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import QtQuick 2.15
import QtQuick.Window 2.12
import QtQuick3D 1.15
Window {
width: 1280
height: 720
visible: true
title: qsTr("Lights Example")
View3D {
anchors.fill: parent
environment: SceneEnvironment {
clearColor: "#808080"
backgroundMode: SceneEnvironment.Color
antialiasingMode: SceneEnvironment.MSAA
antialiasingQuality: SceneEnvironment.High
}
PerspectiveCamera {
position: Qt.vector3d(0, 400, 600)
eulerRotation.x: -30
clipFar: 2000
}
//! [directional light]
DirectionalLight {
id: light1
color: Qt.rgba(1.0, 0.1, 0.1, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(0, 200, 0)
rotation: Quaternion.fromEulerAngles(-135, -90, 0)
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox1.checked
castsShadow: checkBoxShadows.checked
brightness: slider1.sliderValue
SequentialAnimation on rotation {
loops: Animation.Infinite
QuaternionAnimation {
to: Quaternion.fromEulerAngles(-45, -90, 0)
duration: 2000
easing.type: Easing.InOutQuad
}
QuaternionAnimation {
to: Quaternion.fromEulerAngles(-135, -90, 0)
duration: 2000
easing.type: Easing.InOutQuad
}
}
}
//! [directional light]
//! [point light]
PointLight {
id: light2
color: Qt.rgba(0.1, 1.0, 0.1, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(0, 300, 0)
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox2.checked
castsShadow: checkBoxShadows.checked
brightness: slider2.sliderValue
SequentialAnimation on x {
loops: Animation.Infinite
NumberAnimation {
to: 400
duration: 2000
easing.type: Easing.InOutQuad
}
NumberAnimation {
to: 0
duration: 2000
easing.type: Easing.InOutQuad
}
}
}
//! [point light]
//! [area light]
AreaLight {
id: light3
color: Qt.rgba(0.1, 0.1, 1.0, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(-50, 250, 150)
eulerRotation.x: -90
width: 1000
height: 200
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox3.checked
castsShadow: checkBoxShadows.checked
brightness: slider3.sliderValue
SequentialAnimation on z {
loops: Animation.Infinite
NumberAnimation {
to: -150
duration: 2000
easing.type: Easing.InOutQuad
}
NumberAnimation {
to: 150
duration: 2000
easing.type: Easing.InOutQuad
}
}
}
//! [area light]
//! [spot light]
SpotLight {
id: light4
color: Qt.rgba(1.0, 0.9, 0.7, 1.0)
ambientColor: Qt.rgba(0.0, 0.0, 0.0, 0.0)
position: Qt.vector3d(0, 250, 0)
eulerRotation.x: -45
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox4.checked
castsShadow: checkBoxShadows.checked
brightness: slider4.sliderValue
coneAngle: 50
innerConeAngle: 30
PropertyAnimation on eulerRotation.y {
loops: Animation.Infinite
from: 0
to: -360
duration: 10000
}
}
//! [spot light]
//! [rectangle models]
Model {
source: "#Rectangle"
y: -200
scale: Qt.vector3d(15, 15, 15)
eulerRotation.x: -90
materials: [
DefaultMaterial {
diffuseColor: Qt.rgba(0.8, 0.6, 0.4, 1.0)
}
]
}
Model {
source: "#Rectangle"
z: -400
scale: Qt.vector3d(15, 15, 15)
materials: [
DefaultMaterial {
diffuseColor: Qt.rgba(0.8, 0.8, 0.9, 1.0)
}
]
}
//! [rectangle models]
//! [teapot model]
Model {
source: "teapot.mesh"
y: -100
scale: Qt.vector3d(75, 75, 75)
materials: [
DefaultMaterial {
diffuseColor: Qt.rgba(0.9, 0.9, 0.9, 1.0)
}
]
NumberAnimation on eulerRotation.y {
loops: Animation.Infinite
duration: 5000
from: 0
to: -360
}
}
//! [teapot model]
//! [light models]
Model {
source: "#Cube"
position: light1.position
rotation: light1.rotation
property real size: slider1.highlight ? 0.2 : 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light1.color
opacity: 0.4
}
]
}
Model {
source: "#Cube"
position: light2.position
rotation: light2.rotation
property real size: slider2.highlight ? 0.2 : 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light2.color
opacity: 0.4
}
]
}
Model {
source: "#Cube"
position: light3.position
rotation: light3.rotation
property real size: slider3.highlight ? 0.2 : 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light3.color
opacity: 0.4
}
]
}
Model {
source: "#Cube"
position: light4.position
rotation: light4.rotation
property real size: slider4.highlight ? 0.2 : 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light4.color
opacity: 0.4
}
]
}
//! [light models]
}
Rectangle {
anchors.fill: settingsArea
anchors.margins: -10
color: "#e0e0e0"
border.color: "#000000"
border.width: 1
opacity: 0.8
}
Column {
id: settingsArea
anchors.top: parent.top
anchors.topMargin: 20
anchors.left: parent.left
anchors.leftMargin: 20
CustomCheckBox {
id: checkBoxShadows
text: qsTr("Enable Shadows")
checked: true
}
Item { width: 1; height: 40 }
CustomCheckBox {
id: checkBox1
text: qsTr("Directional Light")
checked: true
}
CustomSlider {
id: slider1
sliderValue: 50
fromValue: 0
toValue: 100
}
Item { width: 1; height: 40 }
CustomCheckBox {
id: checkBox2
text: qsTr("Point Light")
checked: true
}
CustomSlider {
id: slider2
sliderValue: 600
fromValue: 0
toValue: 1000
}
Item { width: 1; height: 40 }
CustomCheckBox {
id: checkBox3
text: qsTr("Area Light")
checked: true
}
CustomSlider {
id: slider3
sliderValue: 200
fromValue: 0
toValue: 500
}
Item { width: 1; height: 40 }
CustomCheckBox {
id: checkBox4
text: qsTr("Spot Light")
checked: true
}
CustomSlider {
id: slider4
sliderValue: 1000
fromValue: 0
toValue: 3000
}
}
}