/**************************************************************************** ** ** Copyright (C) 2018 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.10 import QtQuick.Scene3D 2.0 import Qt3D.Core 2.10 import Qt3D.Render 2.13 import Qt3D.Input 2.0 import Qt3D.Extras 2.0 Item { width: 800 height: 600 Scene3D { anchors.fill: parent Entity { id: sceneRoot Camera { id: camera projectionType: CameraLens.PerspectiveProjection fieldOfView: 45 aspectRatio: 16/9 nearPlane : 0.1 farPlane : 1000.0 position: Qt.vector3d( 0.0, 0.0, -4.0 ) upVector: Qt.vector3d( 0.0, 1.0, 0.0 ) viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 ) } OrbitCameraController { camera: camera } components: [ RenderSettings { activeFrameGraph: ForwardRenderer { clearColor: Qt.rgba(0, 0.5, 1, 1) camera: camera } }, // Event Source will be set by the Qt3DQuickWindow InputSettings { }, DirectionalLight { intensity: 0.8 worldDirection: camera.viewVector } ] NumberAnimation { target: cubeTransform property: "rotationY" duration: 10000 from: 0 to: 360 loops: Animation.Infinite running: true } SharedGLTexture { id: shaderGLTexture textureId: _textureWidget.textureId } Entity { id: cubeEntity readonly property GeometryRenderer cuboid: CuboidMesh { } readonly property DiffuseMapMaterial material: DiffuseMapMaterial { diffuse: shaderGLTexture } Transform { id: cubeTransform rotationX: 180 } components: [ cuboid, material, cubeTransform ] } } } Grid { spacing: 10 columns: 2 Text { text: "Target: " + _nameMapper.targetName(shaderGLTexture.target) } Text { text: "Format: " + _nameMapper.formatName(shaderGLTexture.format) } Text { text: "Width: " + shaderGLTexture.width } Text { text: "Height: " + shaderGLTexture.height } Text { text: "Depth: " + shaderGLTexture.depth } Text { text: "Layers: " + shaderGLTexture.layers } Text { text: "GL Texture Id: " + shaderGLTexture.textureId } } }