1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214
|
// Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick 2.2
import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
Entity {
id: sceneRoot
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d( 0.0, 0.0, 40.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}
OrbitCameraController { camera: camera }
components: [
RenderSettings {
activeFrameGraph: ForwardRenderer {
clearColor: Qt.rgba(0, 0.5, 1, 1)
camera: camera
}
},
// Event Source will be set by the Qt3DQuickWindow
InputSettings { }
]
TorusMesh {
id: torusMesh
radius: 5
minorRadius: 1
rings: 100
slices: 20
}
Entity {
id: torusEntityInlineShader
property Transform transform: Transform {
matrix: {
var m = Qt.matrix4x4();
m.rotate(45, Qt.vector3d(1, 0, 0));
m.translate(Qt.vector3d(-2.0, 0.0, 0.0));
return m;
}
}
Timer {
property bool toggle: false
interval: 2000
repeat: true
triggeredOnStart: true
running: true
onTriggered: {
// Toggle shader code each time we are triggered
if (toggle) {
console.log("Setting color fragment shader");
changingShader.fragmentShaderCode = "
#version 150
in vec3 normal;
in vec3 position;
uniform vec3 finalColor;
out vec4 fragColor;
void main()
{
vec3 n = normalize(normal);
vec3 s = normalize(vec3(1.0, 0.0, 1.0) - position);
vec3 v = normalize(-position);
float diffuse = max(dot(s, n), 0.0);
fragColor = vec4(diffuse * finalColor, 1.0);
}
";
} else {
console.log("Setting greyscale fragment shader");
changingShader.fragmentShaderCode = "
#version 150
in vec3 normal;
in vec3 position;
uniform vec3 finalColor;
out vec4 fragColor;
void main()
{
vec3 n = normalize(normal);
vec3 s = normalize(vec3(1.0, 0.0, 1.0) - position);
vec3 v = normalize(-position);
float diffuse = max(dot(s, n), 0.0);
fragColor = vec4(diffuse * finalColor, 1.0);
float luminance = fragColor.r * 0.299 + fragColor.g * 0.587 + fragColor.b * 0.114;
fragColor = vec4( luminance, luminance, luminance, 1.0f );
}
";
}
toggle = !toggle;
}
}
// Shader defined inline
property Material material: Material {
parameters: Parameter { name: "finalColor"; value: "#e76140" /* Inferno Orange */ }
effect: Effect {
techniques: [
Technique {
filterKeys: FilterKey { name: "renderingStyle"; value: "forward" }
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
majorVersion: 3
minorVersion: 2
profile: GraphicsApiFilter.CoreProfile
}
renderPasses: RenderPass {
shaderProgram: ShaderProgram {
id: changingShader
vertexShaderCode: "
#version 150
in vec3 vertexPosition;
in vec3 vertexNormal;
out vec3 position;
out vec3 normal;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform mat4 mvp;
void main()
{
normal = normalize(modelViewNormal * vertexNormal);
position = vec3(modelView * vec4(vertexPosition, 1.0));
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
"
fragmentShaderCode: ""
} // ShaderProgram
} // RenderPass
} // Technique
] // techniques
} // Effect
} // Material
components: [ torusMesh, material, transform ]
}
Entity {
id: torusEntitySeparateShader
property Transform transform: Transform {
matrix: {
var m = Qt.matrix4x4();
m.rotate(15, Qt.vector3d(1, 0, 0));
m.translate(Qt.vector3d(2.0, 0.0, 0.0));
return m;
}
}
// Shader defined in a separate file
property Material material: Material {
parameters: Parameter { name: "finalColor"; value: "yellow" }
effect: Effect {
techniques: [
Technique {
filterKeys: FilterKey { name: "renderingStyle"; value: "forward" }
graphicsApiFilter {
api: GraphicsApiFilter.OpenGL
majorVersion: 3
minorVersion: 2
profile: GraphicsApiFilter.CoreProfile
}
renderPasses: RenderPass {
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/simple-shader.vert")
fragmentShaderCode: loadSource("qrc:/simple-shader.frag")
} // ShaderProgram
} // namespace RenderPass
} // Technique
] // techniques
} // Effect
} // Material
components: [ torusMesh, material, transform ]
}
}
|