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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 {
    id: root

    readonly property Layer layer: screenQuadLayer
    property PointLight baseLight
    property vector3d light1Pos
    property vector3d light2Pos
    property vector3d light3Pos
    property vector3d light4Pos

    Entity {
        components: [
            baseLight,
            layer
        ]
    }

    Entity {
        readonly property Transform transform1 : Transform { translation: root.light1Pos }
        readonly property PointLight light1 :  PointLight {
            color : "dodgerblue"
            intensity : 0.9
        }
        components: [
            transform1,
            light1,
            layer
        ]
    }

    Entity {
        readonly property Transform transform2 : Transform { translation: root.light2Pos }
        readonly property PointLight light2 :  PointLight {
            color : "green"
            intensity : 0.5
        }
        components: [
            transform2,
            light2,
            layer
        ]
    }

    Entity {
        readonly property Transform transform3 : Transform { translation: root.light3Pos }
        readonly property PointLight light3 :  PointLight {
            color : "white"
            intensity : 2.0
        }
        components: [
            transform3,
            light3,
            layer
        ]
    }

    Entity {
        readonly property Transform transform4 : Transform { translation: root.light4Pos }
        readonly property PointLight light4 :  PointLight {
            color : "white"
            intensity : 0.5
        }
        components: [
            transform4,
            light4,
            layer
        ]
    }

    // We need to have the actual screen quad entity separate from the lights.
    // If the lights were sub-entities of this screen quad entity, they would
    // be affected by the rotation matrix, and their world positions would thus
    // be changed.
    Entity {
        components : [
            Layer { id: screenQuadLayer },

            GeometryRenderer {
                view: 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 : FinalEffect {}
            }
        ]
    }
}