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+/****************************************************************************
+**
+** 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 Texture2D shadowTexture
+ property Light light
+
+ // 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: "lightViewProjection"; value: root.light.lightViewProjection },
+ Parameter { name: "lightPosition"; value: root.light.lightPosition },
+ Parameter { name: "lightIntensity"; value: root.light.lightIntensity },
+
+ Parameter { name: "shadowMapTexture"; value: root.shadowTexture }
+ ]
+
+ techniques: [
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ profile: OpenGLFilter.Core
+ majorVersion: 3
+ minorVersion: 2
+ }
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
+ }
+
+ renderStates: [
+ PolygonOffset { factor: 4; units: 4 },
+ DepthTest { func: DepthTest.Less }
+ ]
+ },
+
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ // The bindings property allows us to map from names of parameters (uniforms or vertex attributes)
+ // within a shader to more friendly names in QML. By default the parameter names are exposed from
+ // the shader so we only need to add add mappings where the names differ. E.g. here we map from the
+ // ka uniform name in the shader to a property called ambient
+ bindings: [
+ // Uniforms (those provided by the user)
+ ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
+ ParameterMapping { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
+ ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/ads.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/ads.frag")
+ }
+
+ // no special render state set => use the default set of states
+ }
+ ]
+ },
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.ES
+ majorVersion: 3
+ minorVersion: 0
+ }
+
+ renderPasses: [
+ RenderPass {
+ annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es3/shadowmap.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es3/shadowmap.frag")
+ }
+
+ renderStates: [
+ PolygonOffset { factor: 4; units: 4 },
+ DepthTest { func: DepthTest.Less }
+ ]
+ },
+
+ RenderPass {
+ annotations: [ Annotation { name : "pass"; value : "forward" } ]
+
+ bindings: [
+ ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
+ ParameterMapping { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
+ ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform }
+ ]
+
+ shaderProgram: ShaderProgram {
+ vertexShaderCode: loadSource("qrc:/shaders/es3/ads.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es3/ads.frag")
+ }
+ }
+ ]
+ }
+ ]
+}