/**************************************************************************** ** ** 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.Render 2.0 import QtQuick 2.1 Effect { id: root // It's expected that users of this will specify the tessellation control and evaluation // shaders and if necessary suitable replacements for the other stages property alias vertexShaderCode: program.vertexShaderCode property alias tessellationControlShaderCode: program.tessellationControlShaderCode property alias tessellationEvaluationShaderCode: program.tessellationEvaluationShaderCode property alias geometryShaderCode: program.geometryShaderCode property alias fragmentShaderCode: program.fragmentShaderCode property alias shaderProgram: program parameters: [ Parameter { name: "ambient"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) }, Parameter { name: "diffuse"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) }, Parameter { name: "specular"; value: Qt.vector3d( 0.95, 0.95, 0.95 ) }, Parameter { name: "shininess"; value: 150.0 } ] techniques: [ Technique { openGLFilter { api: OpenGLFilter.Desktop profile: OpenGLFilter.Core majorVersion: 4 minorVersion: 0 } annotations: [ Annotation { name: "renderingStyle"; value: "forward" } ] parameters: [ Parameter { name: "light.position"; value: Qt.vector4d(0.0, 0.0, 0.0, 1.0) }, Parameter { name: "light.intensity"; value: Qt.vector3d(1.0, 1.0, 1.0) }, Parameter { name: "line.width"; value: 0.8 }, Parameter { name: "line.color"; value: Qt.vector4d(1.0, 1.0, 1.0, 1.0) } ] renderPasses: [ RenderPass { 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 }, // TODO: Support uniform arrays. We want to be able to do (or something similar) and map vectors or lists of values // through to the uniforms ParameterMapping { parameterName: "innerTessLevel"; shaderVariableName: "inner[0]"; bindingType: ParameterMapping.Uniform }, ParameterMapping { parameterName: "outerTessLevel"; shaderVariableName: "outer[0]"; bindingType: ParameterMapping.Uniform } ] shaderProgram: ShaderProgram { id: program vertexShaderCode: loadSource("qrc:/shaders/passthru.vert") geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom") fragmentShaderCode: loadSource("qrc:/shaders/phongwireframe.frag") } } ] } ] }