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-rw-r--r--examples/wireframe/WireframeEffect.qml28
1 files changed, 6 insertions, 22 deletions
diff --git a/examples/wireframe/WireframeEffect.qml b/examples/wireframe/WireframeEffect.qml
index a5401439b..e5469630c 100644
--- a/examples/wireframe/WireframeEffect.qml
+++ b/examples/wireframe/WireframeEffect.qml
@@ -41,19 +41,10 @@
import Qt3D 2.0
import Qt3D.Render 2.0
-import QtQuick 2.1
Effect {
id: root
- // 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 ) },
@@ -70,33 +61,26 @@ Effect {
minorVersion: 1
}
- annotations: [ Annotation { name : "renderingStyle"; value : "forward" } ]
+ 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) },
- // TODO: 1.0 gets mapped as an integer for line.width. Fix this by using type from glsl
- // Works once we specify lineWidth property in WireframeMaterial as that is typed to a real
- Parameter { name: "line.width"; value: 1.01 },
- Parameter { name: "line.color"; value: Qt.vector4d(1.0, 1.0, 1.0, 1.0) }
+ 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: 1.0 },
+ Parameter { name: "line.color"; value: Qt.vector4d( 1.0, 1.0, 1.0, 1.0 ) }
]
renderPasses: [
RenderPass {
- // 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/robustwireframe.vert")
+ vertexShaderCode: loadSource("qrc:/shaders/robustwireframe.vert")
geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
fragmentShaderCode: loadSource("qrc:/shaders/robustwireframe.frag")
}