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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** 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 2.0
import Qt3D.Render 2.0
import QtQuick 2.1
Effect {
id: root
// It's expected that users of this will specify the tessellation control and evaluation
// shaders and if necessary suitable replacements for the other stages
property alias vertexShaderCode: program.vertexShaderCode
property alias tessellationControlShaderCode: program.tessellationControlShaderCode
property alias tessellationEvaluationShaderCode: program.tessellationEvaluationShaderCode
property alias geometryShaderCode: program.geometryShaderCode
property alias fragmentShaderCode: program.fragmentShaderCode
property alias shaderProgram: program
parameters: [
Parameter { name: "ambient"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
Parameter { name: "diffuse"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) },
Parameter { name: "specular"; value: Qt.vector3d( 0.95, 0.95, 0.95 ) },
Parameter { name: "shininess"; value: 150.0 }
]
techniques: [
Technique {
openGLFilter {
api: OpenGLFilter.Desktop
profile: OpenGLFilter.Core
majorVersion: 4
minorVersion: 0
}
annotations: [ Annotation { name: "renderingStyle"; value: "forward" } ]
parameters: [
Parameter { name: "light.position"; value: Qt.vector4d(0.0, 0.0, 0.0, 1.0) },
Parameter { name: "light.intensity"; value: Qt.vector3d(1.0, 1.0, 1.0) },
Parameter { name: "line.width"; value: 0.8 },
Parameter { name: "line.color"; value: Qt.vector4d(1.0, 1.0, 1.0, 1.0) }
]
renderPasses: [
RenderPass {
bindings: [
ParameterMapping { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
ParameterMapping { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform },
// TODO: Support uniform arrays. We want to be able to do (or something similar) and map vectors or lists of values
// through to the uniforms
ParameterMapping { parameterName: "innerTessLevel"; shaderVariableName: "inner[0]"; bindingType: ParameterMapping.Uniform },
ParameterMapping { parameterName: "outerTessLevel"; shaderVariableName: "outer[0]"; bindingType: ParameterMapping.Uniform }
]
shaderProgram: ShaderProgram {
id: program
vertexShaderCode: loadSource("qrc:/shaders/passthru.vert")
geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
fragmentShaderCode: loadSource("qrc:/shaders/phongwireframe.frag")
}
}
]
}
]
}
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