/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "finaleffect.h" #include #include #include FinalEffect::FinalEffect(Qt3DCore::QNode *parent) : Qt3DRender::QEffect(parent) , m_gl3Technique(new Qt3DRender::QTechnique()) , m_gl2Technique(new Qt3DRender::QTechnique()) , m_gl2Pass(new Qt3DRender::QRenderPass()) , m_gl3Pass(new Qt3DRender::QRenderPass()) , m_passCriterion(new Qt3DRender::QAnnotation(this)) { m_gl3Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL); m_gl3Technique->graphicsApiFilter()->setMajorVersion(3); m_gl3Technique->graphicsApiFilter()->setMinorVersion(1); m_gl3Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::CoreProfile); m_gl2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL); m_gl2Technique->graphicsApiFilter()->setMajorVersion(2); m_gl2Technique->graphicsApiFilter()->setMinorVersion(0); m_gl2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile); m_passCriterion->setName(QStringLiteral("pass")); m_passCriterion->setValue(QStringLiteral("final")); Qt3DRender::QShaderProgram *gl3Shader = new Qt3DRender::QShaderProgram(); gl3Shader->setVertexShaderCode(gl3Shader->loadSource(QUrl(QStringLiteral("qrc:/final_gl3.vert")))); gl3Shader->setFragmentShaderCode(gl3Shader->loadSource(QUrl(QStringLiteral("qrc:/final_gl3.frag")))); m_gl3Pass->addAnnotation(m_passCriterion); m_gl3Pass->setShaderProgram(gl3Shader); m_gl3Technique->addPass(m_gl3Pass); Qt3DRender::QShaderProgram *gl2Shader = new Qt3DRender::QShaderProgram(); gl2Shader->setVertexShaderCode(gl2Shader->loadSource(QUrl(QStringLiteral("qrc:/final_gl2.vert")))); gl2Shader->setFragmentShaderCode(gl2Shader->loadSource(QUrl(QStringLiteral("qrc:/final_gl2.frag")))); m_gl2Pass->addAnnotation(m_passCriterion); m_gl2Pass->setShaderProgram(gl2Shader); m_gl2Technique->addPass(m_gl2Pass); addTechnique(m_gl3Technique); addTechnique(m_gl2Technique); } QList FinalEffect::passCriteria() const { return QList() << m_passCriterion; }