ComplexTechnique.qml Example File | Qt3D Module 5.5

- Qt 5.5
- Qt3D Module
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- ComplexTechnique.qml Example File
- Qt 5.5.1 Reference Documentation

# ComplexTechnique.qml Example File

playground-qml/ComplexTechnique.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

    Technique {
        annotations : [
            Annotation { name : "RenderingStyle"; value : "forward"},
            Annotation { name : "Enabled"; value : true}
        ]
        openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 }
        renderPasses : [
            RenderPass {
                annotations : [Annotation {name : "Name"; value : "TextureLighting" }]
                bindings : [ // Add only the bindings needed for a shader
                    ParameterMapping {parameterName: "vertexTexCoord"; shaderVariableName: "texCoord0"; bindingType: ParameterMapping.Attribute},
                    ParameterMapping {parameterName: "tex"; shaderVariableName: "texture"; bindingType: ParameterMapping.Uniform},
                    ParameterMapping {parameterName: "modelViewProjection"; shaderVariableName: "customMvp"; bindingType: ParameterMapping.StandardUniform}
                ]

                shaderProgram : ShaderProgram {
                    id : textureShaderLighting
                    vertexShaderCode: "
                    #version 140
                    in vec4 vertexPosition;
                    in vec3 vertexNormal;
                    in vec2 texCoord0;

                    out vec2 texCoord;
                    out vec3 worldPosition;
                    out vec3 normal;

                    uniform mat4 customMvp;
                    uniform mat4 modelView;
                    uniform mat3 modelViewNormal;

                    void main()
                    {
                        texCoord = texCoord0;
                        worldPosition = vec3(modelView * vertexPosition);
                        normal = normalize(modelViewNormal * vertexNormal);
                        gl_Position  = customMvp * vertexPosition;
                    }"

                    fragmentShaderCode: "
                    #version 140
                    in vec2 texCoord;
                    in vec3 worldPosition;
                    in vec3 normal;
                    out vec4 fragColor;

                    struct PointLight
                    {
                        vec3 position;
                        vec3 direction;
                        vec4 color;
                        float intensity;
                    };

                    const int lightCount = 3;
                    uniform PointLight pointLights[lightCount];
                    uniform sampler2D texture;

                    void main()
                    {
                        vec4 color;
                        for (int i = 0; i < lightCount; i++) {
                            vec3 s = normalize(pointLights[i].position - worldPosition);
                            color += pointLights[i].color * (pointLights[i].intensity * max(dot(s, normal), 0.0));
                        }
                        color /= float(lightCount);
                        fragColor = texture(texture, texCoord) * color;
                    }"
                }
            },
            RenderPass {
                annotations : [Annotation {name : "Name"; value : "Texture" }]
                shaderProgram : ShaderProgram {
                    vertexShaderCode : "
                    #version 140
                    in vec4 vertexPosition;
                    in vec2 vertexTexCoord;
                    out vec2 texCoord;

                    uniform mat4 mvp;

                    void main()
                    {
                        texCoord = vertexTexCoord;
                        gl_Position = mvp * vertexPosition;
                    }"

                    fragmentShaderCode: "
                    #version 140
                    in vec2 texCoord;
                    out vec4 fragColor;
                    uniform sampler2D tex;

                    void main()
                    {
                        fragColor = texture(tex, texCoord);
                    }
                    "
                }
            },
            RenderPass {
                annotations : [Annotation {name : "Name"; value : "Lighting" }]
                renderStates : [BlendState {srcRGB: BlendState.One; dstRGB : BlendState.One},
                    BlendEquation {mode: BlendEquation.FuncAdd},
                    CullFace { mode : CullFace.Back },
                    DepthTest { func : DepthTest.LessOrEqual}
                ]
                shaderProgram : ShaderProgram {
                    vertexShaderCode: "
                    #version 140
                    in vec4 vertexPosition;
                    in vec3 vertexNormal;

                    out vec3 worldPosition;
                    out vec3 normal;

                    uniform mat4 modelViewProjection;
                    uniform mat4 modelView;
                    uniform mat3 modelViewNormal;

                    void main()
                    {
                        worldPosition = vec3(modelView * vertexPosition);
                        normal = normalize(modelViewNormal * vertexNormal);
                        gl_Position = modelViewProjection * vertexPosition;
                    }
                    "

                    fragmentShaderCode: "
                    #version 140
                    in vec3 worldPosition;
                    in vec3 normal;
                    out vec4 fragColor;

                    struct PointLight
                    {
                        vec3 position;
                        vec3 direction;
                        vec4 color;
                        float intensity;
                    };

                    const int lightCount = 3;
                    uniform PointLight pointLights[lightCount];

                    void main()
                    {
                        vec4 color;
                        for (int i = 0; i < lightCount; i++) {
                            vec3 s = normalize(pointLights[i].position - worldPosition);
                            color += pointLights[i].color * (pointLights[i].intensity * max(dot(s, normal), 0.0));
                        }
                        color /= float(lightCount);
                        fragColor = color;
                    }"
                }
            },
            RenderPass {
                annotations : Annotation {name : "Name"; value : "Final" }
                shaderProgram : ShaderProgram {
                    vertexShaderCode: "
                    #version 140
                    in vec4 vertexPosition;
                    in vec2 vertexTexCoord;
                    out vec2 texCoord;
                    uniform mat4 modelViewProjection;

                    void main()
                    {
                        texCoord = vertexTexCoord;
                        gl_Position = modelViewProjection * vertexPosition;
                    }
                    "

                    fragmentShaderCode: "
                    #version 140
                    in vec2 texCoord;
                    out vec4 fragColor;
                    uniform sampler2D gBuffer;

                    void main()
                    {
                        fragColor = texture(gBuffer, texCoord);
                    }
                    "
                }
            }

        ]
    }