/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 Material { id: root property color ambient: Qt.rgba(0.15, 0.35, 0.50, 1.0) property alias diffuse: diffuseTextureImage.source property alias normal: normalTextureImage.source property alias wave: waveTextureImage.source property alias specular: specularTextureImage.source property alias sky: skyTextureImage.source property alias foam: foamTextureImage.source property color specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0) property real shininess: 150.0 property real textureScale: 1.0 property real offsetx: 0.0 property real offsety: 0.0 property real wavescale: 0.0 property real specularity: 1.0 property real waveheight: 0.1 property real waveStrenght: 0.1 property real normalAmount: 2.0 property real waveRandom: 1.0 parameters: [ Parameter { name: "ka"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) }, Parameter { name: "foamTexture" value: Texture2D { id: foamTexture minificationFilter: Texture.LinearMipMapLinear magnificationFilter: Texture.Linear wrapMode { x: WrapMode.Repeat y: WrapMode.Repeat } generateMipMaps: true maximumAnisotropy: 16.0 TextureImage { id: foamTextureImage } } }, Parameter { name: "skyTexture" value: Texture2D { id: skyTexture minificationFilter: Texture.LinearMipMapLinear magnificationFilter: Texture.Linear wrapMode { x: WrapMode.Repeat y: WrapMode.Repeat } generateMipMaps: true maximumAnisotropy: 16.0 TextureImage { id: skyTextureImage } } }, Parameter { name: "waveTexture" value: Texture2D { id: waveTexture minificationFilter: Texture.LinearMipMapLinear magnificationFilter: Texture.Linear wrapMode { x: WrapMode.Repeat y: WrapMode.Repeat } generateMipMaps: true maximumAnisotropy: 16.0 TextureImage { id: waveTextureImage } } }, Parameter { name: "specularTexture" value: Texture2D { id: specularTexture minificationFilter: Texture.LinearMipMapLinear magnificationFilter: Texture.Linear wrapMode { x: WrapMode.Repeat y: WrapMode.Repeat } generateMipMaps: true maximumAnisotropy: 16.0 TextureImage { id: specularTextureImage } } }, Parameter { name: "diffuseTexture" value: Texture2D { id: diffuseTexture minificationFilter: Texture.LinearMipMapLinear magnificationFilter: Texture.Linear wrapMode { x: WrapMode.Repeat y: WrapMode.Repeat } generateMipMaps: true maximumAnisotropy: 16.0 TextureImage { id: diffuseTextureImage } } }, Parameter { name: "normalTexture" value: Texture2D { id: normalTexture minificationFilter: Texture.LinearMipMapLinear magnificationFilter: Texture.Linear wrapMode { x: WrapMode.Repeat y: WrapMode.Repeat } generateMipMaps: true maximumAnisotropy: 16.0 TextureImage { id: normalTextureImage } } }, Parameter { name: "specularColor" value: Qt.vector3d(root.specularColor.r, root.specularColor.g, root.specularColor.b) }, Parameter { name: "shininess"; value: root.shininess }, Parameter { name: "texCoordScale"; value: textureScale }, Parameter { name: "offsetx"; value: root.offsetx }, Parameter { name: "offsety"; value: root.offsety }, Parameter { name: "vertYpos"; value: root.wavescale }, Parameter { name: "specularity"; value: root.specularity }, Parameter { name: "waveheight"; value: root.waveheight }, Parameter { name: "waveStrenght"; value: root.waveStrenght }, Parameter { name: "waveRandom"; value: root.waveRandom }, Parameter { name: "normalAmount"; value: root.normalAmount } ] effect: Effect { property string vertex: "qrc:/shaders/gl3/water.vert" property string fragment: "qrc:/shaders/gl3/water.frag" property string vertexES: "qrc:/shaders/es2/water.vert" property string fragmentES: "qrc:/shaders/es2/water.frag" property string vertexRHI: "qrc:/shaders/rhi/water.vert" property string fragmentRHI: "qrc:/shaders/rhi/water.frag" FilterKey { id: forward name: "renderingStyle" value: "forward" } ShaderProgram { id: gl3Shader vertexShaderCode: loadSource(parent.vertex) fragmentShaderCode: loadSource(parent.fragment) } ShaderProgram { id: esShader vertexShaderCode: loadSource(parent.vertexES) fragmentShaderCode: loadSource(parent.fragmentES) } ShaderProgram { id: rhiShader vertexShaderCode: loadSource(parent.vertexRHI) fragmentShaderCode: loadSource(parent.fragmentRHI) } AlphaCoverage { id: alphaCoverage } DepthTest { id: depth depthFunction: DepthTest.Less } techniques: [ // OpenGL 3.1 Technique { filterKeys: [ forward ] graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 3 minorVersion: 1 } renderPasses: RenderPass { shaderProgram: gl3Shader renderStates: [alphaCoverage ] } }, // OpenGLES 2.0 Technique { filterKeys: [ forward ] graphicsApiFilter { api: GraphicsApiFilter.OpenGLES majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: esShader renderStates: [ alphaCoverage ] } }, // OpenGL ES 2 Technique { filterKeys: [ forward ] graphicsApiFilter { api: GraphicsApiFilter.OpenGLES profile: GraphicsApiFilter.NoProfile majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: esShader renderStates: [ alphaCoverage ] } }, // RHI Technique { filterKeys: [ forward ] graphicsApiFilter { api: GraphicsApiFilter.RHI profile: GraphicsApiFilter.NoProfile majorVersion: 1 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: rhiShader renderStates: [ alphaCoverage ] } } ] } }