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import QtQuick 2.1 as QQ2
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
Entity {
id: root
objectName: "root"
// Use the renderer configuration specified in ForwardRenderer.qml
// and render from the mainCamera
components: [
RenderSettings {
activeFrameGraph: ForwardRenderer {
id: renderer
camera: mainCamera
clearColor: "black"
}
},
// Event Source will be set by the Qt3DQuickWindow
InputSettings { }
]
BasicCamera {
id: mainCamera
position: Qt.vector3d( 0.0, 0.0, 10.0 )
}
OrbitCameraController { camera: mainCamera }
TessellatedWireframeMaterial {
id: quadMaterial
ambient: Qt.rgba( 0.2, 0.0, 0.0, 1.0 )
diffuse: Qt.rgba( 0.8, 0.0, 0.0, 1.0 )
property real innerLevel : 1.0
property real outerLevel : 1.0
innerTessLevel : [innerLevel, innerLevel]
outerTessLevel : [outerLevel, outerLevel, outerLevel, outerLevel]
effect: TessellatedWireframeEffect {
tessellationControlShaderCode: shaderProgram.loadSource("qrc:/shaders/quads.tcs")
tessellationEvaluationShaderCode: shaderProgram.loadSource("qrc:/shaders/quads.tes")
}
QQ2.SequentialAnimation {
loops: QQ2.Animation.Infinite
running: true
QQ2.NumberAnimation {
target: quadMaterial;
properties: "innerLevel,outerLevel";
duration: 1000;
from: 1.0
to: 20.0
}
QQ2.NumberAnimation {
target: quadMaterial;
properties: "innerLevel,outerLevel";
duration: 1000;
from: 20.0
to: 1.0
}
}
}
TessellatedQuad {
id: quad
material: quadMaterial
}
// TODO: Add examples for triangle and isoline tessellation modes
}