Qt 3D: Shadow Map QML Example | Qt 3D 5.13.0

Qt 5.13 | Qt 3D | Qt 3D: Shadow Map QML Example

Qt 5.13.0 Reference Documentation

# Qt 3D: Shadow Map QML Example

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      import Qt3D.Core 2.0
      import Qt3D.Render 2.0

      Effect {
          id: root

          property Texture2D shadowTexture
          property ShadowMapLight light

          // 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: "lightViewProjection"; value: root.light.lightViewProjection },
              Parameter { name: "lightPosition";  value: root.light.lightPosition },
              Parameter { name: "lightIntensity"; value: root.light.lightIntensity },
              Parameter { name: "shadowMapTexture"; value: root.shadowTexture }
          ]

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

                  renderPasses: [
                      RenderPass {
                          filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/shadowmap.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
                          }

                          renderStates: [
                              PolygonOffset { scaleFactor: 4; depthSteps: 4 },
                              DepthTest { depthFunction: DepthTest.Less }
                          ]
                      },

                      RenderPass {
                          filterKeys: [ FilterKey { name : "pass"; value : "forward" } ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/ads.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/ads.frag")
                          }

                          // no special render state set => use the default set of states
                      }
                  ]
              },
              Technique {
                  graphicsApiFilter {
                      api: GraphicsApiFilter.OpenGLES
                      majorVersion: 3
                      minorVersion: 0
                  }

                  renderPasses: [
                      RenderPass {
                          filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/es3/shadowmap.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/es3/shadowmap.frag")
                          }

                          renderStates: [
                              PolygonOffset { scaleFactor: 4; depthSteps: 4 },
                              DepthTest { depthFunction: DepthTest.Less }
                          ]
                      },

                      RenderPass {
                          filterKeys: [ FilterKey { name : "pass"; value : "forward" } ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/es3/ads.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/es3/ads.frag")
                          }
                      }
                  ]
              }
          ]
      }