2022-06-08 12:47:24 +00:00
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// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
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2024-02-23 14:41:04 +00:00
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
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2014-12-13 14:46:17 +00:00
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2015-10-15 14:05:37 +00:00
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import Qt3D.Core 2.0
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2015-10-18 08:58:19 +00:00
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import Qt3D.Render 2.0
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2014-12-13 14:46:17 +00:00
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Effect {
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id: root
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property bool wireframe: false
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// These parameters act as default values for the effect. They take
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// priority over any parameters specified in the RenderPasses below
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// (none provided in this example). In turn these parameters can be
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// overwritten by specifying them in a Material that references this
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// effect.
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// The priority order is:
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//
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// Material -> Effect -> Technique -> RenderPass -> GLSL default values
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parameters: [
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2016-03-02 15:52:31 +00:00
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Parameter { name: "ka"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
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Parameter { name: "kd"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) }
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2014-12-13 14:46:17 +00:00
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]
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techniques: [
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Technique {
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2015-11-03 09:29:17 +00:00
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graphicsApiFilter {
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api: GraphicsApiFilter.OpenGL
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profile: GraphicsApiFilter.CoreProfile
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2014-12-13 14:46:17 +00:00
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majorVersion: 3
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minorVersion: 2
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}
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2016-03-03 11:57:38 +00:00
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filterKeys: [ FilterKey { name: "renderingStyle"; value: "forward" } ]
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2014-12-13 14:46:17 +00:00
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2016-04-11 11:44:14 +00:00
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parameters: [
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2014-12-13 14:46:17 +00:00
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Parameter { name: "light.position"; value: Qt.vector4d( 0.0, 0.0, 0.0, 1.0 ) },
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Parameter { name: "light.intensity"; value: Qt.vector3d( 1.0, 1.0, 1.0 ) },
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Parameter { name: "line.width"; value: 0.8 },
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Parameter { name: "line.color"; value: Qt.vector4d( 1.0, 1.0, 1.0, 1.0 ) }
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]
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renderPasses: [
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RenderPass {
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shaderProgram: wireframe ? wireframeShader : standardShader
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// Disable depth testing and use simple additive blending
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renderStates: [
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2016-02-25 15:10:58 +00:00
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DepthTest { depthFunction: DepthTest.Always },
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2016-02-29 15:43:37 +00:00
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BlendEquationArguments {
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sourceRgb: BlendEquationArguments.One
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2016-03-12 16:46:54 +00:00
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destinationRgb: BlendEquationArguments.OneMinusSourceColor
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2014-12-13 14:46:17 +00:00
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}
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]
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ShaderProgram {
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id: standardShader
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vertexShaderCode: loadSource("qrc:/shaders/ribbon.vert")
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fragmentShaderCode: loadSource("qrc:/shaders/ribbon.frag")
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}
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ShaderProgram {
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id: wireframeShader
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vertexShaderCode: loadSource("qrc:/shaders/ribbon.vert")
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geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
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fragmentShaderCode: loadSource("qrc:/shaders/ribbonwireframe.frag")
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}
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}
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]
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}
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]
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}
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