/**************************************************************************** ** ** 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.Core 2.0 import Qt3D.Render 2.0 Effect { id: root property bool wireframe: false // 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: "ambient"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) }, Parameter { name: "diffuse"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) } ] techniques: [ Technique { graphicsApiFilter { api: GraphicsApiFilter.OpenGL profile: GraphicsApiFilter.CoreProfile majorVersion: 3 minorVersion: 2 } 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 } ] shaderProgram: wireframe ? wireframeShader : standardShader // Disable depth testing and use simple additive blending renderStates: [ DepthTest { func: DepthTest.Always }, DepthMask { mask: true }, BlendState { srcRGB: BlendState.One dstRGB: BlendState.OneMinusSrcColor } ] ShaderProgram { id: standardShader vertexShaderCode: loadSource("qrc:/shaders/ribbon.vert") fragmentShaderCode: loadSource("qrc:/shaders/ribbon.frag") } ShaderProgram { id: wireframeShader vertexShaderCode: loadSource("qrc:/shaders/ribbon.vert") geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom") fragmentShaderCode: loadSource("qrc:/shaders/ribbonwireframe.frag") } } ] } ] }