2014-09-04 14:54:05 +00:00
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/****************************************************************************
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**
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** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: http://www.qt-project.org/legal
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and Digia. For licensing terms and
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** conditions see http://qt.digia.com/licensing. For further information
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** use the contact form at http://qt.digia.com/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Digia gives you certain additional
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** rights. These rights are described in the Digia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3.0 as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 3.0 requirements will be
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** met: http://www.gnu.org/copyleft/gpl.html.
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.2 as QQ2
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import Qt3D 2.0
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import Qt3D.Render 2.0
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Entity {
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id : root
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GBuffer {
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2014-09-04 14:54:05 +00:00
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id : gBuffer
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}
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components : FrameGraph {
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id : deferredFrameGraphComponent
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activeFrameGraph: DeferredRenderer {
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camera : camera
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gBuffer: gBuffer
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2014-09-04 14:54:05 +00:00
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}
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}
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Configuration {
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controlledCamera: camera
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}
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Entity {
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id : screenQuadEntity
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components : [
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Layer {
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2014-10-20 09:07:16 +00:00
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names : "screenQuad"
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},
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PlaneMesh {
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width: 2.0
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height: 2.0
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meshResolution: Qt.size(2, 2)
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},
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Transform { // We rotate the plane so that it faces us
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Rotate {
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axis : Qt.vector3d(1.0, 0.0, 0.0)
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angle : 90
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}
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},
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Material {
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parameters : [
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Parameter { name : "color"; value : gBuffer.color },
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Parameter { name : "position"; value : gBuffer.position },
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Parameter { name : "normal"; value : gBuffer.normal },
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Parameter { name : "winSize"; value : Qt.size(1024, 1024) }
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]
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effect : FinalEffect {}
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}
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]
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}
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Entity {
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id : sceneEntity
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components : PointLight {
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color : "red"
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intensity : 3.0
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}
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Camera {
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id: camera
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lens : CameraLens {
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projectionType: CameraLens.PerspectiveProjection
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fieldOfView: 45
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aspectRatio: 16/9
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nearPlane : 0.01
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farPlane : 1000.0
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}
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transform : Transform {
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LookAt {
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position: Qt.vector3d( 10.0, 10.0, -25.0 )
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upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
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viewCenter: Qt.vector3d( 0.0, 0.0, 10.0 )
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}
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}
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}
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Layer {
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id : sceneLayer
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names : "scene"
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}
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SphereMesh {
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id : sphereMesh
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rings: 50
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slices: 100
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}
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SceneEffect {
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id : sceneMaterialEffect
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}
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Entity {
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id : sphere1
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property Material material : Material {
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effect : sceneMaterialEffect
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parameters : Parameter { name : "meshColor"; value : "dodgerblue" }
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}
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property Transform transform : Transform {
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Translate{ dx: -10; dy: 0; dz : 25 }
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}
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property PointLight light : PointLight {
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color : "yellow"
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intensity : 1.0
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}
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components : [
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sphereMesh,
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material,
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transform,
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light,
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sceneLayer
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]
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}
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Entity {
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id : sphere2
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property Material material : Material {
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effect : sceneMaterialEffect
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parameters : Parameter { name : "meshColor"; value : "green" }
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}
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property PointLight light : PointLight {
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color : "white"
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intensity : 3.0
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}
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components : [
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sphereMesh,
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material,
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light,
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sceneLayer
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]
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}
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}
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}
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