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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Copyright (C) 2016 The Qt Company Ltd.
** 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 Qt3D.Core 2.0
import Qt3D.Render 2.0

RenderSettings {
    id: root

    property alias viewCamera: viewCameraSelector.camera
    property alias lightCamera: lightCameraSelector.camera
    readonly property Texture2D shadowTexture: depthTexture

    activeFrameGraph: Viewport {
        normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0)

        RenderSurfaceSelector {

            TechniqueFilter {
                matchAll: [ FilterKey { name: "name"; value: "Desktop" } ]

                RenderPassFilter {
                    matchAny: [ FilterKey { name: "pass"; value: "shadowmap" } ]

                    RenderTargetSelector {
                        target: RenderTarget {
                            attachments: [
                                RenderTargetOutput {
                                    objectName: "depth"
                                    attachmentPoint: RenderTargetOutput.Depth
                                    texture: Texture2D {
                                        id: depthTexture
                                        width: mainview.width
                                        height: mainview.height
                                        format: Texture.D24
                                        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
                            clearColor: Qt.rgba(0., 0., 0., 1.)

                            CameraSelector {
                                id: lightCameraSelector
                            }
                        }
                    }
                }
            }

            RenderPassFilter {
                matchAny: [ FilterKey { name: "pass"; value: "forward" } ]

                ClearBuffers {
                    buffers: ClearBuffers.ColorDepthBuffer

                    CameraSelector {
                        id: viewCameraSelector
                    }
                }
            }
        }
    }
}