PlanetFrameGraph.qml Example File | Qt 3D 5.6

Qt 5.6 | Qt 3D | Qt 3D: Planets QML Example | PlanetFrameGraph.qml Example File

Qt 5.6.0 Reference Documentation

# PlanetFrameGraph.qml Example File

planets-qml/PlanetFrameGraph.qml

      /****************************************************************************
      **
      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
      ** Copyright (C) 2015 The Qt Company Ltd.
      ** Contact: http://www.qt.io/licensing/
      **
      ** This file is part of the Qt3D module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:LGPL3$
      ** Commercial License Usage
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      ** accordance with the commercial license agreement provided with the
      ** Software or, alternatively, in accordance with the terms contained in
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      ** 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.LGPLv3 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.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 later as published by the Free
      ** Software Foundation and appearing in the file LICENSE.GPL included in
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      import Qt3D.Core 2.0
      import Qt3D.Render 2.0

      FrameGraph {
          id: root

          property alias viewCamera: viewCameraSelector.camera
          property alias lightCamera: lightCameraSelector.camera
          readonly property Texture2D shadowTexture: depthTexture

          activeFrameGraph: Viewport {
              rect: Qt.rect(0.0, 0.0, 1.0, 1.0)
              clearColor: Qt.rgba(0.0, 0.0, 0.0, 1.0)

              TechniqueFilter {
                  requires: [ Annotation { name: "name"; value: "Desktop" } ]

                  RenderPassFilter {
                      includes: [ Annotation { name: "pass"; value: "shadowmap" } ]

                      RenderTargetSelector {
                          target: RenderTarget {
                              attachments: [
                                  RenderAttachment {
                                      name: "depth"
                                      type: RenderAttachment.DepthAttachment
                                      texture: Texture2D {
                                          id: depthTexture
                                          width: mainview.width
                                          height: mainview.height
                                          format: Texture.D24
                                          generateMipMaps: false
                                          magnificationFilter: Texture.Linear
                                          minificationFilter: Texture.Linear
                                          wrapMode {
                                              x: WrapMode.ClampToEdge
                                              y: WrapMode.ClampToEdge
                                          }
                                          comparisonFunction: Texture.CompareLessEqual
                                          comparisonMode: Texture.CompareRefToTexture
                                      }
                                  }
                              ]
                          }

                          ClearBuffer {
                              buffers: ClearBuffer.DepthBuffer

                              CameraSelector {
                                  id: lightCameraSelector
                              }
                          }
                      }
                  }
              }

              RenderPassFilter {
                  includes: [ Annotation { name: "pass"; value: "forward" } ]

                  ClearBuffer {
                      buffers: ClearBuffer.ColorDepthBuffer

                      CameraSelector {
                          id: viewCameraSelector
                      }
                  }
              }
          }
      }