summaryrefslogtreecommitdiffstats
path: root/examples/qt3d/wave/WaveEffect.qml
diff options
context:
space:
mode:
Diffstat (limited to 'examples/qt3d/wave/WaveEffect.qml')
-rw-r--r--examples/qt3d/wave/WaveEffect.qml111
1 files changed, 111 insertions, 0 deletions
diff --git a/examples/qt3d/wave/WaveEffect.qml b/examples/qt3d/wave/WaveEffect.qml
new file mode 100644
index 000000000..bca3737b8
--- /dev/null
+++ b/examples/qt3d/wave/WaveEffect.qml
@@ -0,0 +1,111 @@
+/****************************************************************************
+**
+** 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 bool wireframe: false
+
+ // 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: "ambient"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
+ Parameter { name: "diffuse"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) }
+ ]
+
+ techniques: [
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ profile: OpenGLFilter.Core
+ majorVersion: 3
+ minorVersion: 2
+ }
+
+ 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 }
+ ]
+
+ shaderProgram: wireframe ? wireframeShader : standardShader
+
+ // Disable depth testing and use simple additive blending
+ renderStates: [
+ DepthTest { func: DepthTest.Always },
+ DepthMask { mask: true },
+ BlendState {
+ srcRGB: BlendState.One
+ dstRGB: BlendState.OneMinusSrcColor
+ }
+ ]
+
+ ShaderProgram {
+ id: standardShader
+ vertexShaderCode: loadSource("qrc:/shaders/ribbon.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/ribbon.frag")
+ }
+
+ ShaderProgram {
+ id: wireframeShader
+ vertexShaderCode: loadSource("qrc:/shaders/ribbon.vert")
+ geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
+ fragmentShaderCode: loadSource("qrc:/shaders/ribbonwireframe.frag")
+ }
+ }
+ ]
+ }
+ ]
+}