PlanetEffect.qml Example File | Qt 3D 5.12.9

- Qt 5.12
- Qt 3D
- Qt 3D: Planets QML Example
- PlanetEffect.qml Example File
- Qt 5.12.9 Reference Documentation

# PlanetEffect.qml Example File

planets-qml/PlanetEffect.qml

     /****************************************************************************
     **
     ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
     ** Copyright (C) 2016 The Qt Company Ltd.
     ** Contact: https://www.qt.io/licensing/
     **
     ** This file is part of the Qt3D module of the Qt Toolkit.
     **
     ** $QT_BEGIN_LICENSE:BSD$
     ** 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.
     **
     ** BSD License Usage
     ** Alternatively, you may use this file under the terms of the BSD license
     ** as follows:
     **
     ** "Redistribution and use in source and binary forms, with or without
     ** modification, are permitted provided that the following conditions are
     ** met:
     **   * Redistributions of source code must retain the above copyright
     **     notice, this list of conditions and the following disclaimer.
     **   * Redistributions in binary form must reproduce the above copyright
     **     notice, this list of conditions and the following disclaimer in
     **     the documentation and/or other materials provided with the
     **     distribution.
     **   * Neither the name of The Qt Company Ltd nor the names of its
     **     contributors may be used to endorse or promote products derived
     **     from this software without specific prior written permission.
     **
     **
     ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
     ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
     ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
     ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
     ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
     ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
     ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
     ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
     ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
     **
     ** $QT_END_LICENSE$
     **
     ****************************************************************************/

     import Qt3D.Core 2.0
     import Qt3D.Render 2.0

     Effect {
         id: root

         property Texture2D shadowTexture
         property PlanetsLight light
         property string vertexES: "qrc:/shaders/es2/planetD.vert"
         property string fragmentES: "qrc:/shaders/es2/planetD.frag"
         property string vertexGL: "qrc:/shaders/gl3/planetD.vert"
         property string fragmentGL: "qrc:/shaders/gl3/planetD.frag"

         parameters: [
             Parameter { name: "lightViewProjection"; value: root.light.lightViewProjection },
             Parameter { name: "lightPosition";  value: root.light.lightPosition },
             Parameter { name: "lightIntensity"; value: root.light.lightIntensity }
         ]

         FilterKey { id: eskey; name: "name"; value: "ES2" }
         FilterKey { id: glkey; name: "name"; value: "Desktop" }
         FilterKey { id: forwardkey; name : "pass"; value : "forward" }

         RenderPass {
             id: glpass
             filterKeys: [ forwardkey ]

             shaderProgram: ShaderProgram {
                 vertexShaderCode:   loadSource(vertexGL)
                 fragmentShaderCode: loadSource(fragmentGL)
             }
             // no special render state set => use the default set of states
         }

         RenderPass {
             id: espass
             filterKeys: [ forwardkey ]

             shaderProgram: ShaderProgram {
                 vertexShaderCode:   loadSource(vertexES)
                 fragmentShaderCode: loadSource(fragmentES)
             }
             // no special render state set => use the default set of states
         }

         techniques: [
             Technique {
                 graphicsApiFilter {
                     api: GraphicsApiFilter.OpenGL
                     profile: GraphicsApiFilter.CoreProfile
                     majorVersion: 3
                     minorVersion: 2
                 }

                 filterKeys: [ glkey ]

                 renderPasses: [ glpass ]
             },
             Technique {
                 graphicsApiFilter {
                     api: GraphicsApiFilter.OpenGL
                     majorVersion: 2
                 }

                 filterKeys: [ eskey ]

                 renderPasses: [ espass ]
             },
             Technique {
                 graphicsApiFilter {
                     api: GraphicsApiFilter.OpenGLES
                     majorVersion: 2
                     minorVersion: 0
                 }

                 filterKeys: [ eskey ]

                 renderPasses: [ espass ]
             }
         ]
     }