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+/****************************************************************************
+**
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D.Core 2.0
+import Qt3D.Render 2.0
+
+Material {
+ id: root
+
+ property color ambient: Qt.rgba(0.15, 0.35, 0.50, 1.0)
+ property alias diffuse: diffuseTextureImage.source
+ property alias normal: normalTextureImage.source
+ property alias wave: waveTextureImage.source
+ property alias specular: specularTextureImage.source
+ property alias sky: skyTextureImage.source
+ property alias foam: foamTextureImage.source
+
+ property color specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
+ property real shininess: 150.0
+ property real textureScale: 1.0
+ property real offsetx: 0.0
+ property real offsety: 0.0
+ property real wavescale: 0.0
+ property real specularity: 1.0
+ property real waveheight: 0.1
+ property real waveStrenght: 0.1
+ property real normalAmount: 2.0
+ property real waveRandom: 1.0
+
+ parameters: [
+ Parameter { name: "ka"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) },
+ Parameter {
+ name: "foamTexture"
+ value: Texture2D {
+ id: foamTexture
+ minificationFilter: Texture.LinearMipMapLinear
+ magnificationFilter: Texture.Linear
+ wrapMode {
+ x: WrapMode.Repeat
+ y: WrapMode.Repeat
+ }
+ generateMipMaps: true
+ maximumAnisotropy: 16.0
+ TextureImage { id: foamTextureImage }
+ }
+ },
+ Parameter {
+ name: "skyTexture"
+ value: Texture2D {
+ id: skyTexture
+ minificationFilter: Texture.LinearMipMapLinear
+ magnificationFilter: Texture.Linear
+ wrapMode {
+ x: WrapMode.Repeat
+ y: WrapMode.Repeat
+ }
+ generateMipMaps: true
+ maximumAnisotropy: 16.0
+ TextureImage { id: skyTextureImage }
+ }
+ },
+ Parameter {
+ name: "waveTexture"
+ value: Texture2D {
+ id: waveTexture
+ minificationFilter: Texture.LinearMipMapLinear
+ magnificationFilter: Texture.Linear
+ wrapMode {
+ x: WrapMode.Repeat
+ y: WrapMode.Repeat
+ }
+ generateMipMaps: true
+ maximumAnisotropy: 16.0
+ TextureImage { id: waveTextureImage }
+ }
+ },
+ Parameter {
+ name: "specularTexture"
+ value: Texture2D {
+ id: specularTexture
+ minificationFilter: Texture.LinearMipMapLinear
+ magnificationFilter: Texture.Linear
+ wrapMode {
+ x: WrapMode.Repeat
+ y: WrapMode.Repeat
+ }
+ generateMipMaps: true
+ maximumAnisotropy: 16.0
+ TextureImage { id: specularTextureImage }
+ }
+ },
+ Parameter {
+ name: "diffuseTexture"
+ value: Texture2D {
+ id: diffuseTexture
+ minificationFilter: Texture.LinearMipMapLinear
+ magnificationFilter: Texture.Linear
+ wrapMode {
+ x: WrapMode.Repeat
+ y: WrapMode.Repeat
+ }
+ generateMipMaps: true
+ maximumAnisotropy: 16.0
+ TextureImage { id: diffuseTextureImage }
+ }
+ },
+ Parameter {
+ name: "normalTexture"
+ value: Texture2D {
+ id: normalTexture
+ minificationFilter: Texture.LinearMipMapLinear
+ magnificationFilter: Texture.Linear
+ wrapMode {
+ x: WrapMode.Repeat
+ y: WrapMode.Repeat
+ }
+ generateMipMaps: true
+
+ maximumAnisotropy: 16.0
+ TextureImage { id: normalTextureImage }
+ }
+ },
+ Parameter {
+ name: "specularColor"
+ value: Qt.vector3d(root.specularColor.r, root.specularColor.g, root.specularColor.b)
+ },
+ Parameter { name: "shininess"; value: root.shininess },
+ Parameter { name: "texCoordScale"; value: textureScale },
+ Parameter { name: "offsetx"; value: root.offsetx },
+ Parameter { name: "offsety"; value: root.offsety },
+ Parameter { name: "vertYpos"; value: root.wavescale },
+ Parameter { name: "specularity"; value: root.specularity },
+ Parameter { name: "waveheight"; value: root.waveheight },
+ Parameter { name: "waveStrenght"; value: root.waveStrenght },
+ Parameter { name: "waveRandom"; value: root.waveRandom },
+ Parameter { name: "normalAmount"; value: root.normalAmount }
+ ]
+
+
+ effect: Effect {
+ property string vertex: "qrc:/shaders/gl3/water.vert"
+ property string fragment: "qrc:/shaders/gl3/water.frag"
+ property string vertexES: "qrc:/shaders/es2/water.vert"
+ property string fragmentES: "qrc:/shaders/es2/water.frag"
+
+ FilterKey {
+ id: forward
+ name: "renderingStyle"
+ value: "forward"
+ }
+ ShaderProgram {
+ id: gl3Shader
+ vertexShaderCode: loadSource(parent.vertex)
+ fragmentShaderCode: loadSource(parent.fragment)
+ }
+ ShaderProgram {
+ id: esShader
+ vertexShaderCode: loadSource(parent.vertexES)
+ fragmentShaderCode: loadSource(parent.fragmentES)
+ }
+
+ AlphaCoverage { id: alphaCoverage }
+
+ DepthTest {
+ id: depth
+ depthFunction: DepthTest.Less }
+
+ techniques: [
+ // OpenGL 3.1
+ Technique {
+ filterKeys: [ forward ]
+ graphicsApiFilter {
+ api: GraphicsApiFilter.OpenGL
+ profile: GraphicsApiFilter.CoreProfile
+ majorVersion: 3
+ minorVersion: 1
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl3Shader
+ renderStates: [alphaCoverage ]
+ }
+ },
+
+ // OpenGL 2.1
+ Technique {
+ filterKeys: [ forward ]
+ graphicsApiFilter {
+ api: GraphicsApiFilter.OpenGL
+ profile: GraphicsApiFilter.NoProfile
+ majorVersion: 2
+ minorVersion: 0
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl3Shader
+ renderStates: [ alphaCoverage ]
+ }
+ },
+
+ // OpenGL ES 2
+ Technique {
+ filterKeys: [ forward ]
+ graphicsApiFilter {
+ api: GraphicsApiFilter.OpenGLES
+ profile: GraphicsApiFilter.NoProfile
+ majorVersion: 2
+ minorVersion: 0
+ }
+ renderPasses: RenderPass {
+ shaderProgram: esShader
+ renderStates: [ alphaCoverage ]
+ }
+ }
+ ]
+ }
+}
+
+