/**************************************************************************** ** ** 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 Effect { id: root property Texture2D shadowTexture property ShadowMapLight light // These parameters act as default values for the effect. They take // priority over any parameters specified in the RenderPasses below // (none provided in this example). In turn these parameters can be // overwritten by specifying them in a Material that references this // effect. // The priority order is: // // Material -> Effect -> Technique -> RenderPass -> GLSL default values 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 } renderPasses: [ RenderPass { filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert") fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag") } renderStates: [ PolygonOffset { scaleFactor: 4; depthSteps: 4 }, DepthTest { depthFunction: DepthTest.Less } ] }, RenderPass { filterKeys: [ FilterKey { name : "pass"; value : "forward" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/ads.vert") fragmentShaderCode: loadSource("qrc:/shaders/ads.frag") } // no special render state set => use the default set of states } ] }, Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGLES majorVersion: 3 minorVersion: 0 } renderPasses: [ RenderPass { filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/es3/shadowmap.vert") fragmentShaderCode: loadSource("qrc:/shaders/es3/shadowmap.frag") } renderStates: [ PolygonOffset { scaleFactor: 4; depthSteps: 4 }, DepthTest { depthFunction: DepthTest.Less } ] }, RenderPass { filterKeys: [ FilterKey { name : "pass"; value : "forward" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/es3/ads.vert") fragmentShaderCode: loadSource("qrc:/shaders/es3/ads.frag") } } ] }, Technique { graphicsApiFilter { api: GraphicsApiFilter.RHI majorVersion: 1 minorVersion: 0 } renderPasses: [ RenderPass { filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.vert") fragmentShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.frag") } renderStates: [ PolygonOffset { scaleFactor: 4; depthSteps: 4 }, DepthTest { depthFunction: DepthTest.Less } ] }, RenderPass { filterKeys: [ FilterKey { name : "pass"; value : "forward" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/rhi/ads.vert") fragmentShaderCode: loadSource("qrc:/shaders/rhi/ads.frag") } } ] } ] }