/**************************************************************************** ** ** Copyright (C) 2015 Paul Lemire ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Renderer 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( 0.95, 0.95, 0.95, 1.0 ) property real shininess: 150.0 property real alpha: 0.5 ShaderProgram { id: gl3PhongAlphaShader vertexShaderCode: loadSource("qrc:/shaders/gl3/phongalpha.vert") fragmentShaderCode: loadSource("qrc:/shaders/gl3/phongalpha.frag") } ShaderProgram { id: gl2es2PhongAlphaShader vertexShaderCode: loadSource("qrc:/shaders/es2/phongalpha.vert") fragmentShaderCode: loadSource("qrc:/shaders/es2/phongalpha.frag") } effect: Effect { 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 }, Parameter { name: "lightPosition"; value: Qt.vector4d(1.0, 1.0, 0.0, 1.0) }, Parameter { name: "lightIntensity"; value: Qt.vector3d(1.0, 1.0, 1.0) } ] techniques: [ // GL 3 Technique Technique { openGLFilter { api: OpenGLFilter.Desktop profile: OpenGLFilter.Core majorVersion: 3 minorVersion: 1 } renderPasses: RenderPass { shaderProgram: gl3PhongAlphaShader renderStates: [ DepthMask { mask: false }, BlendState { srcRGB: BlendState.SrcAlpha dstRGB: BlendState.OneMinusSrcAlpha }, BlendEquation {mode: BlendEquation.FuncAdd} ] annotations: Annotation { name: "pass"; value: "material" } } }, // GL 2 Technique Technique { openGLFilter { api: OpenGLFilter.Desktop profile: OpenGLFilter.None majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: gl2es2PhongAlphaShader renderStates: [ DepthMask { mask: false }, BlendState { srcRGB: BlendState.SrcAlpha dstRGB: BlendState.OneMinusSrcAlpha }, BlendEquation {mode: BlendEquation.FuncAdd} ] annotations: Annotation { name: "pass"; value: "material" } } } ] } }