WaveEffect.qml Example File

wave/WaveEffect.qml

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  import Qt3D.Core 2.0
  import Qt3D.Render 2.0

  Effect {
      id: root

      property bool wireframe: false

      // These parameters act as default values for the effect. They take
      // priority over any parameters specified in the RenderPasses below
      // (none provided in this example). In turn these parameters can be
      // overwritten by specifying them in a Material that references this
      // effect.
      // The priority order is:
      //
      // Material -> Effect -> Technique -> RenderPass -> GLSL default values
      parameters: [
          Parameter { name: "ambient"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
          Parameter { name: "diffuse"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) }
      ]

      techniques: [
          Technique {
              graphicsApiFilter {
                  api: GraphicsApiFilter.OpenGL
                  profile: GraphicsApiFilter.CoreProfile
                  majorVersion: 3
                  minorVersion: 2
              }

              annotations: [ Annotation { name: "renderingStyle"; value: "forward" } ]

              parameters: [
                  Parameter { name: "light.position"; value: Qt.vector4d( 0.0, 0.0, 0.0, 1.0 ) },
                  Parameter { name: "light.intensity"; value: Qt.vector3d( 1.0, 1.0, 1.0 ) },
                  Parameter { name: "line.width"; value: 0.8 },
                  Parameter { name: "line.color"; value: Qt.vector4d( 1.0, 1.0, 1.0, 1.0 ) }
              ]

              renderPasses: [
                  RenderPass {
                      bindings: [
                          ParameterMapping { parameterName: "ambient";  shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
                          ParameterMapping { parameterName: "diffuse";  shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform }
                      ]

                      shaderProgram: wireframe ? wireframeShader : standardShader

                      // Disable depth testing and use simple additive blending
                      renderStates: [
                          DepthTest { func: DepthTest.Always },
                          DepthMask { mask: true },
                          BlendState {
                              srcRGB: BlendState.One
                              dstRGB: BlendState.OneMinusSrcColor
                          }
                      ]

                      ShaderProgram {
                          id: standardShader
                          vertexShaderCode:   loadSource("qrc:/shaders/ribbon.vert")
                          fragmentShaderCode: loadSource("qrc:/shaders/ribbon.frag")
                      }

                      ShaderProgram {
                          id: wireframeShader
                          vertexShaderCode:   loadSource("qrc:/shaders/ribbon.vert")
                          geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
                          fragmentShaderCode: loadSource("qrc:/shaders/ribbonwireframe.frag")
                      }
                  }
              ]
          }
      ]
  }