ShadowMapFrameGraph.qml Example File

shadow-map-qml/ShadowMapFrameGraph.qml

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  import QtQuick 2.2 as QQ2
  import Qt3D.Core 2.0
  import Qt3D.Render 2.0

  FrameGraph {
      id: root

      property alias viewCamera: viewCameraSelector.camera
      property alias lightCamera: lightCameraSelector.camera
      readonly property Texture2D shadowTexture: depthTexture

      activeFrameGraph: Viewport {
          rect: Qt.rect(0.0, 0.0, 1.0, 1.0)
          clearColor: Qt.rgba(0.0, 0.4, 0.7, 1.0)

          RenderPassFilter {
              includes: [ Annotation { name: "pass"; value: "shadowmap" } ]

              RenderTargetSelector {
                  target: RenderTarget {
                      attachments: [
                          RenderAttachment {
                              name: "depth"
                              type: RenderAttachment.DepthAttachment
                              texture: Texture2D {
                                  id: depthTexture
                                  width: 1024
                                  height: 1024
                                  format: Texture.DepthFormat
                                  generateMipMaps: false
                                  magnificationFilter: Texture.Linear
                                  minificationFilter: Texture.Linear
                                  wrapMode {
                                      x: WrapMode.ClampToEdge
                                      y: WrapMode.ClampToEdge
                                  }
                                  comparisonFunction: Texture.CompareLessEqual
                                  comparisonMode: Texture.CompareRefToTexture
                              }
                          }
                      ]
                  }

                  ClearBuffer {
                      buffers: ClearBuffer.DepthBuffer

                      CameraSelector {
                          id: lightCameraSelector
                      }
                  }
              }
          }

          RenderPassFilter {
              includes: [ Annotation { name: "pass"; value: "forward" } ]

              ClearBuffer {
                  buffers: ClearBuffer.ColorDepthBuffer

                  CameraSelector {
                      id: viewCameraSelector
                  }
              }
          }
      }
  }