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/****************************************************************************
**
** Copyright (C) 2019 Klaralvdalens Datakonsult AB (KDAB).
** Contact: https://www.qt.io/licensing/
**
** This file is part of the Qt3D module of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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.
**
** 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.LGPL3 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-3.0.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 (at your option) the GNU General
** Public license version 3 or any later version approved by the KDE Free
** Qt Foundation. The licenses are as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
** included in the packaging of this file. Please review the following
** information to ensure the GNU General Public License requirements will
** be met: https://www.gnu.org/licenses/gpl-2.0.html and
** https://www.gnu.org/licenses/gpl-3.0.html.
**
** $QT_END_LICENSE$
**
****************************************************************************/
import Qt3D.Core 2.9
import Qt3D.Render 2.9
RenderSurfaceSelector {
id: surfaceSelector
readonly property Layer layer: Layer {
recursive: true
}
property alias camera: cameraSelector.camera
property alias clearColor: clearBuffers.clearColor
property alias fbo : renderToFboSelector.target
Viewport {
normalizedRect: Qt.rect(0.0, 0.0, 1.0, 1.0)
// 1st: render scene to texture
RenderTargetSelector {
id : renderToFboSelector
RenderStateSet {
renderStates: [
MultiSampleAntiAliasing {},
DepthTest {
depthFunction: DepthTest.Less
},
CullFace{
mode: CullFace.Back
}
]
ClearBuffers {
id: clearBuffers
buffers: ClearBuffers.ColorDepthBuffer
NoDraw {}
}
CameraSelector {
id: cameraSelector
LayerFilter {
layers: [layer]
filterMode: LayerFilter.DiscardAllMatchingLayers
TechniqueFilter {
RenderPassFilter {
matchAny: FilterKey { name: "pass"; value: 0 }
}
SortPolicy {
sortTypes: [SortPolicy.BackToFront]
RenderPassFilter {
matchAny: FilterKey { name: "pass"; value: 1 }
}
}
}
}
RenderStateSet {
renderStates: [
DepthTest {
depthFunction: DepthTest.Always
}
]
LayerFilter {
layers: [layer]
filterMode: LayerFilter.AcceptAnyMatchingLayers
TechniqueFilter {
RenderPassFilter {
matchAny: FilterKey { name: "pass"; value: 0 }
}
SortPolicy {
sortTypes: [SortPolicy.BackToFront]
RenderPassFilter {
matchAny: FilterKey { name: "pass"; value: 1 }
}
}
}
}
}
}
}
}
RenderStateSet {
renderStates: [
DepthTest {depthFunction: DepthTest.Always},
BlendEquation {},
BlendEquationArguments {
sourceRgb: BlendEquationArguments.One
sourceAlpha: BlendEquationArguments.One
destinationRgb: BlendEquationArguments.Zero
destinationAlpha: BlendEquationArguments.Zero
}
]
RenderPassFilter {
matchAny : FilterKey { name : "pass"; value : "final" }
}
}
}
}
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