From 245df5e08fe03a28dc516a069353b90f15baab0c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?M=C3=A4=C3=A4tt=C3=A4=20Antti?= Date: Fri, 13 May 2016 13:00:45 +0300 Subject: Add RenderSurfaceSelector to FrameGraph in planets example MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Change-Id: I4b3f63037d443586d0d280936cd12c91dd8a1f94 Reviewed-by: Tomi Korpipää Reviewed-by: Paul Lemire --- examples/qt3d/planets-qml/PlanetFrameGraph.qml | 79 +++++++++++++------------- 1 file changed, 41 insertions(+), 38 deletions(-) (limited to 'examples/qt3d/planets-qml') diff --git a/examples/qt3d/planets-qml/PlanetFrameGraph.qml b/examples/qt3d/planets-qml/PlanetFrameGraph.qml index fed96964a..cbad3a024 100644 --- a/examples/qt3d/planets-qml/PlanetFrameGraph.qml +++ b/examples/qt3d/planets-qml/PlanetFrameGraph.qml @@ -62,57 +62,60 @@ RenderSettings { activeFrameGraph: Viewport { normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0) - TechniqueFilter { - matchAll: [ FilterKey { name: "name"; value: "Desktop" } ] + RenderSurfaceSelector { - RenderPassFilter { - matchAny: [ FilterKey { name: "pass"; value: "shadowmap" } ] + TechniqueFilter { + matchAll: [ FilterKey { name: "name"; value: "Desktop" } ] + + RenderPassFilter { + matchAny: [ FilterKey { name: "pass"; value: "shadowmap" } ] - RenderTargetSelector { - target: RenderTarget { - attachments: [ - RenderTargetOutput { - objectName: "depth" - attachmentPoint: RenderTargetOutput.Depth - texture: Texture2D { - id: depthTexture - width: mainview.width - height: mainview.height - format: Texture.D24 - generateMipMaps: false - magnificationFilter: Texture.Linear - minificationFilter: Texture.Linear - wrapMode { - x: WrapMode.ClampToEdge - y: WrapMode.ClampToEdge + RenderTargetSelector { + target: RenderTarget { + attachments: [ + RenderTargetOutput { + objectName: "depth" + attachmentPoint: RenderTargetOutput.Depth + texture: Texture2D { + id: depthTexture + width: mainview.width + height: mainview.height + format: Texture.D24 + generateMipMaps: false + magnificationFilter: Texture.Linear + minificationFilter: Texture.Linear + wrapMode { + x: WrapMode.ClampToEdge + y: WrapMode.ClampToEdge + } + comparisonFunction: Texture.CompareLessEqual + comparisonMode: Texture.CompareRefToTexture } - comparisonFunction: Texture.CompareLessEqual - comparisonMode: Texture.CompareRefToTexture } - } - ] - } + ] + } - ClearBuffers { - buffers: ClearBuffers.DepthBuffer - clearColor: Qt.rgba(0., 0., 0., 1.) + ClearBuffers { + buffers: ClearBuffers.DepthBuffer + clearColor: Qt.rgba(0., 0., 0., 1.) - CameraSelector { - id: lightCameraSelector + CameraSelector { + id: lightCameraSelector + } } } } } - } - RenderPassFilter { - matchAny: [ FilterKey { name: "pass"; value: "forward" } ] + RenderPassFilter { + matchAny: [ FilterKey { name: "pass"; value: "forward" } ] - ClearBuffers { - buffers: ClearBuffers.ColorDepthBuffer + ClearBuffers { + buffers: ClearBuffers.ColorDepthBuffer - CameraSelector { - id: viewCameraSelector + CameraSelector { + id: viewCameraSelector + } } } } -- cgit v1.2.3