrt( vec4 r )
+{
+ return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+float snoise(vec3 v)
+{
+ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
+ const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
+
+ // First corner
+ vec3 i = floor(v + dot(v, C.yyy) );
+ vec3 x0 = v - i + dot(i, C.xxx) ;
+
+ // Other corners
+ vec3 g = step(x0.yzx, x0.xyz);
+ vec3 l = 1.0 - g;
+ vec3 i1 = min( g.xyz, l.zxy );
+ vec3 i2 = max( g.xyz, l.zxy );
+
+ // x0 = x0 - 0. + 0.0 * C
+ vec3 x1 = x0 - i1 + 1.0 * C.xxx;
+ vec3 x2 = x0 - i2 + 2.0 * C.xxx;
+ vec3 x3 = x0 - 1. + 3.0 * C.xxx;
+
+ // Permutations
+ i = mod(i, 289.0 );
+ vec4 p = permute( permute( permute(
+ i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ + i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
+
+ // Gradients
+ // ( N*N points uniformly over a square, mapped onto an octahedron.)
+ float n_ = 1.0/7.0; // N=7
+ vec3 ns = n_ * D.wyz - D.xzx;
+
+ vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N)
+
+ vec4 x_ = floor(j * ns.z);
+ vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
+
+ vec4 x = x_ *ns.x + ns.yyyy;
+ vec4 y = y_ *ns.x + ns.yyyy;
+ vec4 h = 1.0 - abs(x) - abs(y);
+
+ vec4 b0 = vec4( x.xy, y.xy );
+ vec4 b1 = vec4( x.zw, y.zw );
+
+ //vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
+ //vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
+ vec4 s0 = floor(b0)*2.0 + 1.0;
+ vec4 s1 = floor(b1)*2.0 + 1.0;
+ vec4 sh = -step(h, vec4(0.0));
+
+ vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
+ vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
+
+ vec3 p0 = vec3(a0.xy,h.x);
+ vec3 p1 = vec3(a0.zw,h.y);
+ vec3 p2 = vec3(a1.xy,h.z);
+ vec3 p3 = vec3(a1.zw,h.w);
+
+ //Normalise gradients
+ vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
+ p0 *= norm.x;
+ p1 *= norm.y;
+ p2 *= norm.z;
+ p3 *= norm.w;
+
+ // Mix final noise value
+ vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
+ m = m * m;
+ return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
+ dot(p2,x2), dot(p3,x3) ) );
+}
+
+float height( const in vec3 pos )
+{
+ // Perturb the y position by a wave function in (x, t)
+ const float twoPi = 2.0 * 3.14159;
+ float k = twoPi / lambda;
+ float omega = twoPi / period;
+
+ float y = amplitude * sin( k * pos.x - omega * time );
+
+ // Further perturb by a noise function
+ y += snoise( 0.27 * vec3( 0.4 * pos.x, 3.0, 2.0 * pos.z - 0.5 * time ) );
+
+ return y;
+}
+
+void main()
+{
+ // Calculate y value based upon input coordinates and time
+ vec3 pos = vertexPosition;
+ pos.y = height( pos );
+
+ // Estimate normal vector by calculating the y value at small offsets
+ // and then taking the cross product of the differences
+ float offset = 0.5;
+ vec3 posOffsetX = vertexPosition + vec3( offset, 0.0, 0.0 );
+ posOffsetX.y = height( posOffsetX );
+ vec3 posOffsetZ = vertexPosition + vec3( 0.0, 0.0, offset );
+ posOffsetZ.y = height( posOffsetZ );
+
+ vec3 dydx = posOffsetX - pos;
+ vec3 dydz = posOffsetZ - pos;
+ vec3 normal = cross( dydz, dydx );
+
+ // Transform the position and normal to eye space for lighting
+ vs_out.normal = normalize( modelViewNormal * normal );
+ vs_out.position = vec3( modelView * vec4( pos, 1.0 ) );
+
+ gl_Position = mvp * vec4( pos, 1.0 );
+}
diff --git a/examples/qt3d/wave/shaders/ribbonwireframe.frag b/examples/qt3d/wave/shaders/ribbonwireframe.frag
new file mode 100644
index 000000000..659f00a8a
--- /dev/null
+++ b/examples/qt3d/wave/shaders/ribbonwireframe.frag
@@ -0,0 +1,98 @@
+#version 330 core
+
+in WireframeVertex {
+ vec3 position;
+ vec3 normal;
+ noperspective vec4 edgeA;
+ noperspective vec4 edgeB;
+ flat int configuration;
+} fs_in;
+
+out vec4 fragColor;
+
+uniform struct LightInfo {
+ vec4 position;
+ vec3 intensity;
+} light;
+
+uniform struct LineInfo {
+ float width;
+ vec4 color;
+} line;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 kd; // Diffuse reflectivity
+
+vec3 rimLightModel( const in vec3 pos, const in vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( light.position ) - pos );
+
+ // Calculate the vector from the fragment to the eye position (the
+ // origin since this is in "eye" or "camera" space
+ vec3 v = normalize( -pos );
+
+ // Refleft the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffuse component, which for rim lighting it 1 minus s dot n
+ // rather than s dot n as for standard diffuse lighting
+ float sDotN = dot( s, n );
+ vec3 diffuse = vec3( 1.0 - max( sDotN, 0.0 ) );
+
+ // Combine the ambient, diffuse and specular contributions
+ return light.intensity * ( ka + kd * diffuse );
+}
+
+vec4 shadeLine( const in vec4 color )
+{
+ // Find the smallest distance between the fragment and a triangle edge
+ float d;
+ if ( fs_in.configuration == 0 ) {
+ // Common configuration
+ d = min( fs_in.edgeA.x, fs_in.edgeA.y );
+ d = min( d, fs_in.edgeA.z );
+ } else {
+ // Handle configuration where screen space projection breaks down
+ // Compute and compare the squared distances
+ vec2 AF = gl_FragCoord.xy - fs_in.edgeA.xy;
+ float sqAF = dot( AF, AF );
+ float AFcosA = dot( AF, fs_in.edgeA.zw );
+ d = abs( sqAF - AFcosA * AFcosA );
+
+ vec2 BF = gl_FragCoord.xy - fs_in.edgeB.xy;
+ float sqBF = dot( BF, BF );
+ float BFcosB = dot( BF, fs_in.edgeB.zw );
+ d = min( d, abs( sqBF - BFcosB * BFcosB ) );
+
+ // Only need to care about the 3rd edge for some configurations.
+ if ( fs_in.configuration == 1 ||
+ fs_in.configuration == 2 ||
+ fs_in.configuration == 4 ) {
+ float AFcosA0 = dot( AF, normalize( fs_in.edgeB.xy - fs_in.edgeA.xy ) );
+ d = min( d, abs( sqAF - AFcosA0 * AFcosA0 ) );
+ }
+
+ d = sqrt( d );
+ }
+
+ // Blend between line color and shaded color
+ float mixVal;
+ if ( d < line.width - 1.0 ) {
+ mixVal = 1.0;
+ } else if ( d > line.width + 1.0 ) {
+ mixVal = 0.0;
+ } else {
+ float x = d - ( line.width - 1.0 );
+ mixVal = exp2( -2.0 * ( x * x ) );
+ }
+
+ return mix( color, line.color, mixVal );
+}
+
+void main()
+{
+ vec3 n = gl_FrontFacing ? fs_in.normal : -fs_in.normal;
+ vec4 color = vec4( rimLightModel( fs_in.position, normalize( n ) ), 1.0 );
+ fragColor = shadeLine( color );
+}
diff --git a/examples/qt3d/wave/shaders/robustwireframe.geom b/examples/qt3d/wave/shaders/robustwireframe.geom
new file mode 100644
index 000000000..6eb0ecc76
--- /dev/null
+++ b/examples/qt3d/wave/shaders/robustwireframe.geom
@@ -0,0 +1,131 @@
+#version 330 core
+
+layout( triangles ) in;
+layout( triangle_strip, max_vertices = 3 ) out;
+
+in EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} gs_in[];
+
+out WireframeVertex {
+ vec3 position;
+ vec3 normal;
+ noperspective vec4 edgeA;
+ noperspective vec4 edgeB;
+ flat int configuration;
+} gs_out;
+
+uniform mat4 viewportMatrix;
+
+const int infoA[] = int[]( 0, 0, 0, 0, 1, 1, 2 );
+const int infoB[] = int[]( 1, 1, 2, 0, 2, 1, 2 );
+const int infoAd[] = int[]( 2, 2, 1, 1, 0, 0, 0 );
+const int infoBd[] = int[]( 2, 2, 1, 2, 0, 2, 1 );
+
+vec2 transformToViewport( const in vec4 p )
+{
+ return vec2( viewportMatrix * ( p / p.w ) );
+}
+
+void main()
+{
+ gs_out.configuration = int(gl_in[0].gl_Position.z < 0) * int(4)
+ + int(gl_in[1].gl_Position.z < 0) * int(2)
+ + int(gl_in[2].gl_Position.z < 0);
+
+ // If all vertices are behind us, cull the primitive
+ if (gs_out.configuration == 7)
+ return;
+
+ // Transform each vertex into viewport space
+ vec2 p[3];
+ p[0] = transformToViewport( gl_in[0].gl_Position );
+ p[1] = transformToViewport( gl_in[1].gl_Position );
+ p[2] = transformToViewport( gl_in[2].gl_Position );
+
+ if (gs_out.configuration == 0)
+ {
+ // Common configuration where all vertices are within the viewport
+ gs_out.edgeA = vec4(0.0);
+ gs_out.edgeB = vec4(0.0);
+
+ // Calculate lengths of 3 edges of triangle
+ float a = length( p[1] - p[2] );
+ float b = length( p[2] - p[0] );
+ float c = length( p[1] - p[0] );
+
+ // Calculate internal angles using the cosine rule
+ float alpha = acos( ( b * b + c * c - a * a ) / ( 2.0 * b * c ) );
+ float beta = acos( ( a * a + c * c - b * b ) / ( 2.0 * a * c ) );
+
+ // Calculate the perpendicular distance of each vertex from the opposing edge
+ float ha = abs( c * sin( beta ) );
+ float hb = abs( c * sin( alpha ) );
+ float hc = abs( b * sin( alpha ) );
+
+ // Now add this perpendicular distance as a per-vertex property in addition to
+ // the position and normal calculated in the vertex shader.
+
+ // Vertex 0 (a)
+ gs_out.edgeA = vec4( ha, 0.0, 0.0, 0.0 );
+ gs_out.normal = gs_in[0].normal;
+ gs_out.position = gs_in[0].position;
+ gl_Position = gl_in[0].gl_Position;
+ EmitVertex();
+
+ // Vertex 1 (b)
+ gs_out.edgeA = vec4( 0.0, hb, 0.0, 0.0 );
+ gs_out.normal = gs_in[1].normal;
+ gs_out.position = gs_in[1].position;
+ gl_Position = gl_in[1].gl_Position;
+ EmitVertex();
+
+ // Vertex 2 (c)
+ gs_out.edgeA = vec4( 0.0, 0.0, hc, 0.0 );
+ gs_out.normal = gs_in[2].normal;
+ gs_out.position = gs_in[2].position;
+ gl_Position = gl_in[2].gl_Position;
+ EmitVertex();
+
+ // Finish the primitive off
+ EndPrimitive();
+ }
+ else
+ {
+ // Viewport projection breaks down for one or two vertices.
+ // Caclulate what we can here and defer rest to fragment shader.
+ // Since this is coherent for the entire primitive the conditional
+ // in the fragment shader is still cheap as all concurrent
+ // fragment shader invocations will take the same code path.
+
+ // Copy across the viewport-space points for the (up to) two vertices
+ // in the viewport
+ gs_out.edgeA.xy = p[infoA[gs_out.configuration]];
+ gs_out.edgeB.xy = p[infoB[gs_out.configuration]];
+
+ // Copy across the viewport-space edge vectors for the (up to) two vertices
+ // in the viewport
+ gs_out.edgeA.zw = normalize( gs_out.edgeA.xy - p[ infoAd[gs_out.configuration] ] );
+ gs_out.edgeB.zw = normalize( gs_out.edgeB.xy - p[ infoBd[gs_out.configuration] ] );
+
+ // Pass through the other vertex attributes
+ gs_out.normal = gs_in[0].normal;
+ gs_out.position = gs_in[0].position;
+ gl_Position = gl_in[0].gl_Position;
+ EmitVertex();
+
+ gs_out.normal = gs_in[1].normal;
+ gs_out.position = gs_in[1].position;
+ gl_Position = gl_in[1].gl_Position;
+ EmitVertex();
+
+ gs_out.normal = gs_in[2].normal;
+ gs_out.position = gs_in[2].position;
+ gl_Position = gl_in[2].gl_Position;
+ EmitVertex();
+
+ // Finish the primitive off
+ EndPrimitive();
+ }
+}
diff --git a/examples/qt3d/wave/wave.pro b/examples/qt3d/wave/wave.pro
new file mode 100644
index 000000000..05c937cb6
--- /dev/null
+++ b/examples/qt3d/wave/wave.pro
@@ -0,0 +1,25 @@
+TEMPLATE = app
+
+QT += 3dcore 3drenderer 3dquick 3dinput qml quick
+
+include("../exampleresources/exampleresources.pri")
+
+HEADERS += \
+
+SOURCES += \
+ main.cpp
+
+OTHER_FILES += \
+ shaders/* \
+ main.qml \
+ BasicCamera.qml \
+ WaveForwardRenderer.qml \
+ Wave.qml \
+ WaveEffect.qml \
+ WaveMaterial.qml \
+ Background.qml \
+ shaders/background.vert \
+ shaders/background.frag
+
+RESOURCES += \
+ wave.qrc
diff --git a/examples/qt3d/wave/wave.qrc b/examples/qt3d/wave/wave.qrc
new file mode 100644
index 000000000..2ce77a45f
--- /dev/null
+++ b/examples/qt3d/wave/wave.qrc
@@ -0,0 +1,18 @@
+<RCC>
+ <qresource prefix="/">
+ <file>main.qml</file>
+ <file>BasicCamera.qml</file>
+ <file>WaveEffect.qml</file>
+ <file>WaveMaterial.qml</file>
+ <file>Wave.qml</file>
+ <file>Background.qml</file>
+ <file>BackgroundEffect.qml</file>
+ <file>shaders/background.vert</file>
+ <file>shaders/background.frag</file>
+ <file>shaders/ribbon.frag</file>
+ <file>shaders/ribbon.vert</file>
+ <file>shaders/ribbonwireframe.frag</file>
+ <file>shaders/robustwireframe.geom</file>
+ <file>WaveForwardRenderer.qml</file>
+ </qresource>
+</RCC>