- Qt 5.5
- Qt3D Module
- Qt3D: Wave QML Example
- WaveEffect.qml Example File
- Qt 5.5.1 Reference Documentation

# WaveEffect.qml Example File

wave/WaveEffect.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
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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
    ** Software Foundation and appearing in the file LICENSE.GPL included in
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    import Qt3D 2.0
    import Qt3D.Renderer 2.0

    Effect {
        id: root

        property bool wireframe: false

        // These parameters act as default values for the effect. They take
        // priority over any parameters specified in the RenderPasses below
        // (none provided in this example). In turn these parameters can be
        // overwritten by specifying them in a Material that references this
        // effect.
        // The priority order is:
        //
        // Material -> Effect -> Technique -> RenderPass -> GLSL default values
        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 ) }
        ]

        techniques: [
            Technique {
                openGLFilter {
                    api: OpenGLFilter.Desktop
                    profile: OpenGLFilter.Core
                    majorVersion: 3
                    minorVersion: 2
                }

                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 }
                        ]

                        shaderProgram: wireframe ? wireframeShader : standardShader

                        // Disable depth testing and use simple additive blending
                        renderStates: [
                            DepthTest { func: DepthTest.Always },
                            DepthMask { mask: true },
                            BlendState {
                                srcRGB: BlendState.One
                                dstRGB: BlendState.OneMinusSrcColor
                            }
                        ]

                        ShaderProgram {
                            id: standardShader
                            vertexShaderCode:   loadSource("qrc:/shaders/ribbon.vert")
                            fragmentShaderCode: loadSource("qrc:/shaders/ribbon.frag")
                        }

                        ShaderProgram {
                            id: wireframeShader
                            vertexShaderCode:   loadSource("qrc:/shaders/ribbon.vert")
                            geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
                            fragmentShaderCode: loadSource("qrc:/shaders/ribbonwireframe.frag")
                        }
                    }
                ]
            }
        ]
    }