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-rw-r--r--tests/manual/deferred-renderer-qml/SceneEffect.qml16
-rw-r--r--tests/manual/deferred-renderer-qml/SceneEntity.qml59
-rw-r--r--tests/manual/deferred-renderer-qml/ScreenQuadEntity.qml98
-rw-r--r--tests/manual/deferred-renderer-qml/main.qml9
4 files changed, 119 insertions, 63 deletions
diff --git a/tests/manual/deferred-renderer-qml/SceneEffect.qml b/tests/manual/deferred-renderer-qml/SceneEffect.qml
index 3ec1983fe..0ca081355 100644
--- a/tests/manual/deferred-renderer-qml/SceneEffect.qml
+++ b/tests/manual/deferred-renderer-qml/SceneEffect.qml
@@ -72,15 +72,15 @@ Effect {
out vec3 normal0;
uniform mat4 mvp;
- uniform mat4 modelView;
- uniform mat3 modelViewNormal;
+ uniform mat4 modelMatrix;
+ uniform mat3 modelNormalMatrix;
uniform vec4 meshColor;
void main()
{
color0 = meshColor;
- position0 = vec3(modelView * vertexPosition);
- normal0 = normalize(modelViewNormal * vertexNormal);
+ position0 = vec3(modelMatrix * vertexPosition);
+ normal0 = normalize(modelNormalMatrix * vertexNormal);
gl_Position = mvp * vertexPosition;
}
"
@@ -123,15 +123,15 @@ Effect {
varying vec3 normal0;
uniform mat4 mvp;
- uniform mat4 modelView;
- uniform mat3 modelViewNormal;
+ uniform mat4 modelMatrix;
+ uniform mat3 modelNormalMatrix;
uniform vec4 meshColor;
void main()
{
color0 = meshColor;
- position0 = vec3(modelView * vertexPosition);
- normal0 = normalize(modelViewNormal * vertexNormal);
+ position0 = vec3(modelMatrix * vertexPosition);
+ normal0 = normalize(modelNormalMatrix * vertexNormal);
gl_Position = mvp * vertexPosition;
}
"
diff --git a/tests/manual/deferred-renderer-qml/SceneEntity.qml b/tests/manual/deferred-renderer-qml/SceneEntity.qml
index 001a24854..6a34be7fb 100644
--- a/tests/manual/deferred-renderer-qml/SceneEntity.qml
+++ b/tests/manual/deferred-renderer-qml/SceneEntity.qml
@@ -48,15 +48,26 @@ Entity {
readonly property Camera camera: camera
readonly property Layer layer: sceneLayer
+ readonly property vector3d light1Pos : sphere1.transform.translation
+ readonly property vector3d light2Pos : sphere2.transform.translation
+ readonly property vector3d light3Pos : light3Transform.translation
+ readonly property vector3d light4Pos : Qt.vector3d(5, 2, 7)
+
property PointLight light: PointLight {
color : "white"
- intensity : 4.0
+ intensity : 0.0
QQ2.ColorAnimation on color { from: "white"; to: "blue"; duration: 4000; loops: 2 }
- QQ2.NumberAnimation on intensity { from: 0; to: 5.0; duration: 1000; loops: QQ2.Animation.Infinite }
+ QQ2.SequentialAnimation on intensity {
+ QQ2.NumberAnimation {
+ from: 0; to: 3.0; duration: 500
+ }
+ QQ2.NumberAnimation {
+ from: 3.0; to: 0.0; duration: 500
+ }
+ loops: QQ2.Animation.Infinite
+ }
}
- components: [ root.light ]
-
// Global elements
Camera {
id: camera
@@ -97,21 +108,15 @@ Entity {
QQ2.SequentialAnimation {
loops: QQ2.Animation.Infinite
- running: false
- QQ2.NumberAnimation { target: sphere1Transform; property: "x"; to: 6; duration: 2000 }
- QQ2.NumberAnimation { target: sphere1Transform; property: "x"; to: -10; duration: 2000 }
- }
-
- property PointLight light : PointLight {
- color : "green"
- intensity : 0.3
+ running: true
+ QQ2.NumberAnimation { target: sphere1Transform; property: "x"; to: 3; duration: 2000 }
+ QQ2.NumberAnimation { target: sphere1Transform; property: "x"; to: -5; duration: 2000 }
}
components : [
sphereMesh,
sphere1.material,
sphere1.transform,
- sphere1.light,
sceneLayer
]
}
@@ -124,11 +129,6 @@ Entity {
parameters : Parameter { name : "meshColor"; value : "green" }
}
- property PointLight light : PointLight {
- color : "orange"
- intensity : 0.7
- }
-
property Transform transform: Transform {
translation: Qt.vector3d(5, 0, 5)
}
@@ -137,17 +137,12 @@ Entity {
sphereMesh,
sphere2.transform,
sphere2.material,
- sphere2.light,
sceneLayer
]
}
Entity {
id: light3
- property PointLight light : PointLight {
- color : "white"
- intensity : 0.5
- }
property Material material : Material {
effect : sceneMaterialEffect
@@ -170,26 +165,8 @@ Entity {
components: [
sphereMesh,
light3.material,
- light3.light,
light3.transform,
sceneLayer
]
}
-
- Entity {
- id: light4
- property PointLight light : PointLight {
- color : "white"
- intensity : 0.2
- }
- property Transform transform: Transform {
- translation: Qt.vector3d(5, 2, 7)
- }
-
- components: [
- light4.light,
- light4.transform,
- sceneLayer
- ]
- }
}
diff --git a/tests/manual/deferred-renderer-qml/ScreenQuadEntity.qml b/tests/manual/deferred-renderer-qml/ScreenQuadEntity.qml
index 6c5284d5e..3dae2b79a 100644
--- a/tests/manual/deferred-renderer-qml/ScreenQuadEntity.qml
+++ b/tests/manual/deferred-renderer-qml/ScreenQuadEntity.qml
@@ -42,23 +42,95 @@ import Qt3D.Render 2.0
import Qt3D.Extras 2.0
Entity {
+ id: root
+
readonly property Layer layer: screenQuadLayer
+ property PointLight baseLight
+ property vector3d light1Pos
+ property vector3d light2Pos
+ property vector3d light3Pos
+ property vector3d light4Pos
- components : [
- Layer { id: screenQuadLayer },
+ Entity {
+ components: [
+ baseLight,
+ layer
+ ]
+ }
- PlaneMesh {
- width: 2.0
- height: 2.0
- meshResolution: Qt.size(2, 2)
- },
+ Entity {
+ readonly property Transform transform1 : Transform { translation: root.light1Pos }
+ readonly property PointLight light1 : PointLight {
+ color : "dodgerblue"
+ intensity : 0.9
+ }
+ components: [
+ transform1,
+ light1,
+ layer
+ ]
+ }
- Transform { // We rotate the plane so that it faces us
- rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 90)
- },
+ Entity {
+ readonly property Transform transform2 : Transform { translation: root.light2Pos }
+ readonly property PointLight light2 : PointLight {
+ color : "green"
+ intensity : 0.5
+ }
+ components: [
+ transform2,
+ light2,
+ layer
+ ]
+ }
+
+ Entity {
+ readonly property Transform transform3 : Transform { translation: root.light3Pos }
+ readonly property PointLight light3 : PointLight {
+ color : "white"
+ intensity : 2.0
+ }
+ components: [
+ transform3,
+ light3,
+ layer
+ ]
+ }
- Material {
- effect : FinalEffect {}
+ Entity {
+ readonly property Transform transform4 : Transform { translation: root.light4Pos }
+ readonly property PointLight light4 : PointLight {
+ color : "white"
+ intensity : 0.5
}
- ]
+ components: [
+ transform4,
+ light4,
+ layer
+ ]
+ }
+
+ // We need to have the actual screen quad entity separate from the lights.
+ // If the lights were sub-entities of this screen quad entity, they would
+ // be affected by the rotation matrix, and their world positions would thus
+ // be changed.
+ Entity {
+ components : [
+ Layer { id: screenQuadLayer },
+
+ PlaneMesh {
+ width: 2.0
+ height: 2.0
+ meshResolution: Qt.size(2, 2)
+ },
+
+ Transform { // We rotate the plane so that it faces us
+ rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 90)
+ },
+
+ Material {
+ effect : FinalEffect {}
+ }
+ ]
+ }
}
diff --git a/tests/manual/deferred-renderer-qml/main.qml b/tests/manual/deferred-renderer-qml/main.qml
index 790911723..8b97bb671 100644
--- a/tests/manual/deferred-renderer-qml/main.qml
+++ b/tests/manual/deferred-renderer-qml/main.qml
@@ -74,7 +74,14 @@ Entity {
FirstPersonCameraController { camera: sceneEntity.camera }
- ScreenQuadEntity { id: screenQuadEntity }
+ ScreenQuadEntity {
+ id: screenQuadEntity
+ baseLight: sceneEntity.light
+ light1Pos: sceneEntity.light1Pos
+ light2Pos: sceneEntity.light2Pos
+ light3Pos: sceneEntity.light3Pos
+ light4Pos: sceneEntity.light4Pos
+ }
SceneEntity { id: sceneEntity }
GBufferDebugger { id: debugEntity }
}