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// Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick 2.15 as QQ2
import Qt3D.Core 2.15
import Qt3D.Render 2.15
import Qt3D.Input 2.15
import Qt3D.Extras 2.15
Entity {
id: sceneRoot
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.1
farPlane : 1000.0
position: Qt.vector3d( 0.0, 0.0, -40.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
}
OrbitCameraController {
camera: camera
}
components: [
RenderSettings {
activeFrameGraph: ForwardRenderer {
clearColor: Qt.rgba(0, 0.5, 1, 1)
camera: camera
showDebugOverlay: true
}
},
// Event Source will be set by the Qt3DQuickWindow
InputSettings { }
]
Material {
id: material
effect: Effect {
techniques: [
Technique {
filterKeys: FilterKey {
name: "renderingStyle"
value: "forward"
}
graphicsApiFilter {
api: GraphicsApiFilter.RHI
majorVersion: 1
minorVersion: 0
}
renderPasses: RenderPass {
shaderProgram: ShaderProgram {
vertexShaderCode: "
#version 450
layout(location = 0) in vec3 vertexPosition;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 uncorrectedProjectionMatrix;
mat4 clipCorrectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelViewMatrix;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 modelViewProjection;
mat4 inverseModelViewProjectionMatrix;
};
void main()
{
gl_Position = modelViewProjection * vec4(vertexPosition, 1.0);
}
"
fragmentShaderCode: "
#version 450
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 uncorrectedProjectionMatrix;
mat4 clipCorrectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
struct MyStruct {
vec4 factor;
};
layout(std140, binding = 2) uniform CustomUBO1 {
vec4 baseColor;
};
layout(std140, binding = 3) uniform CustomUBO2 {
MyStruct innerStruct;
vec4 accentColor;
};
void main()
{
fragColor = baseColor * abs(sin(time)) + accentColor * innerStruct.factor;
}
"
}
}
}
]
}
parameters: [
// User provided UBO
Parameter {
name: "CustomUBO1"
value: Buffer {
data: {
var bufferData = new Float32Array(4);
bufferData[0] = 0.5;
bufferData[1] = 0.5;
bufferData[2] = 0.5;
bufferData[3] = 1.0;
return bufferData
}
}
},
// Regular parameter that maps to UBO member
Parameter {
name: "accentColor"
value: "yellow"
},
Parameter {
name: "innerStruct"
value: ShaderData {
property vector4d factor: Qt.vector4d(0.5, 0.5, 0.5, 0.0)
}
}
]
}
TorusMesh {
id: torusMesh
radius: 5
minorRadius: 1
rings: 100
slices: 20
}
Transform {
id: torusTransform
scale3D: Qt.vector3d(1.5, 1, 0.5)
rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 45)
}
Entity {
id: torusEntity
components: [ torusMesh, material, torusTransform ]
}
// QQ2.NumberAnimation {
// target: torusTransform
// property: "userAngle"
// duration: 10000
// from: 0
// to: 360
// loops: QQ2.Animation.Infinite
// running: true
// }
}