blob: 38758d5005f18f08bf5ef59081f2b19c2afd4358 [file] [log] [blame]
/****************************************************************************
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** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
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** This file is part of the Qt3D module of the Qt Toolkit.
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import QtQuick 2.2
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
Entity {
id: sceneRoot
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d( 0.0, 0.0, 40.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}
OrbitCameraController { camera: camera }
components: [
RenderSettings {
activeFrameGraph: ForwardRenderer {
clearColor: Qt.rgba(0, 0.5, 1, 1)
camera: camera
}
},
// Event Source will be set by the Qt3DQuickWindow
InputSettings { }
]
TorusMesh {
id: torusMesh
radius: 5
minorRadius: 1
rings: 100
slices: 20
}
Entity {
id: torusEntityInlineShader
property Transform transform: Transform {
matrix: {
var m = Qt.matrix4x4();
m.rotate(45, Qt.vector3d(1, 0, 0));
m.translate(Qt.vector3d(-2.0, 0.0, 0.0));
return m;
}
}
Timer {
property bool toggle: false
interval: 2000
repeat: true
triggeredOnStart: true
running: true
onTriggered: {
// Toggle shader code each time we are triggered
if (toggle) {
console.log("Setting color fragment shader");
changingShader.fragmentShaderCode = "
#version 150
in vec3 normal;
in vec3 position;
uniform vec3 finalColor;
out vec4 fragColor;
void main()
{
vec3 n = normalize(normal);
vec3 s = normalize(vec3(1.0, 0.0, 1.0) - position);
vec3 v = normalize(-position);
float diffuse = max(dot(s, n), 0.0);
fragColor = vec4(diffuse * finalColor, 1.0);
}
";
} else {
console.log("Setting greyscale fragment shader");
changingShader.fragmentShaderCode = "
#version 150
in vec3 normal;
in vec3 position;
uniform vec3 finalColor;
out vec4 fragColor;
void main()
{
vec3 n = normalize(normal);
vec3 s = normalize(vec3(1.0, 0.0, 1.0) - position);
vec3 v = normalize(-position);
float diffuse = max(dot(s, n), 0.0);
fragColor = vec4(diffuse * finalColor, 1.0);
float luminance = fragColor.r * 0.299 + fragColor.g * 0.587 + fragColor.b * 0.114;
fragColor = vec4( luminance, luminance, luminance, 1.0f );
}
";
}
toggle = !toggle;
}
}
// Shader defined inline
property Material material: Material {
parameters: Parameter { name: "finalColor"; value: "#e76140" /* Inferno Orange */ }
effect: Effect {
techniques: [
Technique {
filterKeys: FilterKey { name: "renderingStyle"; value: "forward" }
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
majorVersion: 3
minorVersion: 2
profile: GraphicsApiFilter.CoreProfile
}
renderPasses: RenderPass {
shaderProgram: ShaderProgram {
id: changingShader
vertexShaderCode: "
#version 150
in vec3 vertexPosition;
in vec3 vertexNormal;
out vec3 position;
out vec3 normal;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;
void main()
{
normal = normalize(modelViewNormal * vertexNormal);
position = vec3(modelView * vec4(vertexPosition, 1.0));
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
"
fragmentShaderCode: ""
} // ShaderProgram
} // RenderPass
} // Technique
] // techniques
} // Effect
} // Material
components: [ torusMesh, material, transform ]
}
Entity {
id: torusEntitySeparateShader
property Transform transform: Transform {
matrix: {
var m = Qt.matrix4x4();
m.rotate(15, Qt.vector3d(1, 0, 0));
m.translate(Qt.vector3d(2.0, 0.0, 0.0));
return m;
}
}
// Shader defined in a separate file
property Material material: Material {
parameters: Parameter { name: "finalColor"; value: "yellow" }
effect: Effect {
techniques: [
Technique {
filterKeys: FilterKey { name: "renderingStyle"; value: "forward" }
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
majorVersion: 3
minorVersion: 2
profile: GraphicsApiFilter.CoreProfile
}
renderPasses: RenderPass {
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/simple-shader.vert")
fragmentShaderCode: loadSource("qrc:/simple-shader.frag")
} // ShaderProgram
} // namespace RenderPass
} // Technique
] // techniques
} // Effect
} // Material
components: [ torusMesh, material, transform ]
}
}