WaveEffect.qml Example File

wave/WaveEffect.qml
/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** 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 2.0
import Qt3D.Renderer 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: "ambient"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
        Parameter { name: "diffuse"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) }
    ]

    techniques: [
        Technique {
            openGLFilter {
                api: OpenGLFilter.Desktop
                profile: OpenGLFilter.Core
                majorVersion: 3
                minorVersion: 2
            }

            annotations: [ Annotation { 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 {
                    bindings: [
                        ParameterMapping { parameterName: "ambient";  shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
                        ParameterMapping { parameterName: "diffuse";  shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform }
                    ]

                    shaderProgram: wireframe ? wireframeShader : standardShader

                    // Disable depth testing and use simple additive blending
                    renderStates: [
                        DepthTest { func: DepthTest.Always },
                        DepthMask { mask: true },
                        BlendState {
                            srcRGB: BlendState.One
                            dstRGB: BlendState.OneMinusSrcColor
                        }
                    ]

                    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")
                    }
                }
            ]
        }
    ]
}

© 2016 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.