| /**************************************************************************** |
| ** |
| ** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). |
| ** Contact: https://www.qt.io/licensing/ |
| ** |
| ** This file is part of the Qt3D module of the Qt Toolkit. |
| ** |
| ** $QT_BEGIN_LICENSE:BSD$ |
| ** Commercial License Usage |
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| ** BSD License Usage |
| ** Alternatively, you may use this file under the terms of the BSD license |
| ** as follows: |
| ** |
| ** "Redistribution and use in source and binary forms, with or without |
| ** modification, are permitted provided that the following conditions are |
| ** met: |
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| ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." |
| ** |
| ** $QT_END_LICENSE$ |
| ** |
| ****************************************************************************/ |
| |
| 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 ] |
| } |
| } |