AdsEffect.qml Example File | Qt3D Module 5.5

- Qt 5.5
- Qt3D Module
- Qt3D: Shadow Map QML Example
- AdsEffect.qml Example File
- Qt 5.5.1 Reference Documentation

# AdsEffect.qml Example File

shadow-map-qml/AdsEffect.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 Texture2D shadowTexture
        property Light 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 {
                openGLFilter {
                    api: OpenGLFilter.Desktop
                    profile: OpenGLFilter.Core
                    majorVersion: 3
                    minorVersion: 2
                }

                renderPasses: [
                    RenderPass {
                        annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]

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

                        renderStates: [
                            PolygonOffset { factor: 4; units: 4 },
                            DepthTest { func: DepthTest.Less }
                        ]
                    },

                    RenderPass {
                        annotations: [ Annotation { name : "pass"; value : "forward" } ]

                        // The bindings property allows us to map from names of parameters (uniforms or vertex attributes)
                        // within a shader to more friendly names in QML. By default the parameter names are exposed from
                        // the shader so we only need to add add mappings where the names differ. E.g. here we map from the
                        // ka uniform name in the shader to a property called ambient
                        bindings: [
                            // Uniforms (those provided by the user)
                            ParameterMapping { parameterName: "ambient";  shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
                            ParameterMapping { parameterName: "diffuse";  shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
                            ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform }
                        ]

                        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 {
                openGLFilter {
                    api: OpenGLFilter.ES
                    majorVersion: 3
                    minorVersion: 0
                }

                renderPasses: [
                    RenderPass {
                        annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]

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

                        renderStates: [
                            PolygonOffset { factor: 4; units: 4 },
                            DepthTest { func: DepthTest.Less }
                        ]
                    },

                    RenderPass {
                        annotations: [ Annotation { name : "pass"; value : "forward" } ]

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

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