1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
|
/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 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 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
import Qt3D 2.0
import Qt3D.Render 2.0
// For Qt.vector3d() and friends. For some reason this is provided by
// QQuickValueTypeProvider in QtQuick rather than the default value
// type provider in QtQml. So we will need to replicate this in Qt3D
// for the types that we wish to support. Otherwise we'll have to import
// QtQuick 2.1 all over the place.
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: [
ParameterMapper { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapper.Uniform },
ParameterMapper { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapper.Uniform },
ParameterMapper { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapper.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
ParameterMapper { parameterName: "innerTessLevel"; shaderVariableName: "inner[0]"; bindingType: ParameterMapper.Uniform },
ParameterMapper { parameterName: "outerTessLevel"; shaderVariableName: "outer[0]"; bindingType: ParameterMapper.Uniform }
]
shaderProgram: ShaderProgram {
id: program
vertexShaderCode: loadSource("qrc:/shaders/passthru.vert")
geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
fragmentShaderCode: loadSource("qrc:/shaders/phongwireframe.frag")
}
}
]
}
]
}
|