Qt 5.6 | Qt 3D | Qt 3D: Planets QML Example | PlanetEffectDSB.qml Example File

Qt 5.6.3 Reference Documentation

# PlanetEffectDSB.qml Example File

planets-qml/PlanetEffectDSB.qml

      /****************************************************************************
      **
      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
      ** Copyright (C) 2015 The Qt Company Ltd.
      ** Contact: http://www.qt.io/licensing/
      **
      ** 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 PlanetsLight light

          parameters: [
              Parameter { name: "lightViewProjection"; value: root.light.lightViewProjection },
              Parameter { name: "lightPosition";  value: root.light.lightPosition },
              Parameter { name: "lightIntensity"; value: root.light.lightIntensity }
          ]

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

                  annotations: [ Annotation { name: "name"; value: "Desktop" } ]

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

                          bindings: [
                              // Uniforms (those provided by the user)
                              ParameterMapping {
                                  parameterName: "ambient";
                                  shaderVariableName: "ka";
                                  bindingType: ParameterMapping.Uniform
                              }
                          ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/gl3/planetDB.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetDSB.frag")
                          }

                          // no special render state set => use the default set of states
                      }
                  ]
              },
              Technique {
                  graphicsApiFilter {
                      api: GraphicsApiFilter.OpenGL
                      majorVersion: 2
                  }

                  annotations: [ Annotation { name: "name"; value: "ES2" } ]

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

                          bindings: [
                              // Uniforms (those provided by the user)
                              ParameterMapping {
                                  parameterName: "ambient";
                                  shaderVariableName: "ka";
                                  bindingType: ParameterMapping.Uniform
                              }
                          ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/es2/planetDB.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/es2/planetDSB.frag")
                          }

                          // no special render state set => use the default set of states
                      }
                  ]
              },
              Technique {
                  graphicsApiFilter {
                      api: GraphicsApiFilter.OpenGLES
                      majorVersion: 2
                      minorVersion: 0
                  }

                  annotations: [ Annotation { name: "name"; value: "ES2" } ]

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

                          bindings: [
                              // Uniforms (those provided by the user)
                              ParameterMapping {
                                  parameterName: "ambient";
                                  shaderVariableName: "ka";
                                  bindingType: ParameterMapping.Uniform
                              }
                          ]

                          shaderProgram: ShaderProgram {
                              vertexShaderCode:   loadSource("qrc:/shaders/es2/planetDB.vert")
                              fragmentShaderCode: loadSource("qrc:/shaders/es2/planetDSB.frag")
                          }

                          // no special render state set => use the default set of states
                      }
                  ]
              }
          ]
      }