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/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
** 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.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Effect {
id: root
property Texture2D shadowTexture
property Light light
parameters: [
Parameter { name: "lightViewProjection"; value: root.light.lightViewProjection },
Parameter { name: "lightPosition"; value: root.light.lightPosition },
Parameter { name: "lightIntensity"; value: root.light.lightIntensity },
Parameter { name: "shadowMapTexture"; value: root.shadowTexture }
]
techniques: [
Technique {
renderPasses: [
RenderPass {
annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/shadowmap.vert")
fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
}
renderStates: [
PolygonOffset { factor: 4; units: 4 },
DepthTest { func: DepthTest.Less }
]
},
RenderPass {
annotations: [ Annotation { name: "pass"; value: "forward" } ]
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 }
]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/ads.vert")
fragmentShaderCode: loadSource("qrc:/shaders/ads.frag")
}
}
]
}
]
}
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