/**************************************************************************** ** ** 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 QtQuick 2.1 as QQ2 import Qt3D.Core 2.0 import Qt3D.Render 2.0 Entity { id: root objectName: "root" // Use the renderer configuration specified in ForwardRenderer.qml // and render from the mainCamera components: [ FrameGraph { activeFrameGraph: ForwardRenderer { id: renderer camera: mainCamera clearColor: "black" } } ] BasicCamera { id: mainCamera position: Qt.vector3d( 0.0, 0.0, 10.0 ) } FirstPersonCameraController { camera: mainCamera } TessellatedWireframeMaterial { id: quadMaterial ambient: Qt.rgba( 0.2, 0.0, 0.0, 1.0 ) diffuse: Qt.rgba( 0.8, 0.0, 0.0, 1.0 ) property real innerLevel : 1.0 property real outerLevel : 1.0 innerTessLevel : [innerLevel, innerLevel] outerTessLevel : [outerLevel, outerLevel, outerLevel, outerLevel] effect: TessellatedWireframeEffect { tessellationControlShaderCode: shaderProgram.loadSource("qrc:/shaders/quads.tcs") tessellationEvaluationShaderCode: shaderProgram.loadSource("qrc:/shaders/quads.tes") } QQ2.SequentialAnimation { loops: QQ2.Animation.Infinite running: true QQ2.NumberAnimation { target: quadMaterial; properties: "innerLevel,outerLevel"; duration: 1000; from: 1.0 to: 20.0 } QQ2.NumberAnimation { target: quadMaterial; properties: "innerLevel,outerLevel"; duration: 1000; from: 20.0 to: 1.0 } } } TessellatedQuad { id: quad material: quadMaterial } // TODO: Add examples for triangle and isoline tessellation modes }