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/****************************************************************************
**
** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 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 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.LGPL3 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-3.0.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 (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** 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-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/

import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Extras 2.0

Entity {
    readonly property Layer layer: debugLayer

    components : [
        Layer { id: debugLayer },

        PlaneMesh {
            width: 2.0
            height: 2.0
            meshResolution: Qt.size(2, 2)
        },

        Transform { // We rotate the plane so that it faces us
            rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 90)
        },

        Material {
            effect : Effect {
                techniques: [
                    Technique {
                        graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.NoProfile; minorVersion : 0; majorVersion : 2 }
                        renderPasses: RenderPass {
                            filterKeys: FilterKey { name: "pass"; value: "final" }
                            shaderProgram: ShaderProgram {
                                vertexShaderCode: loadSource("qrc:/debug_es2.vert")
                                fragmentShaderCode: loadSource("qrc:/debug_es2.frag")
                            }
                        }
                    },
                    Technique {
                        graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; minorVersion : 2; majorVersion : 3 }
                        renderPasses: RenderPass {
                            filterKeys: FilterKey { name: "pass"; value: "final" }
                            shaderProgram: ShaderProgram {
                                vertexShaderCode: loadSource("qrc:/debug_gl3.vert")
                                fragmentShaderCode: loadSource("qrc:/debug_gl3.frag")
                            }
                        }
                    }
                ]
            }
        }
    ]
}