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+/****************************************************************************
+**
+** Copyright (C) 2015 Paul Lemire
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://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.LGPL3 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-3.0.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 (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D.Core 2.0
+import Qt3D.Render 2.0
+
+Material {
+ id:root
+ property color ambient: Qt.rgba( 0.05, 0.05, 0.05, 1.0 )
+ property color diffuse: Qt.rgba( 0.7, 0.7, 0.7, 1.0 )
+ property color specular: Qt.rgba( 0.01, 0.01, 0.01, 1.0 )
+ property real shininess: 150.0
+ property real alpha: 0.5
+
+
+ ShaderProgram {
+ id: gl3PhongAlphaShader
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/phong.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/phongalpha.frag")
+ }
+
+ ShaderProgram {
+ id: gl2es2PhongAlphaShader
+ vertexShaderCode: loadSource("qrc:/shaders/es2/phong.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/phongalpha.frag")
+ }
+
+ effect: Effect {
+
+ FilterKey {
+ id: forward
+ name: "renderingStyle"
+ value: "forward"
+ }
+
+ parameters: [
+ Parameter { name: "alpha"; value: root.alpha },
+ Parameter { name: "ka"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) },
+ Parameter { name: "kd"; value: Qt.vector3d(root.diffuse.r, root.diffuse.g, root.diffuse.b) },
+ Parameter { name: "ks"; value: Qt.vector3d(root.specular.r, root.specular.g, root.specular.b) },
+ Parameter { name: "shininess"; value: root.shininess }
+ ]
+
+ techniques: [
+ // GL 3 Technique
+ Technique {
+ filterKeys: [ forward ]
+ graphicsApiFilter {
+ api: GraphicsApiFilter.OpenGL
+ profile: GraphicsApiFilter.CoreProfile
+ majorVersion: 3
+ minorVersion: 1
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl3PhongAlphaShader
+ renderStates: [
+ NoDepthMask { },
+ BlendEquationArguments {
+ sourceRgb: BlendEquationArguments.SourceAlpha
+ destinationRgb: BlendEquationArguments.OneMinusSourceAlpha
+ },
+ BlendEquation {blendFunction: BlendEquation.Add}
+ ]
+ }
+ },
+
+ // GL 2 Technique
+ Technique {
+ filterKeys: [ forward ]
+ graphicsApiFilter {
+ api: GraphicsApiFilter.OpenGL
+ profile: GraphicsApiFilter.NoProfile
+ majorVersion: 2
+ minorVersion: 0
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl2es2PhongAlphaShader
+ renderStates: [
+ NoDepthMask { },
+ BlendEquationArguments {
+ sourceRgb: BlendEquationArguments.SourceAlpha
+ destinationRgb: BlendEquationArguments.OneMinusSourceAlpha
+ },
+ BlendEquation {blendFunction: BlendEquation.Add}
+ ]
+ }
+ },
+
+ // ES 2 Technique
+ Technique {
+ filterKeys: [ forward ]
+ graphicsApiFilter {
+ api: GraphicsApiFilter.OpenGLES
+ profile: GraphicsApiFilter.NoProfile
+ majorVersion: 2
+ minorVersion: 0
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl2es2PhongAlphaShader
+ renderStates: [
+ NoDepthMask { },
+ BlendEquationArguments {
+ sourceRgb: BlendEquationArguments.SourceAlpha
+ destinationRgb: BlendEquationArguments.OneMinusSourceAlpha
+ },
+ BlendEquation {blendFunction: BlendEquation.Add}
+ ]
+ }
+ }
+ ]
+ }
+}
+