Qt Quick 3D - Custom Materials Example | Qt Quick 3D 6.2.4

- Qt 6.2
- Qt Quick 3D
- Qt Quick 3D Examples and Tutorials
- Qt Quick 3D - Custom Materials Example
- Qt Quick 3D | Commercial or GPLv3

# Qt Quick 3D - Custom Materials Example

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     import QtQuick
     import QtQuick3D
     import QtQuick.Controls
     import QtQuick.Layouts

     Window {
         id: window
         width: 1280
         height: 720
         visible: true
         title: "Custom Materials Example"

         View3D {
             id: v3d
             anchors.fill: parent

             camera: camera

             environment: SceneEnvironment {
                 backgroundMode: SceneEnvironment.SkyBox
                 probeExposure: 2
                 lightProbe: Texture {
                     source: "maps/OpenfootageNET_lowerAustria01-1024.hdr"
                 }
             }

             PerspectiveCamera {
                 id: camera
                 fieldOfView: 45
                 position: Qt.vector3d(0, 100, 900)
             }

             SpotLight {
                 position: Qt.vector3d(0, 500, 0)
                 eulerRotation.x: -60
                 color: Qt.rgba(1.0, 1.0, 0.1, 1.0)
                 brightness: 50
                 castsShadow: true
                 shadowMapQuality: Light.ShadowMapQualityHigh
             }

             property real globalRotation: 0
             NumberAnimation on globalRotation {
                 from: 0
                 to: 360
                 duration: 27000
                 loops: Animation.Infinite
             }

             property real radius: 400
             property real separation: 360/5

             Model {
                 id: floor
                 source: "#Rectangle"
                 y: -200
                 scale: Qt.vector3d(15, 15, 1)
                 eulerRotation.x: -90
                 materials: [
                     DefaultMaterial {
                         diffuseColor: "white"
                     }
                 ]
             }

             // Start with a simple material, using the built-in implementation for everything.
             Node {
                 eulerRotation.y: v3d.globalRotation
                 Model {
                     source: "weirdShape.mesh"
                     scale: Qt.vector3d(100, 100, 100)
                     rotation: Quaternion.fromEulerAngles(-90, 0, 0)
                     x: v3d.radius

                     materials: [
                         CustomMaterial {
                             shadingMode: CustomMaterial.Shaded
                             fragmentShader: "material_simple.frag"
                             property color uDiffuse: "fuchsia"
                             property real uSpecular: 1.0
                         }
                     ]
                 }
             }

             // A metallic material using defaults for everything, except ambient light, and no uniforms.
             Node {
                 eulerRotation.y: v3d.globalRotation + v3d.separation * 1
                 Model {
                     source: "weirdShape.mesh"
                     scale: Qt.vector3d(100, 100, 100)
                     rotation: Quaternion.fromEulerAngles(-90, 0, 0)
                     x: v3d.radius

                     materials: [
                         CustomMaterial {
                             shadingMode: CustomMaterial.Shaded
                             fragmentShader: "material_metallic.frag"
                         }
                     ]
                 }
             }

             // A material with custom handling of all the lights, but still using
             // the built-in specular function.
             Node {
                 eulerRotation.y: v3d.globalRotation + v3d.separation * 2
                 Model {
                     source: "weirdShape.mesh"
                     scale: Qt.vector3d(100, 100, 100)
                     rotation: Quaternion.fromEulerAngles(-90, 0, 0)
                     x: v3d.radius
                     materials: [
                         CustomMaterial {
                             shadingMode: CustomMaterial.Shaded
                             fragmentShader: "material_customlights.frag"
                             property color uDiffuse: "orange"
                             property real uShininess: 150
                         }
                     ]
                 }
             }

             // Custom handling of everything, including specular.
             Node {
                 eulerRotation.y: v3d.globalRotation  + v3d.separation * 3
                 Model {
                     source: "weirdShape.mesh"
                     scale: Qt.vector3d(100, 100, 100)
                     rotation: Quaternion.fromEulerAngles(-90, 0, 0)
                     x: v3d.radius
                     materials: [
                         CustomMaterial {
                             shadingMode: CustomMaterial.Shaded
                             fragmentShader: "material_customspecular.frag"
                             property color uDiffuse: "green"
                             property real uShininess: 150
                         }
                     ]
                 }
             }

             // Custom lights, plus custom vertex shader
             Node {
                 eulerRotation.y: v3d.globalRotation + v3d.separation * 4
                 Model {
                     source: "weirdShape.mesh"
                     scale: Qt.vector3d(100, 100, 100)
                     rotation: Quaternion.fromEulerAngles(-90, 0, 0)
                     x: v3d.radius
                     materials: [
                         CustomMaterial {
                             shadingMode: CustomMaterial.Shaded
                             vertexShader: "material_distortion.vert"
                             fragmentShader: "material_customlights.frag"
                             property real uTime: 0.0
                             property real uAmplitude: 0.3
                             property color uDiffuse: "yellow"
                             property real uShininess: 50
                             NumberAnimation on uTime { from: 0.0; to: 31.4; duration: 10000; loops: -1 }
                         }
                     ]
                 }
             }

             // Transparent material, with a refractive effect
             Model {
                 id: screenSphere
                 source: "#Sphere"
                 scale: Qt.vector3d(0.75, 0.75, 0.75)
                 y: 60
                 z: 750;
                 materials: [
                     CustomMaterial {
                         shadingMode: CustomMaterial.Shaded
                         fragmentShader: "material_transparent.frag"
                     }
                 ]
                 SequentialAnimation on x {
                     NumberAnimation { from: 50; to: -50; duration: 20000 }
                     NumberAnimation { from: -50; to: 50; duration: 20000 }
                     loops: Animation.Infinite
                 }
             }
         }
     }