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/****************************************************************************
**
** Copyright (C) 2016 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:GPL-EXCEPT$
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** GNU General Public License Usage
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** General Public License version 3 as published by the Free Software
** Foundation with exceptions as appearing in the file LICENSE.GPL3-EXCEPT
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import Qt3D.Core 2.0
import Qt3D.Render 2.0
import QtQuick 2.0 as QQ2
Entity {
id: sceneRoot
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 1280 / 768 //_window.width / _window.height
nearPlane: 0.01
farPlane: 1000.0
position: Qt.vector3d(0.0, 0.0, -100.0)
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}
Configuration {
controlledCamera: camera
}
Light {
id: light
}
components: [
Qt3DBenchFrameGraph {
id: frameGraph
viewCamera: camera
lightCamera: light.lightCamera
}
]
ShadowEffect {
id: shadowEffect
shadowTexture: frameGraph.shadowTexture
light: light
}
NodeInstantiator {
id: spheres
property int count: 100
property real spacing: 2
property int cols: 10
property int rows: 10
property int levelCount: cols * rows
property int levels: 1
model: count
delegate: SphereElement {
id: sphereEntity
xPos: spheres.spacing * (index % spheres.cols - 0.5 * (spheres.cols - 1))
yPos: spheres.spacing * (Math.floor(index / spheres.levelCount) - 0.5 * spheres.levels)
zPos: spheres.spacing * (Math.floor((index % spheres.levelCount) / spheres.cols) - 0.5 * spheres.rows)
material: ShadowMaterial {
effect: shadowEffect
diffuseColor: Qt.rgba(0.9, 0.5, 0.3, 1.0)
shininess: 75
}
}
}
// Ground plane
// Just for showing that shadows are really working
GroundPlane {
material: ShadowMaterial {
effect: shadowEffect
diffuseColor: Qt.rgba(0.2, 0.5, 0.3, 1.0)
specularColor: Qt.rgba(1.0, 0, 0, 1.0)
}
}
}