mirror of https://github.com/qt/qt3d.git
215 lines
7.0 KiB
QML
215 lines
7.0 KiB
QML
// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
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// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
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import QtQuick 2.2
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import Qt3D.Core 2.0
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import Qt3D.Render 2.0
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import Qt3D.Input 2.0
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import Qt3D.Extras 2.0
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Entity {
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id: sceneRoot
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Camera {
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id: camera
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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 : 0.1
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farPlane : 1000.0
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position: Qt.vector3d( 0.0, 0.0, 40.0 )
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upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
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viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
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}
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OrbitCameraController { camera: camera }
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components: [
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RenderSettings {
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activeFrameGraph: ForwardRenderer {
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clearColor: Qt.rgba(0, 0.5, 1, 1)
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camera: camera
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}
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},
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// Event Source will be set by the Qt3DQuickWindow
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InputSettings { }
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]
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TorusMesh {
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id: torusMesh
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radius: 5
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minorRadius: 1
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rings: 100
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slices: 20
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}
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Entity {
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id: torusEntityInlineShader
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property Transform transform: Transform {
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matrix: {
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var m = Qt.matrix4x4();
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m.rotate(45, Qt.vector3d(1, 0, 0));
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m.translate(Qt.vector3d(-2.0, 0.0, 0.0));
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return m;
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}
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}
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Timer {
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property bool toggle: false
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interval: 2000
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repeat: true
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triggeredOnStart: true
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running: true
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onTriggered: {
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// Toggle shader code each time we are triggered
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if (toggle) {
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console.log("Setting color fragment shader");
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changingShader.fragmentShaderCode = "
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#version 150
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in vec3 normal;
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in vec3 position;
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uniform vec3 finalColor;
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out vec4 fragColor;
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void main()
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{
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vec3 n = normalize(normal);
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vec3 s = normalize(vec3(1.0, 0.0, 1.0) - position);
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vec3 v = normalize(-position);
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float diffuse = max(dot(s, n), 0.0);
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fragColor = vec4(diffuse * finalColor, 1.0);
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}
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";
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} else {
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console.log("Setting greyscale fragment shader");
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changingShader.fragmentShaderCode = "
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#version 150
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in vec3 normal;
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in vec3 position;
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uniform vec3 finalColor;
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out vec4 fragColor;
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void main()
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{
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vec3 n = normalize(normal);
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vec3 s = normalize(vec3(1.0, 0.0, 1.0) - position);
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vec3 v = normalize(-position);
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float diffuse = max(dot(s, n), 0.0);
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fragColor = vec4(diffuse * finalColor, 1.0);
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float luminance = fragColor.r * 0.299 + fragColor.g * 0.587 + fragColor.b * 0.114;
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fragColor = vec4( luminance, luminance, luminance, 1.0f );
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}
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";
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}
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toggle = !toggle;
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}
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}
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// Shader defined inline
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property Material material: Material {
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parameters: Parameter { name: "finalColor"; value: "#e76140" /* Inferno Orange */ }
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effect: Effect {
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techniques: [
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Technique {
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filterKeys: FilterKey { name: "renderingStyle"; value: "forward" }
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graphicsApiFilter {
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api: GraphicsApiFilter.OpenGL
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majorVersion: 3
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minorVersion: 2
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profile: GraphicsApiFilter.CoreProfile
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}
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renderPasses: RenderPass {
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shaderProgram: ShaderProgram {
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id: changingShader
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vertexShaderCode: "
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#version 150
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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out vec3 position;
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out vec3 normal;
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uniform mat4 modelView;
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uniform mat3 modelViewNormal;
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uniform mat4 mvp;
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void main()
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{
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normal = normalize(modelViewNormal * vertexNormal);
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position = vec3(modelView * vec4(vertexPosition, 1.0));
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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"
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fragmentShaderCode: ""
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} // ShaderProgram
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} // RenderPass
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} // Technique
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] // techniques
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} // Effect
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} // Material
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components: [ torusMesh, material, transform ]
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}
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Entity {
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id: torusEntitySeparateShader
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property Transform transform: Transform {
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matrix: {
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var m = Qt.matrix4x4();
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m.rotate(15, Qt.vector3d(1, 0, 0));
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m.translate(Qt.vector3d(2.0, 0.0, 0.0));
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return m;
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}
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}
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// Shader defined in a separate file
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property Material material: Material {
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parameters: Parameter { name: "finalColor"; value: "yellow" }
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effect: Effect {
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techniques: [
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Technique {
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filterKeys: FilterKey { name: "renderingStyle"; value: "forward" }
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graphicsApiFilter {
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api: GraphicsApiFilter.OpenGL
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majorVersion: 3
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minorVersion: 2
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profile: GraphicsApiFilter.CoreProfile
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}
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renderPasses: RenderPass {
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shaderProgram: ShaderProgram {
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vertexShaderCode: loadSource("qrc:/simple-shader.vert")
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fragmentShaderCode: loadSource("qrc:/simple-shader.frag")
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} // ShaderProgram
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} // namespace RenderPass
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} // Technique
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] // techniques
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} // Effect
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} // Material
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components: [ torusMesh, material, transform ]
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}
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}
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