/**************************************************************************** ** ** Copyright (C) 2015 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. 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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 2.2 import Qt3D.Core 2.0 import Qt3D.Render 2.0 import Qt3D.Input 2.0 import Qt3D.Extras 2.0 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, 40.0 ) 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 { } ] GeometryRenderer { id: torusMesh view: TorusMesh { radius: 5 minorRadius: 1 rings: 100 slices: 20 } } Entity { id: torusEntityInlineShader property Transform transform: Transform { matrix: { var m = Qt.matrix4x4(); m.rotate(45, Qt.vector3d(1, 0, 0)); m.translate(Qt.vector3d(-2.0, 0.0, 0.0)); return m; } } Timer { property bool toggle: false interval: 2000 repeat: true triggeredOnStart: true running: true onTriggered: { // Toggle shader code each time we are triggered if (toggle) { console.log("Setting color fragment shader"); changingShader.fragmentShaderCode = " #version 150 in vec3 normal; in vec3 position; uniform vec3 finalColor; out vec4 fragColor; void main() { vec3 n = normalize(normal); vec3 s = normalize(vec3(1.0, 0.0, 1.0) - position); vec3 v = normalize(-position); float diffuse = max(dot(s, n), 0.0); fragColor = vec4(diffuse * finalColor, 1.0); } "; } else { console.log("Setting greyscale fragment shader"); changingShader.fragmentShaderCode = " #version 150 in vec3 normal; in vec3 position; uniform vec3 finalColor; out vec4 fragColor; void main() { vec3 n = normalize(normal); vec3 s = normalize(vec3(1.0, 0.0, 1.0) - position); vec3 v = normalize(-position); float diffuse = max(dot(s, n), 0.0); fragColor = vec4(diffuse * finalColor, 1.0); float luminance = fragColor.r * 0.299 + fragColor.g * 0.587 + fragColor.b * 0.114; fragColor = vec4( luminance, luminance, luminance, 1.0f ); } "; } toggle = !toggle; } } // Shader defined inline property Material material: Material { parameters: Parameter { name: "finalColor"; value: "#e76140" /* Inferno Orange */ } effect: Effect { techniques: [ Technique { filterKeys: FilterKey { name: "renderingStyle"; value: "forward" } graphicsApiFilter { api: GraphicsApiFilter.OpenGL majorVersion: 3 minorVersion: 2 profile: GraphicsApiFilter.CoreProfile } renderPasses: RenderPass { shaderProgram: ShaderProgram { id: changingShader vertexShaderCode: " #version 150 in vec3 vertexPosition; in vec3 vertexNormal; out vec3 position; out vec3 normal; uniform mat4 modelView; uniform mat3 modelViewNormal; uniform mat4 mvp; void main() { normal = normalize(modelViewNormal * vertexNormal); position = vec3(modelView * vec4(vertexPosition, 1.0)); gl_Position = mvp * vec4(vertexPosition, 1.0); } " fragmentShaderCode: "" } // ShaderProgram } // RenderPass } // Technique ] // techniques } // Effect } // Material components: [ torusMesh, material, transform ] } Entity { id: torusEntitySeparateShader property Transform transform: Transform { matrix: { var m = Qt.matrix4x4(); m.rotate(15, Qt.vector3d(1, 0, 0)); m.translate(Qt.vector3d(2.0, 0.0, 0.0)); return m; } } // Shader defined in a separate file property Material material: Material { parameters: Parameter { name: "finalColor"; value: "yellow" } effect: Effect { techniques: [ Technique { filterKeys: FilterKey { name: "renderingStyle"; value: "forward" } graphicsApiFilter { api: GraphicsApiFilter.OpenGL majorVersion: 3 minorVersion: 2 profile: GraphicsApiFilter.CoreProfile } renderPasses: RenderPass { shaderProgram: ShaderProgram { vertexShaderCode: loadSource("qrc:/simple-shader.vert") fragmentShaderCode: loadSource("qrc:/simple-shader.frag") } // ShaderProgram } // namespace RenderPass } // Technique ] // techniques } // Effect } // Material components: [ torusMesh, material, transform ] } }