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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
+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")
+ }
+ }
+ ]
+ }
+ ]
+}