TessellatedWireframeEffect.qml Example File | Qt 3D 5.6

Qt 5.6 | Qt 3D | Qt 3D: Tessellation Modes QML Example | TessellatedWireframeEffect.qml Example File

Qt 5.6.2 Reference Documentation

# TessellatedWireframeEffect.qml Example File

tessellation-modes/TessellatedWireframeEffect.qml

      /****************************************************************************
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      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
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      import Qt3D.Core 2.0
      import Qt3D.Render 2.0

      Effect {
          id: root

          // It's expected that users of this will specify the tessellation control and evaluation
          // shaders and if necessary suitable replacements for the other stages
          property alias vertexShaderCode: program.vertexShaderCode
          property alias tessellationControlShaderCode: program.tessellationControlShaderCode
          property alias tessellationEvaluationShaderCode: program.tessellationEvaluationShaderCode
          property alias geometryShaderCode: program.geometryShaderCode
          property alias fragmentShaderCode: program.fragmentShaderCode
          property alias shaderProgram: program

          parameters: [
              Parameter { name: "ambient";   value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
              Parameter { name: "diffuse";   value: Qt.vector3d( 0.7, 0.7, 0.7 ) },
              Parameter { name: "specular";  value: Qt.vector3d( 0.95, 0.95, 0.95 ) },
              Parameter { name: "shininess"; value: 150.0 }
          ]

          techniques: [
              Technique {
                  graphicsApiFilter {
                      api: GraphicsApiFilter.OpenGL
                      profile: GraphicsApiFilter.CoreProfile
                      majorVersion: 4
                      minorVersion: 0
                  }

                  annotations: [ Annotation { 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 {

                          bindings: [
                              ParameterMapping { parameterName: "ambient";  shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
                              ParameterMapping { parameterName: "diffuse";  shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
                              ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform },

                              // TODO: Support uniform arrays. We want to be able to do (or something similar) and map vectors or lists of values
                              // through to the uniforms
                              ParameterMapping { parameterName: "innerTessLevel"; shaderVariableName: "inner[0]"; bindingType: ParameterMapping.Uniform },
                              ParameterMapping { parameterName: "outerTessLevel"; shaderVariableName: "outer[0]"; bindingType: ParameterMapping.Uniform }
                          ]

                          shaderProgram: ShaderProgram {
                              id: program
                              vertexShaderCode:   loadSource("qrc:/shaders/passthru.vert")
                              geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
                              fragmentShaderCode: loadSource("qrc:/shaders/phongwireframe.frag")
                          }
                      }
                  ]
              }
          ]
      }