Qt 5.6 | Qt 3D | Qt 3D: Shadow Map QML Example | AdsEffect.qml Example File

Qt 5.6.3 Reference Documentation

# AdsEffect.qml Example File

shadow-map-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
      ** Software or, alternatively, in accordance with the terms contained in
      ** a written agreement between you and The Qt Company. For licensing terms
      ** and conditions see http://www.qt.io/terms-conditions. For further
      ** information use the contact form at http://www.qt.io/contact-us.
      **
      ** 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
      ** met: http://www.gnu.org/licenses/gpl-2.0.html.
      **
      ** $QT_END_LICENSE$
      **
      ****************************************************************************/

      import Qt3D.Core 2.0
      import Qt3D.Render 2.0

      Effect {
          id: root

          property Texture2D shadowTexture
          property ShadowMapLight light

          // 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: "lightViewProjection"; value: root.light.lightViewProjection },
              Parameter { name: "lightPosition";  value: root.light.lightPosition },
              Parameter { name: "lightIntensity"; value: root.light.lightIntensity },

              Parameter { name: "shadowMapTexture"; value: root.shadowTexture }
          ]

          techniques: [
              Technique {
                  graphicsApiFilter {
                      api: GraphicsApiFilter.OpenGL
                      profile: GraphicsApiFilter.CoreProfile
                      majorVersion: 3
                      minorVersion: 2
                  }

                  renderPasses: [
                      RenderPass {
                          annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/shadowmap.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
                          }

                          renderStates: [
                              PolygonOffset { factor: 4; units: 4 },
                              DepthTest { func: DepthTest.Less }
                          ]
                      },

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

                          // The bindings property allows us to map from names of parameters (uniforms or vertex attributes)
                          // within a shader to more friendly names in QML. By default the parameter names are exposed from
                          // the shader so we only need to add add mappings where the names differ. E.g. here we map from the
                          // ka uniform name in the shader to a property called ambient
                          bindings: [
                              // Uniforms (those provided by the user)
                              ParameterMapping { parameterName: "ambient";  shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
                              ParameterMapping { parameterName: "diffuse";  shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
                              ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform }
                          ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/ads.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/ads.frag")
                          }

                          // no special render state set => use the default set of states
                      }
                  ]
              },
              Technique {
                  graphicsApiFilter {
                      api: GraphicsApiFilter.OpenGLES
                      majorVersion: 3
                      minorVersion: 0
                  }

                  renderPasses: [
                      RenderPass {
                          annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/es3/shadowmap.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/es3/shadowmap.frag")
                          }

                          renderStates: [
                              PolygonOffset { factor: 4; units: 4 },
                              DepthTest { func: DepthTest.Less }
                          ]
                      },

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

                          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 }
                          ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/es3/ads.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/es3/ads.frag")
                          }
                      }
                  ]
              }
          ]
      }