/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** 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 2.0 import Qt3D.Renderer 2.0 Effect { id: root property Texture2D shadowTexture property Light 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 { openGLFilter { api: OpenGLFilter.Desktop profile: OpenGLFilter.Core majorVersion: 3 minorVersion: 2 } renderPasses: [ RenderPass { annotations: [ Annotation { name: "pass"; value: "shadowmap" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert") fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag") } renderStates: [ PolygonOffset { factor: 4; units: 4 }, DepthTest { func: DepthTest.Less } ] }, RenderPass { annotations: [ Annotation { name : "pass"; value : "forward" } ] // The bindings property allows us to map from names of parameters (uniforms or vertex attributes) // within a shader to more friendly names in QML. By default the parameter names are exposed from // the shader so we only need to add add mappings where the names differ. E.g. here we map from the // ka uniform name in the shader to a property called ambient bindings: [ // Uniforms (those provided by the user) ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform }, ParameterMapping { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform }, ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform } ] 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 { openGLFilter { api: OpenGLFilter.ES majorVersion: 3 minorVersion: 0 } renderPasses: [ RenderPass { annotations: [ Annotation { name: "pass"; value: "shadowmap" } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/es3/shadowmap.vert") fragmentShaderCode: loadSource("qrc:/shaders/es3/shadowmap.frag") } renderStates: [ PolygonOffset { factor: 4; units: 4 }, DepthTest { func: DepthTest.Less } ] }, RenderPass { annotations: [ Annotation { name : "pass"; value : "forward" } ] bindings: [ ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform }, ParameterMapping { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform }, ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform } ] shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/shaders/es3/ads.vert") fragmentShaderCode: loadSource("qrc:/shaders/es3/ads.frag") } } ] } ] }