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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.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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
// These parameters act as default values for the effect. They take
// priority over any parameters specified in the RenderPasses below
// (none provided in this example). In turn these parameters can be
// overwritten by specifying them in a Material that references this
// effect.
// The priority order is:
//
// Material -> Effect -> Technique -> RenderPass -> GLSL default values
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: 3
minorVersion: 1
}
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) },
// TODO: 1.0 gets mapped as an integer for line.width. Fix this by using type from glsl
// Works once we specify lineWidth property in WireframeMaterial as that is typed to a real
Parameter { name: "line.width"; value: 1.01 },
Parameter { name: "line.color"; value: Qt.vector4d(1.0, 1.0, 1.0, 1.0) }
]
renderPasses: [
RenderPass {
// The bindings property allows us to map from names of parameters (uniforms or vertex attributes)
// within a shader to more friendly names in QML. By default the parameter names are exposed from
// the shader so we only need to add add mappings where the names differ. E.g. here we map from the
// ka uniform name in the shader to a property called ambient
bindings: [
// Uniforms (those provided by the user)
ParameterMapper { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapper.Uniform },
ParameterMapper { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapper.Uniform },
ParameterMapper { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapper.Uniform }
]
shaderProgram: ShaderProgram {
vertexShaderSourceFile: ":/shaders/robustwireframe.vert"
geometryShaderSourceFile: ":/shaders/robustwireframe.geom"
fragmentShaderSourceFile: ":/shaders/robustwireframe.frag"
}
}
]
}
]
}
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