diff options
Diffstat (limited to 'examples/qt3d/shadow-map-qml/AdsEffect.qml')
-rw-r--r-- | examples/qt3d/shadow-map-qml/AdsEffect.qml | 148 |
1 files changed, 148 insertions, 0 deletions
diff --git a/examples/qt3d/shadow-map-qml/AdsEffect.qml b/examples/qt3d/shadow-map-qml/AdsEffect.qml new file mode 100644 index 000000000..1ddc58f3b --- /dev/null +++ b/examples/qt3d/shadow-map-qml/AdsEffect.qml @@ -0,0 +1,148 @@ +/**************************************************************************** +** +** 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") + } + } + ] + } + ] +} |