PlanetFrameGraph.qml Example File

planets-qml/PlanetFrameGraph.qml

  /****************************************************************************
  **
  ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
  ** Copyright (C) 2015 The Qt Company Ltd.
  ** Contact: http://www.qt.io/licensing/
  **
  ** This file is part of the Qt3D module of the Qt Toolkit.
  **
  ** $QT_BEGIN_LICENSE:LGPL3$
  ** 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 http://www.qt.io/terms-conditions. For further
  ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free
  ** Software Foundation and appearing in the file LICENSE.GPL included in
  ** the packaging of this file. Please review the following information to
  ** ensure the GNU General Public License version 2.0 requirements will be
  ** met: http://www.gnu.org/licenses/gpl-2.0.html.
  **
  ** $QT_END_LICENSE$
  **
  ****************************************************************************/

  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, 0.0, 0.0, 1.0)

          TechniqueFilter {
              requires: [ Annotation { name: "name"; value: "Desktop" } ]

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

                  RenderTargetSelector {
                      target: RenderTarget {
                          attachments: [
                              RenderAttachment {
                                  name: "depth"
                                  type: RenderAttachment.DepthAttachment
                                  texture: Texture2D {
                                      id: depthTexture
                                      width: mainview.width
                                      height: mainview.height
                                      format: Texture.D24
                                      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
                  }
              }
          }
      }
  }