Qt 5.7 | Qt 3D | Qt 3D: Planets QML Example | PlanetFrameGraph.qml Example File

Qt 5.7.1 Reference Documentation

# PlanetFrameGraph.qml Example File

planets-qml/PlanetFrameGraph.qml

      /****************************************************************************
      **
      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
      ** Copyright (C) 2016 The Qt Company Ltd.
      ** Contact: https://www.qt.io/licensing/
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      ** $QT_BEGIN_LICENSE:BSD$
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      import Qt3D.Core 2.0
      import Qt3D.Render 2.0

      RenderSettings {
          id: root

          property alias viewCamera: viewCameraSelector.camera
          property alias lightCamera: lightCameraSelector.camera
          readonly property Texture2D shadowTexture: depthTexture

          activeFrameGraph: Viewport {
              normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0)

              RenderSurfaceSelector {

                  TechniqueFilter {
                      matchAll: [ FilterKey { name: "name"; value: "Desktop" } ]

                      RenderPassFilter {
                          matchAny: [ FilterKey { name: "pass"; value: "shadowmap" } ]

                          RenderTargetSelector {
                              target: RenderTarget {
                                  attachments: [
                                      RenderTargetOutput {
                                          objectName: "depth"
                                          attachmentPoint: RenderTargetOutput.Depth
                                          texture: Texture2D {
                                              id: depthTexture
                                              width: mainview.width
                                              height: mainview.height
                                              format: Texture.D24
                                              generateMipMaps: false
                                              magnificationFilter: Texture.Linear
                                              minificationFilter: Texture.Linear
                                              wrapMode {
                                                  x: WrapMode.ClampToEdge
                                                  y: WrapMode.ClampToEdge
                                              }
                                              comparisonFunction: Texture.CompareLessEqual
                                              comparisonMode: Texture.CompareRefToTexture
                                          }
                                      }
                                  ]
                              }

                              ClearBuffers {
                                  buffers: ClearBuffers.DepthBuffer
                                  clearColor: Qt.rgba(0., 0., 0., 1.)

                                  CameraSelector {
                                      id: lightCameraSelector
                                  }
                              }
                          }
                      }
                  }

                  RenderPassFilter {
                      matchAny: [ FilterKey { name: "pass"; value: "forward" } ]

                      ClearBuffers {
                          buffers: ClearBuffers.ColorDepthBuffer

                          CameraSelector {
                              id: viewCameraSelector
                          }
                      }
                  }
              }
          }
      }