AdsEffect.qml Example File | Qt 3D 5.6

Qt 5.6 | Qt 3D | Qt 3D: Playground QML Example | AdsEffect.qml Example File

Qt 5.6.2 Reference Documentation

# AdsEffect.qml Example File

playground-qml/AdsEffect.qml

      /****************************************************************************
      **
      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
      ** Contact: http://www.qt-project.org/legal
      **
      ** This file is part of the Qt3D module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:LGPL3$
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      ** GNU Lesser General Public License Usage
      ** Alternatively, this file may be used under the terms of the GNU Lesser
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      ** GNU General Public License Usage
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      import Qt3D.Core 2.0
      import Qt3D.Render 2.0

      // For Qt.vector3d() and friends. For some reason this is provided by
      // QQuickValueTypeProvider in QtQuick rather than the default value
      // type provider in QtQml. So we will need to replicate this in Qt3D
      // for the types that we wish to support. Otherwise we'll have to import
      // QtQuick 2.1 all over the place.
      import QtQuick 2.1

      Effect {
          // TODO add another effect that uses texture for diffuse
          //property Texture2D diffuseTexture
          property vector3d ambient: Qt.vector3d( 0.1, 0.1, 0.1 )
          property vector3d diffuse: Qt.vector3d( 0.7, 0.7, 0.7 )
          property vector3d specular: Qt.vector3d( 0.2, 0.2, 0.2 )
          property real shininess: 10.0

          techniques: [
              Technique {
                  criteria : [
                      TechniqueCriterion { criterionType : TechniqueCriterion.RenderingStyle; criterionValue : "forward"}
                  ]

                  renderPasses: [
                      RenderPass {
                          name: "zFill"
                          shaderProgram: zFillProgram
                          //renderStates: [ DepthState { depthTest: true; } ]
                      },

                      RenderPass {
                          name: "lighting"
                          shaderProgram: adsProgram
                          //renderStates: [ DepthState { depthWrites: true; depthTest: true; } ]
                      }
                  ]
              }
          ]

          ShaderProgram {
              id: zFillProgram
              objectName: "zFillProgram"
              vertexSourceFile: ":/shaders/zfill.vert"
              fragmentSourceFile: ":/shaders/zfill.frag"
          }

          ShaderProgram {
              id: adsProgram
              objectName: "adsProgram"
              vertexSourceFile: ":/shaders/phong.vert"
              fragmentSourceFile: ":/shaders/phong.frag"

      //        // How to handle uniforms? Especially arrays and structs
      //        uniforms: [
      //            Uniform { name: "light[0].position:";  value: Qt.vector3d( 0.0, 0.0, 0.0 ) },
      //            Uniform { name: "light[0].intensity:"; value: Qt.vector3d( 1.0, 1.0, 1.0 ) }
      //        ]
          }
      }