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
|
// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick
import QtQuick3D
Window {
id: window
width: 1280
height: 720
visible: true
title: "Custom Materials Example"
View3D {
id: v3d
anchors.fill: parent
camera: camera
environment: SceneEnvironment {
backgroundMode: SceneEnvironment.SkyBox
probeExposure: 2
lightProbe: Texture {
source: "maps/OpenfootageNET_lowerAustria01-1024.hdr"
}
skyboxBlurAmount: 0.1
}
PerspectiveCamera {
id: camera
fieldOfView: 45
position: Qt.vector3d(0, 100, 900)
}
SpotLight {
position: Qt.vector3d(0, 500, 0)
eulerRotation.x: -60
color: Qt.rgba(1.0, 1.0, 0.1, 1.0)
brightness: 50
castsShadow: true
shadowMapQuality: Light.ShadowMapQualityHigh
}
property real globalRotation: 0
NumberAnimation {
target: v3d
property: "globalRotation"
from: 0
to: 360
duration: 27000
running: true
loops: Animation.Infinite
}
property real radius: 400
property real separation: 360/5
Model {
id: floor
source: "#Rectangle"
y: -200
scale: Qt.vector3d(15, 15, 1)
eulerRotation.x: -90
materials: [
PrincipledMaterial {
baseColor: "white"
}
]
}
// Start with a simple material, using the built-in implementation for everything.
Node {
eulerRotation.y: v3d.globalRotation
//! [simple]
Model {
source: "weirdShape.mesh"
scale: Qt.vector3d(100, 100, 100)
rotation: Quaternion.fromEulerAngles(-90, 0, 0)
x: v3d.radius
materials: [
CustomMaterial {
shadingMode: CustomMaterial.Shaded
fragmentShader: "material_simple.frag"
property color uDiffuse: "fuchsia"
property real uSpecular: 1.0
}
]
}
//! [simple]
}
// A metallic material using defaults for everything, except ambient light, and no uniforms.
Node {
eulerRotation.y: v3d.globalRotation + v3d.separation * 1
Model {
source: "weirdShape.mesh"
scale: Qt.vector3d(100, 100, 100)
rotation: Quaternion.fromEulerAngles(-90, 0, 0)
x: v3d.radius
materials: [
CustomMaterial {
shadingMode: CustomMaterial.Shaded
fragmentShader: "material_metallic.frag"
}
]
}
}
// A material with custom handling of all the lights, but still using
// the built-in specular function.
Node {
eulerRotation.y: v3d.globalRotation + v3d.separation * 2
Model {
source: "weirdShape.mesh"
scale: Qt.vector3d(100, 100, 100)
rotation: Quaternion.fromEulerAngles(-90, 0, 0)
x: v3d.radius
//! [custom lights]
materials: [
CustomMaterial {
shadingMode: CustomMaterial.Shaded
fragmentShader: "material_customlights.frag"
property color uDiffuse: "orange"
property real uShininess: 150
}
]
//! [custom lights]
}
}
// Custom handling of everything, including specular.
Node {
eulerRotation.y: v3d.globalRotation + v3d.separation * 3
Model {
source: "weirdShape.mesh"
scale: Qt.vector3d(100, 100, 100)
rotation: Quaternion.fromEulerAngles(-90, 0, 0)
x: v3d.radius
materials: [
CustomMaterial {
shadingMode: CustomMaterial.Shaded
fragmentShader: "material_customspecular.frag"
property color uDiffuse: "green"
property real uShininess: 150
}
]
}
}
// Custom lights, plus custom vertex shader
Node {
eulerRotation.y: v3d.globalRotation + v3d.separation * 4
Model {
source: "weirdShape.mesh"
scale: Qt.vector3d(100, 100, 100)
rotation: Quaternion.fromEulerAngles(-90, 0, 0)
x: v3d.radius
//! [custom vertex]
materials: [
CustomMaterial {
id: material
shadingMode: CustomMaterial.Shaded
vertexShader: "material_distortion.vert"
fragmentShader: "material_customlights.frag"
property real uTime: 0.0
property real uAmplitude: 0.3
property color uDiffuse: "yellow"
property real uShininess: 50
NumberAnimation {
target: material
property: "uTime"
from: 0.0
to: 31.4
duration: 10000
loops: Animation.Infinite
running: true
}
}
]
//! [custom vertex]
}
}
// Transparent material, with a refractive effect
//! [transparent]
Model {
id: screenSphere
source: "#Sphere"
scale: Qt.vector3d(0.75, 0.75, 0.75)
y: 60
z: 750;
materials: [
CustomMaterial {
shadingMode: CustomMaterial.Shaded
fragmentShader: "material_transparent.frag"
}
]
//! [transparent]
SequentialAnimation on x {
NumberAnimation { from: 50; to: -50; duration: 20000 }
NumberAnimation { from: -50; to: 50; duration: 20000 }
loops: Animation.Infinite
}
}
}
}
|