diff options
author | Paul Lemire <paul.lemire.ecortex@kdab.com> | 2014-11-18 08:40:44 +0100 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2014-12-10 19:22:49 +0100 |
commit | 4f49457ca36ccc142f502b090007234eb9459d18 (patch) | |
tree | 16f102259b6c6ad1aa9ac7959de99abfdd77d467 /examples | |
parent | 04f51a6324717104dc597063fe389131c9e5ebd1 (diff) |
playground-qml example cleaned up and simplified
This will be easier to test the QShaderData.
Change-Id: Ib3df6b105388295a164d7213e4db20d67294aee0
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples')
-rw-r--r-- | examples/playground-qml/AnimatedDiffuseMaterial.qml | 145 | ||||
-rw-r--r-- | examples/playground-qml/ComplexTechnique.qml | 234 | ||||
-rw-r--r-- | examples/playground-qml/DetailView.qml (renamed from examples/playground-qml/SimpleEffect.qml) | 76 | ||||
-rw-r--r-- | examples/playground-qml/ForwardRenderer.qml | 64 | ||||
-rw-r--r-- | examples/playground-qml/MainView.qml | 122 | ||||
-rw-r--r-- | examples/playground-qml/RenderableEntity.qml (renamed from examples/playground-qml/Renderable.qml) | 16 | ||||
-rw-r--r-- | examples/playground-qml/main.cpp | 2 | ||||
-rw-r--r-- | examples/playground-qml/main.qml | 596 | ||||
-rw-r--r-- | examples/playground-qml/playground-qml.pro | 10 | ||||
-rw-r--r-- | examples/playground-qml/playground-qml.qrc | 7 |
10 files changed, 588 insertions, 684 deletions
diff --git a/examples/playground-qml/AnimatedDiffuseMaterial.qml b/examples/playground-qml/AnimatedDiffuseMaterial.qml new file mode 100644 index 000000000..7c91374ad --- /dev/null +++ b/examples/playground-qml/AnimatedDiffuseMaterial.qml @@ -0,0 +1,145 @@ +/**************************************************************************** +** +** 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. +** +** $QT_BEGIN_LICENSE:LGPL$ +** 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 Digia. For licensing terms and +** conditions see http://qt.digia.com/licensing. For further information +** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Digia gives you certain additional +** rights. These rights are described in the Digia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 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 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import Qt3D 2.0 +import Qt3D.Render 2.0 +import QtQuick 2.2 as QQ2 + +Material { + id: material + + property color ambientColor: "#cc2200"; + property color diffuseColor: "pink" + property bool enabled: true + property Texture2D texture; + + QQ2.ParallelAnimation { + running: true + loops : QQ2.Animation.Infinite + QQ2.SequentialAnimation { + QQ2.ColorAnimation { target: material; property: "ambientColor"; to: "lightsteelblue"; duration: 1000 } + QQ2.ColorAnimation { target: material; property: "ambientColor"; to: "purple"; duration: 1000 } + QQ2.ColorAnimation { target: material; property: "ambientColor"; to: "#cc2200"; duration: 1000 } + } + QQ2.SequentialAnimation { + QQ2.ColorAnimation { target: material; property: "diffuseColor"; to: "yellow"; duration: 1000 } + QQ2.ColorAnimation { target: material; property: "diffuseColor"; to: "orange"; duration: 1000 } + QQ2.ColorAnimation { target: material; property: "diffuseColor"; to: "pink"; duration: 1000 } + } + } + + parameters: [ + Parameter { name: "ambient"; value: Qt.vector3d(material.ambientColor.r, material.ambientColor.g, material.ambientColor.b) }, + Parameter { name: "lightIntensity"; value: Qt.vector3d(0.5, 0.5, 0.5)}, + Parameter { name: "texture"; value: texture} + ] + + effect : Effect { + parameters : Parameter { name: "diffuse"; value: Qt.vector3d(material.diffuseColor.r, material.diffuseColor.g, material.diffuseColor.b)} + + techniques : [ + // OpenGL 3.1 Technique + Technique { + openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 } + + annotations: [ + Annotation { name : "RenderingStyle"; value : "forward"}, + Annotation { name : "Enabled"; value: enabled } + ] + + parameters : Parameter { name : "lightPos"; value : Qt.vector4d(10.0, 10.0, 0.0, 1.0)} + + renderPasses : [ + // COLOR PASS + RenderPass { + annotations: Annotation {name: "Name"; value: "ColorMaterial"} + + bindings: [ // Add only the bindings needed for a shader + ParameterMapping {parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform}, + ParameterMapping {parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform}, + ParameterMapping {parameterName: "lightPos"; shaderVariableName: "lightPosition"; bindingType: ParameterMapping.Uniform}, + ParameterMapping {parameterName: "lightIntensity"; shaderVariableName: "lightIntensity"; bindingType: ParameterMapping.Uniform} + ] + + shaderProgram: ShaderProgram { + id: diffuseShader + vertexShaderCode: loadSource("qrc:/shaders/diffuse.vert") + fragmentShaderCode: loadSource("qrc:/shaders/diffuse.frag") + } + }, + // TEXTURE PASS + RenderPass { + annotations: Annotation {name : "Name"; value : "Texture" } + bindings: ParameterMapping {parameterName: "texture"; shaderVariableName: "tex"; bindingType: ParameterMapping.Uniform} + 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 = texture2D(tex, texCoord); + } + " + } + } + ] + } + ] + } +} + diff --git a/examples/playground-qml/ComplexTechnique.qml b/examples/playground-qml/ComplexTechnique.qml new file mode 100644 index 000000000..cd57b1eba --- /dev/null +++ b/examples/playground-qml/ComplexTechnique.qml @@ -0,0 +1,234 @@ +/**************************************************************************** +** +** 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. +** +** $QT_BEGIN_LICENSE:LGPL$ +** 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 Digia. For licensing terms and +** conditions see http://qt.digia.com/licensing. For further information +** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Digia gives you certain additional +** rights. These rights are described in the Digia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 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 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.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 = texture2D(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 = texture2D(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 = texture2D(gBuffer, texCoord); + } + " + } + } + + ] +} diff --git a/examples/playground-qml/SimpleEffect.qml b/examples/playground-qml/DetailView.qml index 00e9981a2..5e9298cfa 100644 --- a/examples/playground-qml/SimpleEffect.qml +++ b/examples/playground-qml/DetailView.qml @@ -42,66 +42,26 @@ import Qt3D 2.0 import Qt3D.Render 2.0 -Effect { - id: simpleEffect - techniques: [ - Technique { - id: technique1 +Entity { - annotations : [ - TechniqueCriterion { criterionType : TechniqueCriterion.CustomType; criterionCustomType: "useEarlyZ"; criterionValue : true}, - TechniqueCriterion { criterionType : TechniqueCriterion.RenderingStyle; criterionValue : "forward"} - ] - - renderPasses: [ - RenderPass { - shaderProgram: ShaderProgram { - vertexSource: ":/shaders/zfill.vert" - fragmentSource: ":/shaders/zfill.frag" - } - }, - - RenderPass { - shaderProgram: phongProgram - } - ] - }, - - Technique { - id: technique2 - - annotations : [ - TechniqueCriterion { criterionType : TechniqueCriterion.CustomType; criterionCustomType: "useEarlyZ"; criterionValue : false}, - TechniqueCriterion { criterionType : TechniqueCriterion.RenderingStyle; criterionValue : "forward"} - ] - - renderPasses: [ - RenderPass { - shaderProgram: phongProgram + property Entity camera : Entity { + components : [ + CameraLens { + projectionType: CameraLens.PerspectiveProjection + fieldOfView: 60 + aspectRatio: 16/9 + nearPlane: 0.001 + farPlane: 10000.0 + }, + Transform { + LookAt { + position: Qt.vector3d( 10.0, 10.0, -25.0 ) + upVector: Qt.vector3d( 0.0, 1.0, 0.0 ) + viewCenter: Qt.vector3d( 0.0, 0.0, 10.0 ) } - ] - }, - - Technique { - id: technique3 - - annotations : [ - TechniqueCriterion { criterionType : TechniqueCriterion.CustomType; criterionCustomType: "useEarlyZ"; criterionValue : false}, - TechniqueCriterion { criterionType : TechniqueCriterion.RenderingStyle; criterionValue : "deferred"} - ] - - renderPasses: [ - RenderPass {}, - RenderPass {}, - RenderPass {} - ] - } - ] - - ShaderProgram { - id: phongProgram - vertexSource: ":/shaders/phong.vert" - fragmentSource: ":/shaders/phong.frag" + } + ] } + } diff --git a/examples/playground-qml/ForwardRenderer.qml b/examples/playground-qml/ForwardRenderer.qml index 04d074b02..087ae5897 100644 --- a/examples/playground-qml/ForwardRenderer.qml +++ b/examples/playground-qml/ForwardRenderer.qml @@ -54,64 +54,44 @@ TechniqueFilter { // Using this as a building block for a larger framegraph would // allow a scene to be rendered multiple times to different // viewports using different cameras for e.g. - property alias viewportRect: viewport.rect - property alias cameraViewportTopRight: cameraSelectorTopRight.camera - property alias cameraViewportBottomLeft: cameraSelectorBottomLeft.camera - property alias layerFilters : layerFilter.layers - property alias clearColor : viewport.clearColor - property alias colorAttachmentTexture : defaultColorAttachment.texture + property alias mainCameraViewport: mainCamera.camera + property alias detailCameraViewport: detailCamera.camera + property alias layerFilters: layerFilter.layers + property alias clearColor: viewport.clearColor requires : [ - Annotation { name : "RenderingStyle"; value : "forward";}, - Annotation { name : "Enabled"; value : true;} + Annotation { name: "RenderingStyle"; value: "forward";}, + Annotation { name: "Enabled"; value: true;} ] ClearBuffer { - buffers : ClearBuffer.ColorDepthBuffer + buffers: ClearBuffer.ColorDepthBuffer + // Main Viewport Viewport { id: viewport - objectName : "viewport" - rect: Qt.rect(0.0, 0.0, 1.0, 1.0) // From Top Left + rect: Qt.rect(0.0, 0, 1.0, 1.0) - Viewport { - id : top_right_viewport - rect: Qt.rect(0.5, 0, 0.5, 0.5) - objectName : "topRightViewport" - CameraSelector { - id : cameraSelectorTopRight - objectName : "cameraSelector" - LayerFilter { - id : layerFilter - objectName : "layerFilter" - RenderPassFilter { includes : [Annotation {name : "Name"; value : "TextureLighting";}] } - } + CameraSelector { + id : mainCamera + + LayerFilter { + id: layerFilter + RenderPassFilter { includes: [ + Annotation {name : "Name"; value : "Texture"} + ] } } } } } Viewport { - id : bottom_left_viewport - objectName : "bottomLeftViewport" - rect: Qt.rect(0.0, 0.5, 0.5, 0.5) + id : detailViewport + rect: Qt.rect(0.75, 0.0, 0.25, 0.25) + CameraSelector { - id: cameraSelectorBottomLeft - objectName : "cameraSelector" - RenderTargetSelector { - target : RenderTarget { - attachments : [ - RenderAttachment { - id : defaultColorAttachment - type : RenderAttachment.ColorAttachment0 - name : "diffuse" - } - ] - } - RenderPassFilter { includes : [Annotation {name : "Name"; value : "Texture";}] } - RenderPassFilter { includes : [Annotation {name : "Name"; value : "Lighting";}] } - } - RenderPassFilter { includes : [Annotation {name : "Name"; value : "Final";}] } + id: detailCamera + RenderPassFilter { includes : [Annotation {name : "Name"; value : "ColorMaterial";}] } } } } diff --git a/examples/playground-qml/MainView.qml b/examples/playground-qml/MainView.qml new file mode 100644 index 000000000..f4f7156c3 --- /dev/null +++ b/examples/playground-qml/MainView.qml @@ -0,0 +1,122 @@ +/**************************************************************************** +** +** 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. +** +** $QT_BEGIN_LICENSE:LGPL$ +** 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 Digia. For licensing terms and +** conditions see http://qt.digia.com/licensing. For further information +** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 2.1 requirements +** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. +** +** In addition, as a special exception, Digia gives you certain additional +** rights. These rights are described in the Digia Qt LGPL Exception +** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 3.0 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 3.0 requirements will be +** met: http://www.gnu.org/copyleft/gpl.html. +** +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import Qt3D 2.0 +import Qt3D.Render 2.0 +import QtQuick 2.0 as QQ2 + +Entity { + + property Entity camera: Camera { + projectionType: CameraLens.PerspectiveProjection + fieldOfView: 45 + aspectRatio: 16/9 + nearPlane: 0.01 + farPlane: 1000.0 + position: Qt.vector3d( 10.0, 10.0, -25.0 ) + upVector: Qt.vector3d( 0.0, 1.0, 0.0 ) + viewCenter: Qt.vector3d( 0.0, 0.0, 10.0 ) + } + + // Shareable Components + + Mesh { + id: ballMesh + objectName: "ballMesh" + source: ":/assets/ball.obj" + } + + Mesh { + id: cubeMesh + objectName: "cubeMesh" + source: ":/assets/cube.obj" + } + + AnimatedDiffuseMaterial { + id: animatedMaterial + texture: Texture2D { source : "assets/gltf/wine/Wood_Cherry_Original_.jpg" } + } + + // Scene elements + + Entity { + id : sceneEntity + components : SceneLoader { + id: scene + source: ":/assets/test_scene.dae" + objectName: "dae_scene" + } + } + + RenderableEntity { + mesh: ballMesh + material: animatedMaterial + transform: Transform { + Translate { + dx: 0; dy: -10; dz : 25 + QQ2.SequentialAnimation on dz { + running : true + loops: QQ2.Animation.Infinite + QQ2.NumberAnimation { to : -1000; duration : 2000 } + QQ2.NumberAnimation { to : 1000; duration : 1000 } + } + } + Scale {scale : 0.3} + } + } + + RenderableEntity { + mesh: cubeMesh + material: animatedMaterial + transform: Transform { + Translate { + dx: 0; dy: -10; dz : 25 + QQ2.SequentialAnimation on dx { + running : true + loops: QQ2.Animation.Infinite + QQ2.NumberAnimation { to : -100; duration : 2000 } + QQ2.NumberAnimation { to : 100; duration : 1000 } + } + } + Scale {scale : 0.3} + } + } +} diff --git a/examples/playground-qml/Renderable.qml b/examples/playground-qml/RenderableEntity.qml index 838e801d1..e9b47820c 100644 --- a/examples/playground-qml/Renderable.qml +++ b/examples/playground-qml/RenderableEntity.qml @@ -40,12 +40,16 @@ ****************************************************************************/ import Qt3D 2.0 +import Qt3D.Render 2.0 -// This object is like Node in that it has a transformation component -// attached. In addition it also has a Mesh property attached so it -// can in addition be rendered +Entity { + property Transform transform; + property Mesh mesh; + property Material material; -Object { - //property Transform transform - property Mesh mesh + components: [ + transform, + mesh, + material + ] } diff --git a/examples/playground-qml/main.cpp b/examples/playground-qml/main.cpp index 4c3f46a11..16872054c 100644 --- a/examples/playground-qml/main.cpp +++ b/examples/playground-qml/main.cpp @@ -41,6 +41,7 @@ #include <Qt3DQuick/quickwindow.h> #include <Qt3DRenderer/qrenderaspect.h> +#include <Qt3DInput/qinputaspect.h> #include <exampleresources.h> @@ -57,6 +58,7 @@ int main(int argc, char* argv[]) Qt3D::Quick::QQmlAspectEngine engine; engine.aspectEngine()->registerAspect(new Qt3D::QRenderAspect()); + engine.aspectEngine()->registerAspect(new Qt3D::QInputAspect()); QVariantMap data; data.insert(QStringLiteral("surface"), QVariant::fromValue(static_cast<QSurface *>(&view))); data.insert(QStringLiteral("window"), QVariant::fromValue(&view)); diff --git a/examples/playground-qml/main.qml b/examples/playground-qml/main.qml index b435036dc..d61489624 100644 --- a/examples/playground-qml/main.qml +++ b/examples/playground-qml/main.qml @@ -41,593 +41,43 @@ import Qt3D 2.0 import Qt3D.Render 2.0 +import Qt3D.Input 2.0 import QtQuick 2.2 as QQ2 -import QtQml 2.2 Entity { id: root - objectName: "root" - QQ2.Timer - { - id : timer - property bool test : false; - interval : 2000 - repeat : true - running: true - onTriggered: - { - console.log("Triggered <<<<<<<<<<<<<<<<<<<<< " + test); - camera2.transform = test ? transform_2 : transform_1 - ball2.mesh = test ? null : ballMesh - ball1.mesh = test ? cubeMesh : ballMesh - test = !test - // instanciator.active = test - external_forward_renderer.activeFrameGraph.layerFilters = test ? ["balls"] : [] + property bool detailCamera: true + + FrameGraph { + id : external_forward_renderer + activeFrameGraph: ForwardRenderer { + mainCameraViewport: mainView.camera + detailCameraViewport: detailCamera ? detailView.camera : mainView.camera + clearColor: "black" } } + KeyboardController {id: keyboardController} - Instantiator { - id : instanciator - model : 5 + KeyboardInput { + id: keyboardInput + controller: keyboardController + focus: true + onTabPressed: detailCamera = !detailCamera; + } - delegate : Entity { - objectName : "toto" - components : [TorusMesh { - id: mesh - objectName : "instancedMesh" - radius: 5 - minorRadius: 1 - rings: 100 - slices: 20 - }, - Transform { - objectName : "transformInstanciator" + components: [external_forward_renderer, keyboardInput] - Translate { - id : translate_inst - dx : 15 * index - } - } - ] - } + Configuration { + controlledCamera: mainView.camera } - Entity { - components: ShaderData { - id: testPrototype - property vector3d position; - property int posistionTransformed: ShaderData.ModelToEye - property vector3d direction; - property color color; - } + MainView { + id: mainView } - // Scene graph - Entity { - id: sceneRoot - objectName: "sceneRootTest" - - FrameGraph { - id : external_forward_renderer - activeFrameGraph : ForwardRenderer { - objectName : "externalRenderer" - cameraViewportBottomLeft: camera1 - cameraViewportTopRight: camera2 - clearColor: "black" - colorAttachmentTexture: colorAttachment - } - } - - Texture2D { - id : colorAttachment - width : 512 - height : 512 - format : Texture.RGBA32F - generateMipMaps : false - magnificationFilter : Texture.Linear - minificationFilter : Texture.Linear - wrapMode { - x: WrapMode.ClampToEdge - y: WrapMode.ClampToEdge - } - } - - components: [external_forward_renderer] - - Transform { - id : transform_0 - objectName : "transform_0" - - Translate { - id : translate_0 - } - LookAt { - position: Qt.vector3d( -2.0, -1.0, -18.0 ) - upVector: Qt.vector3d( 0.0, 1.0, 0.0 ) - viewCenter: Qt.vector3d( 0.0, 0.0, 5.0 ) - } - } - QQ2.SequentialAnimation { - running : true - loops: QQ2.Animation.Infinite - QQ2.NumberAnimation { target : translate_0; property : "dz"; to : -360; duration : 2000 } - QQ2.NumberAnimation { target : translate_0; property : "dz"; to : -20; duration : 2000 } - } - - Transform { - id : transform_1 - objectName : "transform_1" - - Rotate { - id : rotate - axis : Qt.vector3d(0, 1, 0) - angle: 0 - } - LookAt { - position: Qt.vector3d( -2.0, -1.0, -18.0 ) - upVector: Qt.vector3d( 0.0, 1.0, 0.0 ) - viewCenter: Qt.vector3d( 0.0, 0.0, 5.0 ) - } - } - Transform { - id : transform_2 - objectName : "transform_2" - - Rotate { - axis : Qt.vector3d(1, 0, 0) - angle: rotate.angle - } - LookAt { - position: Qt.vector3d( -2.0, -1.0, -18.0 ) - upVector: Qt.vector3d( 0.0, 1.0, 0.0 ) - viewCenter: Qt.vector3d( 0.0, 0.0, 5.0 ) - } - } - QQ2.SequentialAnimation { - running : true - loops: QQ2.Animation.Infinite - QQ2.NumberAnimation { target : rotate; property : "angle"; to : 360; duration : 2000 } - } - - CameraLens { - id : default_lens - objectName : "default_lens" - projectionType: CameraLens.PerspectiveProjection - fieldOfView: 45 - aspectRatio: 16/9 - nearPlane : 0.01 - farPlane : 1000.0 - } - - Entity { - components: Transform { - Rotate { - angle : 0 - axis : Qt.vector3d(0, 1, 0) - } - } - - Camera { - id: camera1 - objectName: "mainCamera" - projectionType: CameraLens.PerspectiveProjection - fieldOfView: 45 - aspectRatio: 16/9 - nearPlane : 0.01 - farPlane : 1000.0 - position: Qt.vector3d( 10.0, 10.0, -25.0 ) - upVector: Qt.vector3d( 0.0, 1.0, 0.0 ) - viewCenter: Qt.vector3d( 0.0, 0.0, 10.0 ) - } - } - - Entity { - id: camera2 - objectName: "camera2" - - property Transform transform : transform_1 - components : [default_lens, transform] - } - - Configuration { - controlledCamera: camera1 - } - - Mesh { - id: ballMesh - objectName: "ballMesh" - source: ":/assets/ball.obj" - } - - Mesh { - id : cubeMesh - objectName: "cubeMesh" - source : ":/assets/cube.obj" - } - - - Material { - id : ballTexturedMaterial - - parameters : [Parameter { name : "tex"; value : Texture2D { source : "assets/gltf/wine/Wood_Cherry_Original_.jpg" } }, - Parameter { name : "gBuffer"; value : colorAttachment } - ] - - effect : Effect { - techniques : [ - 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 = texture2D(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 = texture2D(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 = texture2D(gBuffer, texCoord); - } - " - } - } - - ] - } - ] - } - } - - Material { - id: ballMaterial - objectName: "ballMaterial" - - property color ambientColor : "#cc2200"; - property color diffuseColor : "pink" - QQ2.ParallelAnimation { - running: true - loops : QQ2.Animation.Infinite - QQ2.SequentialAnimation { - QQ2.ColorAnimation { target : ballMaterial; property : "ambientColor"; to: "lightsteelblue"; duration: 1000 } - QQ2.ColorAnimation { target : ballMaterial; property : "ambientColor"; to: "purple"; duration: 1000 } - QQ2.ColorAnimation { target : ballMaterial; property : "ambientColor"; to: "#cc2200"; duration: 1000 } - - } - QQ2.SequentialAnimation { - QQ2.ColorAnimation { target : ballMaterial; property : "diffuseColor"; to: "yellow"; duration: 1000 } - QQ2.ColorAnimation { target : ballMaterial; property : "diffuseColor"; to: "orange"; duration: 1000 } - QQ2.ColorAnimation { target : ballMaterial; property : "diffuseColor"; to: "pink"; duration: 1000 } - } - } - - parameters : [ - // Maybe having a AttributeParameter, StandardUniformParameter, UniformParameter would be better - Parameter { name : "ambient"; value : Qt.vector3d(ballMaterial.ambientColor.r, ballMaterial.ambientColor.g, ballMaterial.ambientColor.b) }, - Parameter { name : "lightIntensity"; value : Qt.vector3d(0.5, 0.5, 0.5);} - ] - // Custom properties go here - - effect : Effect { - parameters : [Parameter { name : "diffuse"; value : Qt.vector3d(ballMaterial.diffuseColor.r, ballMaterial.diffuseColor.g, ballMaterial.diffuseColor.b);}] - - techniques : [ - Technique { - openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 } - annotations : [ - Annotation { name : "RenderingStyle"; value : "forward"}, - Annotation { name : "Enabled"; value : timer.test; onValueChanged: console.log("VALUE " + value)} - ] - - parameters : [Parameter { name : "lightPos"; value : Qt.vector4d(10.0, 10.0, 0.0, 1.0);}] - - renderPasses : [ - RenderPass { - annotations : [] - bindings : [ // Add only the bindings needed for a shader - ParameterMapping {parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform}, - ParameterMapping {parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform}, - ParameterMapping {parameterName: "lightPos"; shaderVariableName: "lightPosition"; bindingType: ParameterMapping.Uniform}, - ParameterMapping {parameterName: "lightIntensity"; shaderVariableName: "lightIntensity"; bindingType: ParameterMapping.Uniform} - ] - shaderProgram : ShaderProgram { - id : diffuseShader - vertexShaderCode: loadSource("qrc:/shaders/diffuse.vert") - fragmentShaderCode: loadSource("qrc:/shaders/diffuse.frag") - } - } - ] - } - ] - } - } - - Entity { - - id : sceneEntity - - components : SceneLoader { - id: scene - source: ":/assets/test_scene.dae" - objectName: "dae_scene" - property Transform scaleSceneTransform : Transform { Scale {id: sceneScale; scale : 1} } - - // QQ2.NumberAnimation { - // target : sceneScale - // property : "scale" - // from : 1 - // to : 5 - // duration : 1000 - // loops : QQ2.Animation.Infinite - // running: true - // } - // components : [scaleSceneTransform] - } - - } - - Layer { id: ballLayer; names : "balls" } - - Entity { - id: ball - objectName: "ball" - - property Transform transform: Transform { - Translate{ dx: 0; dy: -10; dz : 25 } - Scale {scale : 0.3} - } - property Mesh mesh: ballMesh - - property PointLight light : PointLight { - color : "dodgerblue" - intensity : 1.0 - } - - components : [ - transform, - ballMesh, - ballMaterial, - ballLayer, - light - ] - } - - - Entity { - id: ball1 - objectName: "ball1" - - property Transform transform: Transform { - Scale { scale : 0.5 } - Translate{ dx: 8; dy: 8; dz : 30 } - } - property Mesh mesh: ballMesh - - property PointLight light : PointLight { - color : "red" - intensity : 1.0 - } - - components: [ - transform, - mesh, - ballTexturedMaterial, - ballLayer - ] - } - - Entity { - id: ball2 - objectName: "ball2" - - property Transform transform : ball2Transform; - property Mesh mesh: ballMesh - property PointLight light : PointLight { - color : "white" - intensity : 2 - } - components : [mesh, ballMaterial, transform, light] - } - - QQ2.SequentialAnimation { - running: true - loops: QQ2.Animation.Infinite - - QQ2.NumberAnimation { - target: ball2Translation - property: "dx" - duration: 1000 - easing.type: QQ2.Easing.InOutQuad - from: 0; to: 10 - } - QQ2.NumberAnimation { - target: ball2Translation - property: "dx" - duration: 1000 - easing.type: QQ2.Easing.InOutQuad - from: 10; to: 0 - } - } - - Transform { - id: ball2Transform - Scale { scale : 0.35 } - Translate { - id: ball2Translation - dx: 0; dy: 0; dz : 40 - } - } + DetailView { + id: detailView } } diff --git a/examples/playground-qml/playground-qml.pro b/examples/playground-qml/playground-qml.pro index 7e5ede5db..2dbc803a8 100644 --- a/examples/playground-qml/playground-qml.pro +++ b/examples/playground-qml/playground-qml.pro @@ -1,6 +1,6 @@ TEMPLATE = app -QT += 3dcore 3drenderer 3dquick qml quick +QT += 3dcore 3drenderer 3dquick qml quick 3dinput include("../exampleresources/exampleresources.pri") @@ -12,13 +12,17 @@ SOURCES += \ OTHER_FILES += \ main.qml \ AdsEffect.qml \ - Renderable.qml \ SimpleEffect.qml \ elements/ViewportEntity.qml \ elements/TechniqueFilterEntity.qml \ elements/RenderPassFilterEntity.qml \ elements/CameraSelectorEntity.qml \ - ForwardRenderer.qml + ForwardRenderer.qml \ + ComplexTechnique.qml \ + RenderableEntity.qml \ + MainView.qml \ + DetailView.qml \ + AnimatedDiffuseMaterial.qml RESOURCES += \ playground-qml.qrc diff --git a/examples/playground-qml/playground-qml.qrc b/examples/playground-qml/playground-qml.qrc index e9e38ea79..7daa1dacf 100644 --- a/examples/playground-qml/playground-qml.qrc +++ b/examples/playground-qml/playground-qml.qrc @@ -1,12 +1,15 @@ <RCC> <qresource prefix="/"> <file>main.qml</file> - <file>SimpleEffect.qml</file> - <file>Renderable.qml</file> <file>AdsEffect.qml</file> <file>assets/ball.obj</file> <file>ForwardRenderer.qml</file> <file>assets/test_scene.dae</file> <file>assets/cube.obj</file> + <file>ComplexTechnique.qml</file> + <file>MainView.qml</file> + <file>DetailView.qml</file> + <file>RenderableEntity.qml</file> + <file>AnimatedDiffuseMaterial.qml</file> </qresource> </RCC> |