- Qt 5.5
- Qt3D Module
- Qt3D: Deferred Renderer C++ Example
- sceneeffect.cpp Example File
- Qt 5.5.1 Reference Documentation

# sceneeffect.cpp Example File

deferred-renderer-cpp/sceneeffect.cpp

    /****************************************************************************
    **
    ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
    ** Contact: http://www.qt-project.org/legal
    **
    ** This file is part of the Qt3D module of the Qt Toolkit.
    **
    ** $QT_BEGIN_LICENSE:LGPL3$
    ** Commercial License Usage
    ** Licensees holding valid commercial Qt licenses may use this file in
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    **
    ** 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.LGPLv3 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.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 later as published by the Free
    ** Software Foundation and appearing in the file LICENSE.GPL included in
    ** the packaging of this file. Please review the following information to
    ** ensure the GNU General Public License version 2.0 requirements will be
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    ****************************************************************************/

    #include "sceneeffect.h"

    #include <Qt3DRenderer/QOpenGLFilter>
    #include <Qt3DRenderer/QShaderProgram>
    #include <QUrl>

    SceneEffect::SceneEffect(Qt3D::QNode *parent)
        : Qt3D::QEffect(parent)
        , m_gl3Technique(new Qt3D::QTechnique())
        , m_gl2Technique(new Qt3D::QTechnique())
        , m_gl2Pass(new Qt3D::QRenderPass())
        , m_gl3Pass(new Qt3D::QRenderPass())
        , m_passCriterion(new Qt3D::QAnnotation(this))
    {

        m_gl3Technique->openGLFilter()->setProfile(Qt3D::QOpenGLFilter::None);
        m_gl3Technique->openGLFilter()->setApi(Qt3D::QOpenGLFilter::Desktop);
        m_gl3Technique->openGLFilter()->setMajorVersion(3);
        m_gl3Technique->openGLFilter()->setMinorVersion(3);

        m_gl2Technique->openGLFilter()->setApi(Qt3D::QOpenGLFilter::Desktop);
        m_gl2Technique->openGLFilter()->setMajorVersion(2);
        m_gl2Technique->openGLFilter()->setMinorVersion(0);
        m_gl2Technique->openGLFilter()->setProfile(Qt3D::QOpenGLFilter::None);

        m_passCriterion->setName(QStringLiteral("pass"));
        m_passCriterion->setValue(QStringLiteral("geometry"));

        Qt3D::QShaderProgram *gl3Shader = new Qt3D::QShaderProgram();
        gl3Shader->setVertexShaderCode(Qt3D::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl3.vert"))));
        gl3Shader->setFragmentShaderCode(Qt3D::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl3.frag"))));

        m_gl3Pass->addAnnotation(m_passCriterion);
        m_gl3Pass->setShaderProgram(gl3Shader);
        m_gl3Technique->addPass(m_gl3Pass);

        Qt3D::QShaderProgram *gl2Shader = new Qt3D::QShaderProgram();
        gl2Shader->setVertexShaderCode(Qt3D::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl2.vert"))));
        gl2Shader->setFragmentShaderCode(Qt3D::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl2.frag"))));

        m_gl2Pass->addAnnotation(m_passCriterion);
        m_gl2Pass->setShaderProgram(gl2Shader);
        m_gl2Technique->addPass(m_gl2Pass);

        addTechnique(m_gl3Technique);
        addTechnique(m_gl2Technique);
    }

    QList<Qt3D::QAnnotation *> SceneEffect::passCriteria() const
    {
        return QList<Qt3D::QAnnotation *>() << m_passCriterion;
    }