blob: 3dae2b79abf76f69605cb1d0c2d16c7f5b15d888 [file] [log] [blame]
/****************************************************************************
**
** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** Commercial License Usage
** Licensees holding valid commercial Qt licenses may use this file in
** accordance with the commercial license agreement provided with the
** Software or, alternatively, in accordance with the terms contained in
** a written agreement between you and The Qt Company. For licensing terms
** and conditions see https://www.qt.io/terms-conditions. For further
** information use the contact form at https://www.qt.io/contact-us.
**
** GNU Lesser General Public License Usage
** Alternatively, this file may be used under the terms of the GNU Lesser
** General Public License version 3 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL3 included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 3 requirements
** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 2.0 or (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Extras 2.0
Entity {
id: root
readonly property Layer layer: screenQuadLayer
property PointLight baseLight
property vector3d light1Pos
property vector3d light2Pos
property vector3d light3Pos
property vector3d light4Pos
Entity {
components: [
baseLight,
layer
]
}
Entity {
readonly property Transform transform1 : Transform { translation: root.light1Pos }
readonly property PointLight light1 : PointLight {
color : "dodgerblue"
intensity : 0.9
}
components: [
transform1,
light1,
layer
]
}
Entity {
readonly property Transform transform2 : Transform { translation: root.light2Pos }
readonly property PointLight light2 : PointLight {
color : "green"
intensity : 0.5
}
components: [
transform2,
light2,
layer
]
}
Entity {
readonly property Transform transform3 : Transform { translation: root.light3Pos }
readonly property PointLight light3 : PointLight {
color : "white"
intensity : 2.0
}
components: [
transform3,
light3,
layer
]
}
Entity {
readonly property Transform transform4 : Transform { translation: root.light4Pos }
readonly property PointLight light4 : PointLight {
color : "white"
intensity : 0.5
}
components: [
transform4,
light4,
layer
]
}
// We need to have the actual screen quad entity separate from the lights.
// If the lights were sub-entities of this screen quad entity, they would
// be affected by the rotation matrix, and their world positions would thus
// be changed.
Entity {
components : [
Layer { id: screenQuadLayer },
PlaneMesh {
width: 2.0
height: 2.0
meshResolution: Qt.size(2, 2)
},
Transform { // We rotate the plane so that it faces us
rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 90)
},
Material {
effect : FinalEffect {}
}
]
}
}