AdsEffect.qml Example File

shadow-map-qml/AdsEffect.qml

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  import Qt3D.Core 2.0
  import Qt3D.Render 2.0

  Effect {
      id: root

      property Texture2D shadowTexture
      property ShadowMapLight light

      // 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: "lightViewProjection"; value: root.light.lightViewProjection },
          Parameter { name: "lightPosition";  value: root.light.lightPosition },
          Parameter { name: "lightIntensity"; value: root.light.lightIntensity },

          Parameter { name: "shadowMapTexture"; value: root.shadowTexture }
      ]

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

              renderPasses: [
                  RenderPass {
                      annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]

                      shaderProgram: ShaderProgram {
                          vertexShaderCode:   loadSource("qrc:/shaders/shadowmap.vert")
                          fragmentShaderCode: loadSource("qrc:/shaders/shadowmap.frag")
                      }

                      renderStates: [
                          PolygonOffset { factor: 4; units: 4 },
                          DepthTest { func: DepthTest.Less }
                      ]
                  },

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

                      // The bindings property allows us to map from names of parameters (uniforms or vertex attributes)
                      // within a shader to more friendly names in QML. By default the parameter names are exposed from
                      // the shader so we only need to add add mappings where the names differ. E.g. here we map from the
                      // ka uniform name in the shader to a property called ambient
                      bindings: [
                          // Uniforms (those provided by the user)
                          ParameterMapping { parameterName: "ambient";  shaderVariableName: "ka"; bindingType: ParameterMapping.Uniform },
                          ParameterMapping { parameterName: "diffuse";  shaderVariableName: "kd"; bindingType: ParameterMapping.Uniform },
                          ParameterMapping { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapping.Uniform }
                      ]

                      shaderProgram: ShaderProgram {
                          vertexShaderCode:   loadSource("qrc:/shaders/ads.vert")
                          fragmentShaderCode: loadSource("qrc:/shaders/ads.frag")
                      }

                      // no special render state set => use the default set of states
                  }
              ]
          },
          Technique {
              graphicsApiFilter {
                  api: GraphicsApiFilter.OpenGLES
                  majorVersion: 3
                  minorVersion: 0
              }

              renderPasses: [
                  RenderPass {
                      annotations: [ Annotation { name: "pass"; value: "shadowmap" } ]

                      shaderProgram: ShaderProgram {
                          vertexShaderCode:   loadSource("qrc:/shaders/es3/shadowmap.vert")
                          fragmentShaderCode: loadSource("qrc:/shaders/es3/shadowmap.frag")
                      }

                      renderStates: [
                          PolygonOffset { factor: 4; units: 4 },
                          DepthTest { func: DepthTest.Less }
                      ]
                  },

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

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

                      shaderProgram: ShaderProgram {
                          vertexShaderCode:   loadSource("qrc:/shaders/es3/ads.vert")
                          fragmentShaderCode: loadSource("qrc:/shaders/es3/ads.frag")
                      }
                  }
              ]
          }
      ]
  }