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Diffstat (limited to 'examples/qt3d/tessellation-modes/TessellatedWireframeEffect.qml')
-rw-r--r-- | examples/qt3d/tessellation-modes/TessellatedWireframeEffect.qml | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/examples/qt3d/tessellation-modes/TessellatedWireframeEffect.qml b/examples/qt3d/tessellation-modes/TessellatedWireframeEffect.qml new file mode 100644 index 000000000..0b51fde2a --- /dev/null +++ b/examples/qt3d/tessellation-modes/TessellatedWireframeEffect.qml @@ -0,0 +1,102 @@ +/**************************************************************************** +** +** 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 + +Effect { + id: root + + // It's expected that users of this will specify the tessellation control and evaluation + // shaders and if necessary suitable replacements for the other stages + property alias vertexShaderCode: program.vertexShaderCode + property alias tessellationControlShaderCode: program.tessellationControlShaderCode + property alias tessellationEvaluationShaderCode: program.tessellationEvaluationShaderCode + property alias geometryShaderCode: program.geometryShaderCode + property alias fragmentShaderCode: program.fragmentShaderCode + property alias shaderProgram: program + + 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 ) }, + Parameter { name: "specular"; value: Qt.vector3d( 0.95, 0.95, 0.95 ) }, + Parameter { name: "shininess"; value: 150.0 } + ] + + techniques: [ + Technique { + openGLFilter { + api: OpenGLFilter.Desktop + profile: OpenGLFilter.Core + majorVersion: 4 + minorVersion: 0 + } + + 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 }, + ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform }, + + // TODO: Support uniform arrays. We want to be able to do (or something similar) and map vectors or lists of values + // through to the uniforms + ParameterMapping { parameterName: "innerTessLevel"; shaderVariableName: "inner[0]"; bindingType: ParameterMapping.Uniform }, + ParameterMapping { parameterName: "outerTessLevel"; shaderVariableName: "outer[0]"; bindingType: ParameterMapping.Uniform } + ] + + shaderProgram: ShaderProgram { + id: program + vertexShaderCode: loadSource("qrc:/shaders/passthru.vert") + geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom") + fragmentShaderCode: loadSource("qrc:/shaders/phongwireframe.frag") + } + } + ] + } + ] +} |