Qt 5.7 | Qt 3D | Qt 3D: Deferred Renderer C++ Example | sceneeffect.cpp Example File

Qt 5.7.1 Reference Documentation

# sceneeffect.cpp Example File

deferred-renderer-cpp/sceneeffect.cpp

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      #include "sceneeffect.h"

      #include <Qt3DRender/QGraphicsApiFilter>
      #include <Qt3DRender/QShaderProgram>
      #include <QUrl>

      SceneEffect::SceneEffect(Qt3DCore::QNode *parent)
          : Qt3DRender::QEffect(parent)
          , m_gl3Technique(new Qt3DRender::QTechnique())
          , m_gl2Technique(new Qt3DRender::QTechnique())
          , m_gl2Pass(new Qt3DRender::QRenderPass())
          , m_gl3Pass(new Qt3DRender::QRenderPass())
          , m_passCriterion(new Qt3DRender::QFilterKey(this))
      {

          m_gl3Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
          m_gl3Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
          m_gl3Technique->graphicsApiFilter()->setMajorVersion(3);
          m_gl3Technique->graphicsApiFilter()->setMinorVersion(3);

          m_gl2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
          m_gl2Technique->graphicsApiFilter()->setMajorVersion(2);
          m_gl2Technique->graphicsApiFilter()->setMinorVersion(0);
          m_gl2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);

          m_passCriterion->setName(QStringLiteral("pass"));
          m_passCriterion->setValue(QStringLiteral("geometry"));

          Qt3DRender::QShaderProgram *gl3Shader = new Qt3DRender::QShaderProgram();
          gl3Shader->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl3.vert"))));
          gl3Shader->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl3.frag"))));

          m_gl3Pass->addFilterKey(m_passCriterion);
          m_gl3Pass->setShaderProgram(gl3Shader);
          m_gl3Technique->addRenderPass(m_gl3Pass);

          Qt3DRender::QShaderProgram *gl2Shader = new Qt3DRender::QShaderProgram();
          gl2Shader->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl2.vert"))));
          gl2Shader->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl2.frag"))));

          m_gl2Pass->addFilterKey(m_passCriterion);
          m_gl2Pass->setShaderProgram(gl2Shader);
          m_gl2Technique->addRenderPass(m_gl2Pass);

          addTechnique(m_gl3Technique);
          addTechnique(m_gl2Technique);
      }

      QList<Qt3DRender::QFilterKey *> SceneEffect::passCriteria() const
      {
          return QList<Qt3DRender::QFilterKey *>() << m_passCriterion;
      }