ComplexTechnique.qml Example File

playground-qml/ComplexTechnique.qml

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  ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
  ** Contact: http://www.qt-project.org/legal
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  ** $QT_BEGIN_LICENSE:LGPL3$
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  ** 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
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  import Qt3D.Core 2.0
  import Qt3D.Render 2.0

  Technique {
      annotations : [
          Annotation { name : "RenderingStyle"; value : "forward"},
          Annotation { name : "Enabled"; value : true}
      ]
      graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; 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);
                  }
                  "
              }
          }

      ]
  }