Qt 5.7 | Qt 3D | Qt 3D: Wave QML Example | WaveEffect.qml Example File

Qt 5.7.1 Reference Documentation

# WaveEffect.qml Example File

wave/WaveEffect.qml

      /****************************************************************************
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      import Qt3D.Core 2.0
      import Qt3D.Render 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: "ka"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
              Parameter { name: "kd"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) }
          ]

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

                  filterKeys: [ FilterKey { 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 {
                          shaderProgram: wireframe ? wireframeShader : standardShader

                          // Disable depth testing and use simple additive blending
                          renderStates: [
                              DepthTest { depthFunction: DepthTest.Always },
                              BlendEquationArguments {
                                  sourceRgb: BlendEquationArguments.One
                                  destinationRgb: BlendEquationArguments.OneMinusSourceColor
                              }
                          ]

                          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")
                          }
                      }
                  ]
              }
          ]
      }