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// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import Qt3D.Core 2.0
import Qt3D.Render 2.0
Effect {
id: root
property bool wireframe: false
// 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: "ka"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
Parameter { name: "kd"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) }
]
techniques: [
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
profile: GraphicsApiFilter.CoreProfile
majorVersion: 3
minorVersion: 2
}
filterKeys: [ FilterKey { 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 {
shaderProgram: wireframe ? wireframeShader : standardShader
// Disable depth testing and use simple additive blending
renderStates: [
DepthTest { depthFunction: DepthTest.Always },
BlendEquationArguments {
sourceRgb: BlendEquationArguments.One
destinationRgb: BlendEquationArguments.OneMinusSourceColor
}
]
ShaderProgram {
id: standardShader
vertexShaderCode: loadSource("qrc:/shaders/ribbon.vert")
fragmentShaderCode: loadSource("qrc:/shaders/ribbon.frag")
}
ShaderProgram {
id: wireframeShader
vertexShaderCode: loadSource("qrc:/shaders/ribbon.vert")
geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
fragmentShaderCode: loadSource("qrc:/shaders/ribbonwireframe.frag")
}
}
]
}
]
}
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