/**************************************************************************** ** ** Copyright (C) 2015 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.Core 2.0 import Qt3D.Render 2.0 import QtQuick 2.4 as QQ2 Entity { id: sceneRoot Camera { id: camera projectionType: CameraLens.PerspectiveProjection fieldOfView: 45 aspectRatio: 800/600 nearPlane : 0.1 farPlane : 1000.0 position: Qt.vector3d( 0.0, 0.0, 40.0 ) upVector: Qt.vector3d( 0.0, 1.0, 0.0 ) viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 ) } Configuration { controlledCamera: camera } components: FrameGraph { activeFrameGraph: ForwardRenderer{ camera: camera ; clearColor: Qt.rgba(0.0, 0.5, 1, 1) } } TorusMesh { id: torusMesh radius: 5 minorRadius: 1 rings: 100 slices: 20 } SphereMesh { id: sphereMesh radius: 3 } Transform { id: sphereTransform translation: Qt.vector3d(10, 0, 0) } Transform { id: cylinderTransform translation: Qt.vector3d(-10, 0, 0) } Entity { id: torusEntity components: [ torusMesh, phongMaterial ] } Entity { id: sphereEntity components: [ sphereMesh, alphaMaterial, sphereTransform ] } Entity { id: cylinderEntity components: [ sphereMesh, alphaMaterial, cylinderTransform ] } Material { id: alphaMaterial property real alpha: 0.5 QQ2.NumberAnimation { duration: 2000 loops: QQ2.Animation.Infinite target: alphaMaterial property: "alpha" from: 0.0 to: 1.0 running: true } effect: Effect { parameters: [ Parameter { name: "alpha"; value: alphaMaterial.alpha }, Parameter { name: "ka"; value: "black" }, Parameter { name: "kd"; value: "blue" }, Parameter { name: "ks"; value: "white" }, Parameter { name: "shininess"; value: 75.0 }, Parameter { name: "lightPosition"; value: Qt.vector4d(1.0, 1.0, 0.0, 1.0) }, Parameter { name: "lightIntensity"; value: Qt.vector3d(1.0, 1.0, 1.0) } ] ShaderProgram { id: alphaPhong vertexShaderCode: loadSource("qrc:/phongalpha.vert") fragmentShaderCode: loadSource("qrc:/phongalpha.frag") } techniques: [ Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.NoProfile majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { renderStates: [ CullFace { mode : CullFace.Back }, DepthTest { func: DepthTest.Less }, DepthMask { mask: false }, BlendState { srcRGB: BlendState.SrcAlpha dstRGB: BlendState.OneMinusSrcAlpha } ,BlendEquation {mode: BlendEquation.FuncAdd} ] shaderProgram: alphaPhong } }, Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGLES profile: GraphicsApiFilter.NoProfile majorVersion: 2 minorVersion: 0 } renderPasses: RenderPass { renderStates: [ CullFace { mode : CullFace.Back }, DepthTest { func: DepthTest.Less }, DepthMask { mask: false }, BlendState { srcRGB: BlendState.SrcAlpha dstRGB: BlendState.OneMinusSrcAlpha } ,BlendEquation {mode: BlendEquation.FuncAdd} ] shaderProgram: alphaPhong } } ] } } PhongMaterial { id: phongMaterial } }