- Qt 5.5
- Qt3D Module
- Qt3D: Playground QML Example
- AdsEffect.qml Example File
- Qt 5.5.1 Reference Documentation

# AdsEffect.qml Example File

playground-qml/AdsEffect.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.
    **
    ** $QT_BEGIN_LICENSE:LGPL3$
    ** Commercial License Usage
    ** Licensees holding valid commercial Qt licenses may use this file in
    ** accordance with the commercial license agreement provided with the
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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
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    **
    ** 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
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    import Qt3D 2.0
    import Qt3D.Renderer 2.0

    // For Qt.vector3d() and friends. For some reason this is provided by
    // QQuickValueTypeProvider in QtQuick rather than the default value
    // type provider in QtQml. So we will need to replicate this in Qt3D
    // for the types that we wish to support. Otherwise we'll have to import
    // QtQuick 2.1 all over the place.
    import QtQuick 2.1

    Effect {
        // TODO add another effect that uses texture for diffuse
        //property Texture2D diffuseTexture
        property vector3d ambient: Qt.vector3d( 0.1, 0.1, 0.1 )
        property vector3d diffuse: Qt.vector3d( 0.7, 0.7, 0.7 )
        property vector3d specular: Qt.vector3d( 0.2, 0.2, 0.2 )
        property real shininess: 10.0

        techniques: [
            Technique {
                criteria : [
                    TechniqueCriterion { criterionType : TechniqueCriterion.RenderingStyle; criterionValue : "forward"}
                ]

                renderPasses: [
                    RenderPass {
                        name: "zFill"
                        shaderProgram: zFillProgram
                        //renderStates: [ DepthState { depthTest: true; } ]
                    },

                    RenderPass {
                        name: "lighting"
                        shaderProgram: adsProgram
                        //renderStates: [ DepthState { depthWrites: true; depthTest: true; } ]
                    }
                ]
            }
        ]

        ShaderProgram {
            id: zFillProgram
            objectName: "zFillProgram"
            vertexSourceFile: ":/shaders/zfill.vert"
            fragmentSourceFile: ":/shaders/zfill.frag"
        }

        ShaderProgram {
            id: adsProgram
            objectName: "adsProgram"
            vertexSourceFile: ":/shaders/phong.vert"
            fragmentSourceFile: ":/shaders/phong.frag"

    //        // How to handle uniforms? Especially arrays and structs
    //        uniforms: [
    //            Uniform { name: "light[0].position:";  value: Qt.vector3d( 0.0, 0.0, 0.0 ) },
    //            Uniform { name: "light[0].intensity:"; value: Qt.vector3d( 1.0, 1.0, 1.0 ) }
    //        ]
        }
    }