- Qt 5.5
- Qt3D Module
- Qt3D: Tessellation Modes QML Example
- TessellatedWireframeEffect.qml Example File
- Qt 5.5.1 Reference Documentation

# TessellatedWireframeEffect.qml Example File

tessellation-modes/TessellatedWireframeEffect.qml

    /****************************************************************************
    **
    ** 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.
    **
    ** $QT_BEGIN_LICENSE:LGPL3$
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    ** GNU Lesser General Public License Usage
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    ** ensure the GNU Lesser General Public License version 3 requirements
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    ** GNU General Public License Usage
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    import Qt3D 2.0
    import Qt3D.Renderer 2.0
    import QtQuick 2.1

    Effect {
        id: root

        // It's expected that users of this will specify the tessellation control and evaluation
        // shaders and if necessary suitable replacements for the other stages
        property alias vertexShaderCode: program.vertexShaderCode
        property alias tessellationControlShaderCode: program.tessellationControlShaderCode
        property alias tessellationEvaluationShaderCode: program.tessellationEvaluationShaderCode
        property alias geometryShaderCode: program.geometryShaderCode
        property alias fragmentShaderCode: program.fragmentShaderCode
        property alias shaderProgram: program

        parameters: [
            Parameter { name: "ambient";   value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
            Parameter { name: "diffuse";   value: Qt.vector3d( 0.7, 0.7, 0.7 ) },
            Parameter { name: "specular";  value: Qt.vector3d( 0.95, 0.95, 0.95 ) },
            Parameter { name: "shininess"; value: 150.0 }
        ]

        techniques: [
            Technique {
                openGLFilter {
                    api: OpenGLFilter.Desktop
                    profile: OpenGLFilter.Core
                    majorVersion: 4
                    minorVersion: 0
                }

                annotations: [ Annotation { name: "renderingStyle"; value: "forward" } ]

                parameters: [
                    Parameter { name: "light.position"; value: Qt.vector4d(0.0, 0.0, 0.0, 1.0) },
                    Parameter { name: "light.intensity"; value: Qt.vector3d(1.0, 1.0, 1.0) },
                    Parameter { name: "line.width"; value: 0.8 },
                    Parameter { name: "line.color"; value: Qt.vector4d(1.0, 1.0, 1.0, 1.0) }
                ]

                renderPasses: [
                    RenderPass {

                        bindings: [
                            ParameterMapping { parameterName: "ambient";  shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
                            ParameterMapping { parameterName: "diffuse";  shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
                            ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform },

                            // TODO: Support uniform arrays. We want to be able to do (or something similar) and map vectors or lists of values
                            // through to the uniforms
                            ParameterMapping { parameterName: "innerTessLevel"; shaderVariableName: "inner[0]"; bindingType: ParameterMapping.Uniform },
                            ParameterMapping { parameterName: "outerTessLevel"; shaderVariableName: "outer[0]"; bindingType: ParameterMapping.Uniform }
                        ]

                        shaderProgram: ShaderProgram {
                            id: program
                            vertexShaderCode:   loadSource("qrc:/shaders/passthru.vert")
                            geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
                            fragmentShaderCode: loadSource("qrc:/shaders/phongwireframe.frag")
                        }
                    }
                ]
            }
        ]
    }