/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:GPL-EXCEPT$ ** 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 https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 as published by the Free Software ** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 import QtQuick 2.2 as QQ2 FrameGraph { id: root property alias viewCamera: viewCameraSelector.camera property alias lightCamera: lightCameraSelector.camera readonly property Texture2D shadowTexture: depthTexture activeFrameGraph: Viewport { rect: Qt.rect(0.0, 0.0, 1.0, 1.0) clearColor: Qt.rgba(0.0, 0.0, 0.0, 1.0) RenderPassFilter { includes: [ FilterKey { name: "pass"; value: "shadowmap" } ] RenderTargetSelector { target: RenderTarget { attachments: [ RenderAttachment { name: "depth" type: RenderAttachment.DepthAttachment texture: Texture2D { id: depthTexture width: 1024 height: 1024 format: Texture.DepthFormat generateMipMaps: false magnificationFilter: Texture.Linear minificationFilter: Texture.Linear wrapMode { x: WrapMode.ClampToEdge y: WrapMode.ClampToEdge } comparisonFunction: Texture.CompareLessEqual comparisonMode: Texture.CompareRefToTexture } } ] } ClearBuffers { buffers: ClearBuffers.DepthBuffer CameraSelector { id: lightCameraSelector } } } } RenderPassFilter { includes: [ FilterKey { name: "pass"; value: "forward" } ] ClearBuffers { buffers : ClearBuffers.ColorDepthBuffer CameraSelector { id: viewCameraSelector } } } } }