/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Copyright (C) 2015 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** 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.Render 2.0 Effect { id: root property Texture2D shadowTexture property PlanetsLight light parameters: [ Parameter { name: "lightViewProjection"; value: root.light.lightViewProjection }, Parameter { name: "lightPosition"; value: root.light.lightPosition }, Parameter { name: "lightIntensity"; value: root.light.lightIntensity }, Parameter { name: "shadowMapTexture"; value: root.shadowTexture } ] techniques: [ Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 3 minorVersion: 2 } annotations: [ Annotation { name: "name"; value: "Desktop" } ] renderPasses: [ RenderPass { annotations: [ Annotation { name: "pass"; value: "shadowmap" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.vert") fragmentShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.frag") } renderStates: [ PolygonOffset { factor: 4; units: 4 }, DepthTest { func: DepthTest.Less } ] }, RenderPass { annotations: [ Annotation { name : "pass"; value : "forward" } ] bindings: [ // Uniforms (those provided by the user) ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform }, ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/gl3/planetD.vert") fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetD.frag") } // no special render state set => use the default set of states } ] }, Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGL majorVersion: 2 } annotations: [ Annotation { name: "name"; value: "ES2" } ] renderPasses: [ RenderPass { annotations: [ Annotation { name : "pass"; value : "forward" } ] bindings: [ // Uniforms (those provided by the user) ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform }, ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/es2/planetD.vert") fragmentShaderCode: loadSource("qrc:/shaders/es2/planetD.frag") } // no special render state set => use the default set of states } ] }, Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGLES majorVersion: 2 minorVersion: 0 } annotations: [ Annotation { name: "name"; value: "ES2" } ] renderPasses: [ RenderPass { annotations: [ Annotation { name : "pass"; value : "forward" } ] bindings: [ // Uniforms (those provided by the user) ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform }, ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/es2/planetD.vert") fragmentShaderCode: loadSource("qrc:/shaders/es2/planetD.frag") } // no special render state set => use the default set of states } ] } ] }