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/****************************************************************************
**
** Copyright (C) 2015 Paul Lemire
** 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

Viewport {
    property alias camera: cameraSelector.camera
    property alias window: surfaceSelector.window

    RenderSurfaceSelector {
        id: surfaceSelector

        CameraSelector {
            id: cameraSelector

            StateSet {
                // Enable 3 clipping planes
                renderStates: [
                    ClipPlane { plane: 0 },
                    ClipPlane { plane: 1 },
                    ClipPlane { plane: 2 },
                    DepthTest { func: DepthTest.LessOrEqual }
                ]

                // Branch 1
                LayerFilter {
                    // Render entities with their regular material
                    // Fills depth buffer for entities that are clipped
                    layers: ["content", "visualization"]
                    ClearBuffer {
                        buffers: ClearBuffer.ColorDepthBuffer
                        RenderPassFilter {
                            includes: Annotation { name: "pass"; value: "material" }
                        }
                    }
                }

                // Branch 2
                ClearBuffer {
                    // Enable and fill Stencil to later generate caps
                    buffers: ClearBuffer.StencilBuffer
                    StateSet {
                        // Disable depth culling
                        // Incr for back faces
                        // Decr for front faces
                        // No need to output color values
                        renderStates: [
                            StencilTest {
                                front {
                                    func: StencilTestSeparate.Always
                                    ref: 0; mask: 0
                                }
                                back {
                                    func: StencilTestSeparate.Always
                                    ref: 0; mask: 0
                                }
                            },
                            StencilOp {
                                front.stencilDepthPass: StencilOpSeparate.Decr
                                back.stencilDepthPass: StencilOpSeparate.Incr
                            },
                            ColorMask { red: false; green: false; blue: false; alpha: false }
                        ]

                        LayerFilter {
                            layers: "content"
                            RenderPassFilter {
                                includes: Annotation { name: "pass"; value: "stencilFill"; }
                            }
                        }
                    }
                }
            }

            // Branch 3
            StateSet {
                // Draw caps using stencil buffer
                LayerFilter {
                    layers: "caps"
                    RenderPassFilter {
                        includes: Annotation { name: "pass"; value: "capping"; }
                    }
                }

                // Draw back faces - front faces -> caps
                renderStates: [
                    StencilTest {
                        front {
                            func: StencilTestSeparate.NotEqual
                            ref: 0; mask: ~0
                        }
                        back {
                            func: StencilTestSeparate.NotEqual
                            ref: 0; mask: ~0
                        }
                    }
                ]
            }
        }
    }
}