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// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick3D
import QtQuick
Item {
width: 400
height: 400
View3D {
id: v3d
anchors.fill: parent
renderMode: View3D.Overlay
environment: SceneEnvironment {
clearColor: "#444845"
backgroundMode: SceneEnvironment.Color
}
camera: PerspectiveCamera {
id: camera
position: Qt.vector3d(0, 0, 600)
}
DirectionalLight {
position: Qt.vector3d(-500, 500, -100)
color: Qt.rgba(0.2, 0.2, 0.2, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
}
Model {
source: "#Sphere"
scale: Qt.vector3d(2, 2, 2)
y: 200
x: -100
materials: PrincipledMaterial {
baseColor: "#41cd52"
metalness: 0.0
roughness: 0.2
specularAmount: 0.5
}
}
Model {
source: "#Sphere"
scale: Qt.vector3d(2, 2, 2)
y: 200
x: 100
materials: CustomMaterial {
property color uBaseColor: "#41cd52"
property real uMetalness: 0.0
property real uRoughness: 0.2
property real uSpecularAmount: 0.5
fragmentShader: "customprincipledcompare.frag"
}
}
Model {
source: "#Sphere"
scale: Qt.vector3d(2, 2, 2)
x: -100
materials: PrincipledMaterial {
baseColor: "#41cd52"
metalness: 0.3
roughness: 0.2
specularAmount: 0.0
}
}
Model {
source: "#Sphere"
scale: Qt.vector3d(2, 2, 2)
x: 100
materials: CustomMaterial {
property color uBaseColor: "#41cd52"
property real uMetalness: 0.3
property real uRoughness: 0.2
property real uSpecularAmount: 0.0
fragmentShader: "customprincipledcompare.frag"
}
}
// Here the color is passed in as a non-color property (would be the
// same if the shader hardcoded the value), so now it is up to the
// shader to linearize.
Model {
source: "#Sphere"
scale: Qt.vector3d(2, 2, 2)
y: -200
materials: CustomMaterial {
property vector4d uBaseColorSrgb: Qt.vector4d(0.2549, 0.80392, 0.32157, 1.0)
property real uMetalness: 0.3
property real uRoughness: 0.2
property real uSpecularAmount: 0.0
fragmentShader: "customprincipledcompare2.frag"
}
}
}
}