diff options
author | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-03-04 16:05:02 +0100 |
---|---|---|
committer | Laszlo Agocs <laszlo.agocs@theqtcompany.com> | 2015-03-04 15:21:01 +0000 |
commit | c82207d54c76d8b66be010bfa63e45f9507891fa (patch) | |
tree | 8d112e96bc1fa42dbc49907f53d71fa5b893869a /examples/wave | |
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/wave')
-rw-r--r-- | examples/wave/Background.qml | 90 | ||||
-rw-r--r-- | examples/wave/BackgroundEffect.qml | 64 | ||||
-rw-r--r-- | examples/wave/BasicCamera.qml | 49 | ||||
-rw-r--r-- | examples/wave/Wave.qml | 80 | ||||
-rw-r--r-- | examples/wave/WaveEffect.qml | 111 | ||||
-rw-r--r-- | examples/wave/WaveForwardRenderer.qml | 66 | ||||
-rw-r--r-- | examples/wave/WaveMaterial.qml | 57 | ||||
-rw-r--r-- | examples/wave/main.cpp | 71 | ||||
-rw-r--r-- | examples/wave/main.qml | 85 | ||||
-rw-r--r-- | examples/wave/shaders/background.frag | 13 | ||||
-rw-r--r-- | examples/wave/shaders/background.vert | 14 | ||||
-rw-r--r-- | examples/wave/shaders/ribbon.frag | 49 | ||||
-rw-r--r-- | examples/wave/shaders/ribbon.vert | 149 | ||||
-rw-r--r-- | examples/wave/shaders/ribbonwireframe.frag | 98 | ||||
-rw-r--r-- | examples/wave/shaders/robustwireframe.geom | 131 | ||||
-rw-r--r-- | examples/wave/wave.pro | 25 | ||||
-rw-r--r-- | examples/wave/wave.qrc | 18 |
17 files changed, 0 insertions, 1170 deletions
diff --git a/examples/wave/Background.qml b/examples/wave/Background.qml deleted file mode 100644 index d25edfabf..000000000 --- a/examples/wave/Background.qml +++ /dev/null @@ -1,90 +0,0 @@ -/**************************************************************************** -** -** 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/wave/BackgroundEffect.qml b/examples/wave/BackgroundEffect.qml deleted file mode 100644 index be02664f7..000000000 --- a/examples/wave/BackgroundEffect.qml +++ /dev/null @@ -1,64 +0,0 @@ -/**************************************************************************** -** -** 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/wave/BasicCamera.qml b/examples/wave/BasicCamera.qml deleted file mode 100644 index 740dd54ce..000000000 --- a/examples/wave/BasicCamera.qml +++ /dev/null @@ -1,49 +0,0 @@ -/**************************************************************************** -** -** 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/wave/Wave.qml b/examples/wave/Wave.qml deleted file mode 100644 index 023631b9e..000000000 --- a/examples/wave/Wave.qml +++ /dev/null @@ -1,80 +0,0 @@ -/**************************************************************************** -** -** 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/wave/WaveEffect.qml b/examples/wave/WaveEffect.qml deleted file mode 100644 index bca3737b8..000000000 --- a/examples/wave/WaveEffect.qml +++ /dev/null @@ -1,111 +0,0 @@ -/**************************************************************************** -** -** 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/wave/WaveForwardRenderer.qml b/examples/wave/WaveForwardRenderer.qml deleted file mode 100644 index 9f8031668..000000000 --- a/examples/wave/WaveForwardRenderer.qml +++ /dev/null @@ -1,66 +0,0 @@ -/**************************************************************************** -** -** 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/wave/WaveMaterial.qml b/examples/wave/WaveMaterial.qml deleted file mode 100644 index 1417b54cb..000000000 --- a/examples/wave/WaveMaterial.qml +++ /dev/null @@ -1,57 +0,0 @@ -/**************************************************************************** -** -** 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/wave/main.cpp b/examples/wave/main.cpp deleted file mode 100644 index 6130cc708..000000000 --- a/examples/wave/main.cpp +++ /dev/null @@ -1,71 +0,0 @@ -/**************************************************************************** -** -** 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/wave/main.qml b/examples/wave/main.qml deleted file mode 100644 index b2e0c1bff..000000000 --- a/examples/wave/main.qml +++ /dev/null @@ -1,85 +0,0 @@ -/**************************************************************************** -** -** 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/wave/shaders/background.frag b/examples/wave/shaders/background.frag deleted file mode 100644 index 01c062189..000000000 --- a/examples/wave/shaders/background.frag +++ /dev/null @@ -1,13 +0,0 @@ -#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/wave/shaders/background.vert b/examples/wave/shaders/background.vert deleted file mode 100644 index 58fadebe5..000000000 --- a/examples/wave/shaders/background.vert +++ /dev/null @@ -1,14 +0,0 @@ -#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/wave/shaders/ribbon.frag b/examples/wave/shaders/ribbon.frag deleted file mode 100644 index 09ad78871..000000000 --- a/examples/wave/shaders/ribbon.frag +++ /dev/null @@ -1,49 +0,0 @@ -#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/wave/shaders/ribbon.vert b/examples/wave/shaders/ribbon.vert deleted file mode 100644 index e099d53c8..000000000 --- a/examples/wave/shaders/ribbon.vert +++ /dev/null @@ -1,149 +0,0 @@ -#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/wave/shaders/ribbonwireframe.frag b/examples/wave/shaders/ribbonwireframe.frag deleted file mode 100644 index 659f00a8a..000000000 --- a/examples/wave/shaders/ribbonwireframe.frag +++ /dev/null @@ -1,98 +0,0 @@ -#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/wave/shaders/robustwireframe.geom b/examples/wave/shaders/robustwireframe.geom deleted file mode 100644 index 6eb0ecc76..000000000 --- a/examples/wave/shaders/robustwireframe.geom +++ /dev/null @@ -1,131 +0,0 @@ -#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/wave/wave.pro b/examples/wave/wave.pro deleted file mode 100644 index 05c937cb6..000000000 --- a/examples/wave/wave.pro +++ /dev/null @@ -1,25 +0,0 @@ -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/wave/wave.qrc b/examples/wave/wave.qrc deleted file mode 100644 index 2ce77a45f..000000000 --- a/examples/wave/wave.qrc +++ /dev/null @@ -1,18 +0,0 @@ -<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> |