Qt 5.7 | Qt 3D | Qt 3D: Shadow Map QML Example | AdsEffect.qml Example File

Qt 5.7.1 Reference Documentation

# AdsEffect.qml Example File

shadow-map-qml/AdsEffect.qml

      /****************************************************************************
      **
      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
      ** Contact: https://www.qt.io/licensing/
      **
      ** This file is part of the Qt3D module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:BSD$
      ** 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 https://www.qt.io/terms-conditions. For further
      ** information use the contact form at https://www.qt.io/contact-us.
      **
      ** BSD License Usage
      ** Alternatively, you may use this file under the terms of the BSD license
      ** as follows:
      **
      ** "Redistribution and use in source and binary forms, with or without
      ** modification, are permitted provided that the following conditions are
      ** met:
      **   * Redistributions of source code must retain the above copyright
      **     notice, this list of conditions and the following disclaimer.
      **   * Redistributions in binary form must reproduce the above copyright
      **     notice, this list of conditions and the following disclaimer in
      **     the documentation and/or other materials provided with the
      **     distribution.
      **   * Neither the name of The Qt Company Ltd nor the names of its
      **     contributors may be used to endorse or promote products derived
      **     from this software without specific prior written permission.
      **
      **
      ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
      ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
      ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
      ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
      ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
      ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
      ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
      ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
      ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
      ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
      ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
      **
      ** $QT_END_LICENSE$
      **
      ****************************************************************************/

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

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

                          renderStates: [
                              PolygonOffset { scaleFactor: 4; depthSteps: 4 },
                              DepthTest { depthFunction: DepthTest.Less }
                          ]
                      },

                      RenderPass {
                          filterKeys: [ FilterKey { name : "pass"; value : "forward" } ]

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

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

                          renderStates: [
                              PolygonOffset { scaleFactor: 4; depthSteps: 4 },
                              DepthTest { depthFunction: DepthTest.Less }
                          ]
                      },

                      RenderPass {
                          filterKeys: [ FilterKey { name : "pass"; value : "forward" } ]

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