diff options
Diffstat (limited to 'examples/wireframe/WireframeEffect.qml')
-rw-r--r-- | examples/wireframe/WireframeEffect.qml | 28 |
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") } |