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/****************************************************************************
**
** Copyright (C) 2017 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

Material {
    id: root

    property color maincolor: Qt.rgba(0.0, 0.0, 0.0, 1.0)

    parameters: [
        Parameter {
            name: "maincolor"
            value: Qt.vector3d(root.maincolor.r, root.maincolor.g, root.maincolor.b)
        }
    ]

    effect: Effect {

        property string vertex: "qrc:/shaders/gl3/simpleColor.vert"
        property string fragment: "qrc:/shaders/gl3/simpleColor.frag"
        property string vertexES: "qrc:/shaders/es2/simpleColor.vert"
        property string fragmentES: "qrc:/shaders/es2/simpleColor.frag"

        FilterKey {
            id: forward
            name: "renderingStyle"
            value: "forward"
        }
        ShaderProgram {
            id: gl3Shader
            vertexShaderCode: loadSource(parent.vertex)
            fragmentShaderCode: loadSource(parent.fragment)
        }
        ShaderProgram {
            id: es2Shader
            vertexShaderCode: loadSource(parent.vertexES)
            fragmentShaderCode: loadSource(parent.fragmentES)
        }
        techniques: [
            // OpenGL 3.1
            Technique {
                filterKeys: [forward]
                graphicsApiFilter {
                    api: GraphicsApiFilter.OpenGL
                    profile: GraphicsApiFilter.CoreProfile
                    majorVersion: 3
                    minorVersion: 1
                }
                renderPasses: RenderPass {
                    shaderProgram: gl3Shader
                }
            },
            // ES 2.0
            Technique {
                filterKeys: [forward]
                graphicsApiFilter {
                    api: GraphicsApiFilter.OpenGLES
                    profile: GraphicsApiFilter.CoreProfile
                    majorVersion: 2
                    minorVersion: 0
                }
                renderPasses: RenderPass {
                    shaderProgram: es2Shader
                }
            }
        ]
    }
}