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<h1 class="title">AnimatedDiffuseMaterial.qml Example File</h1>
<span class="subtitle">playground-qml/AnimatedDiffuseMaterial.qml</span>
<!-- $$$playground-qml/AnimatedDiffuseMaterial.qml-description -->
<div class="descr"> <a name="details"></a>
<pre class="qml"><span class="comment">/****************************************************************************
**
** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
** Contact: http://www.qt-project.org/legal
**
** 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.
**
** $QT_END_LICENSE$
**
****************************************************************************/</span>
import Qt3D 2.0
import Qt3D.Renderer 2.0
import QtQuick 2.2 as QQ2
<span class="type">Material</span> {
<span class="name">id</span>: <span class="name">material</span>
property <span class="type">color</span> <span class="name">ambientColor</span>: <span class="string">"#cc2200"</span>;
property <span class="type">color</span> <span class="name">diffuseColor</span>: <span class="string">"pink"</span>
property <span class="type">bool</span> <span class="name">enabled</span>: <span class="number">true</span>
property <span class="type">Texture2D</span> <span class="name">texture</span>;
<span class="type">QQ2</span>.Timer {
<span class="name">id</span>: <span class="name">testTimer</span>
<span class="name">interval</span>: <span class="number">5000</span>
<span class="name">repeat</span>: <span class="number">true</span>
<span class="name">running</span>: <span class="number">true</span>
property <span class="type">bool</span> <span class="name">even</span>: <span class="number">true</span>
<span class="name">onTriggered</span>: {
<span class="name">console</span>.<span class="name">log</span>(<span class="string">"Triggered"</span>);
<span class="name">even</span> <span class="operator">=</span> !<span class="name">even</span>
<span class="name">pointLightBlockShaderData</span>.<span class="name">u</span>.<span class="name">values</span>[<span class="number">0</span>].<span class="name">t</span> <span class="operator">=</span> (<span class="name">even</span>) ? <span class="number">null</span> : <span class="name">shaderDataT</span>
}
}
<span class="type">ShaderData</span> {
<span class="name">id</span>: <span class="name">shaderDataT</span>
property <span class="type">real</span> <span class="name">a</span>: <span class="name">testTimer</span>.<span class="name">even</span> ? <span class="number">1.0</span> : <span class="number">0.0</span>
property <span class="type">real</span> <span class="name">b</span>: <span class="number">5.0</span>
property <span class="type">var</span> <span class="name">r</span>: [<span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">1</span>, <span class="number">1</span>, <span class="number">1</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">2</span>, <span class="number">2</span>, <span class="number">2</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">3</span>, <span class="number">3</span>, <span class="number">3</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">4</span>, <span class="number">4</span>, <span class="number">4</span>)]
}
<span class="name">parameters</span>: [
<span class="type">Parameter</span> { <span class="name">name</span>: <span class="string">"ambient"</span>; <span class="name">value</span>: <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="name">material</span>.<span class="name">ambientColor</span>.<span class="name">r</span>, <span class="name">material</span>.<span class="name">ambientColor</span>.<span class="name">g</span>, <span class="name">material</span>.<span class="name">ambientColor</span>.<span class="name">b</span>) },
<span class="type">Parameter</span> { <span class="name">name</span>: <span class="string">"lightIntensity"</span>; <span class="name">value</span>: <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">0.5</span>, <span class="number">0.5</span>, <span class="number">0.5</span>)},
<span class="type">Parameter</span> { <span class="name">name</span>: <span class="string">"texture"</span>; <span class="name">value</span>: <span class="name">texture</span>},
<span class="type">Parameter</span> { <span class="name">name</span>: <span class="string">"PointLightBlock"</span>; <span class="name">value</span>: <span class="name">ShaderData</span> {
<span class="name">id</span>: <span class="name">pointLightBlockShaderData</span>
property <span class="type">color</span> <span class="name">colorAmbient</span>;
property <span class="type">color</span> <span class="name">colorDiffuse</span>;
property <span class="type">color</span> <span class="name">colorSpecular</span>;
property <span class="type">real</span> <span class="name">shininess</span>: <span class="number">1.0</span>;
property <span class="type">vector3d</span> <span class="name">position</span>: <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">1.0</span>, <span class="number">1.0</span>, <span class="number">0.0</span>)
property <span class="type">vector3d</span> <span class="name">intensity</span>: <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">0.7</span>, <span class="number">0.8</span>, <span class="number">0.6</span>);
property <span class="type">ShaderData</span> <span class="name">s</span>: <span class="name">ShaderData</span> {
property <span class="type">real</span> <span class="name">innerV</span>: <span class="number">3.0</span>
property <span class="type">var</span> <span class="name">innerVec3Array</span>: [<span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">1</span>, <span class="number">1</span>, <span class="number">1</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">2</span>, <span class="number">2</span>, <span class="number">2</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">3</span>, <span class="number">3</span>, <span class="number">3</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">4</span>, <span class="number">4</span>, <span class="number">4</span>)]
}
property <span class="type">ShaderDataArray</span> <span class="name">u</span>: <span class="name">ShaderDataArray</span> {
<span class="name">id</span>: <span class="name">array</span>
<span class="type">ShaderData</span> {
property <span class="type">real</span> <span class="name">innerV</span>: <span class="number">2.0</span>
property <span class="type">vector3d</span> <span class="name">innerVec3</span>
property <span class="type">var</span> <span class="name">innerVec3Array</span>: [<span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">1</span>, <span class="number">1</span>, <span class="number">1</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">2</span>, <span class="number">2</span>, <span class="number">2</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">3</span>, <span class="number">3</span>, <span class="number">3</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">4</span>, <span class="number">4</span>, <span class="number">4</span>)]
property <span class="type">ShaderData</span> <span class="name">t</span>: <span class="name">shaderDataT</span>
property <span class="type">ShaderDataArray</span> <span class="name">c</span>: <span class="name">ShaderDataArray</span> {
<span class="type">ShaderData</span> {
property <span class="type">real</span> <span class="name">a</span>: <span class="number">3.0</span>
property <span class="type">real</span> <span class="name">b</span>: <span class="number">4.0</span>
property <span class="type">var</span> <span class="name">r</span>: [<span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">1</span>, <span class="number">1</span>, <span class="number">1</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">2</span>, <span class="number">2</span>, <span class="number">2</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">3</span>, <span class="number">3</span>, <span class="number">3</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">4</span>, <span class="number">4</span>, <span class="number">4</span>)]
}
<span class="type">ShaderData</span> {
property <span class="type">real</span> <span class="name">a</span>: <span class="number">2.0</span>
property <span class="type">real</span> <span class="name">b</span>: <span class="number">3.0</span>
property <span class="type">var</span> <span class="name">r</span>: [<span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">2</span>, <span class="number">2</span>, <span class="number">2</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">1</span>, <span class="number">1</span>, <span class="number">1</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">4</span>, <span class="number">4</span>, <span class="number">4</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">3</span>, <span class="number">3</span>, <span class="number">3</span>)]
}
}
}
<span class="type">ShaderData</span> {
property <span class="type">real</span> <span class="name">innerV</span>: <span class="number">3.2</span>
property <span class="type">var</span> <span class="name">innerVec3Array</span>: [<span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">1</span>, <span class="number">0</span>, <span class="number">1</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">0</span>, <span class="number">2</span>, <span class="number">2</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">3</span>, <span class="number">0</span>, <span class="number">3</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">4</span>, <span class="number">0</span>, <span class="number">4</span>)]
property <span class="type">ShaderData</span> <span class="name">t</span>: <span class="name">ShaderData</span> {
property <span class="type">real</span> <span class="name">a</span>: <span class="number">1.0</span>
property <span class="type">real</span> <span class="name">b</span>: <span class="number">5.0</span>
property <span class="type">var</span> <span class="name">r</span>: [<span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">1</span>, <span class="number">1</span>, <span class="number">1</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">2</span>, <span class="number">2</span>, <span class="number">2</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">3</span>, <span class="number">3</span>, <span class="number">3</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">4</span>, <span class="number">4</span>, <span class="number">4</span>)]
}
}
<span class="type">ShaderData</span> {
property <span class="type">real</span> <span class="name">innerV</span>: <span class="number">0.2</span>
property <span class="type">var</span> <span class="name">innerVec3Array</span>: [<span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">1</span>, <span class="number">0</span>, <span class="number">1</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">0</span>, <span class="number">2</span>, <span class="number">2</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">3</span>, <span class="number">0</span>, <span class="number">3</span>), <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="number">4</span>, <span class="number">0</span>, <span class="number">4</span>)]
}
}
QQ2.ColorAnimation on <span class="name">colorAmbient</span> { <span class="name">from</span>: <span class="string">"blue"</span>; <span class="name">to</span>: <span class="string">"yellow"</span>; <span class="name">duration</span>: <span class="number">1000</span>; <span class="name">loops</span>: <span class="name">QQ2</span>.<span class="name">Animation</span>.<span class="name">Infinite</span> }
QQ2.ColorAnimation on <span class="name">colorDiffuse</span> { <span class="name">from</span>: <span class="string">"red"</span>; <span class="name">to</span>: <span class="string">"green"</span>; <span class="name">duration</span>: <span class="number">1000</span>; <span class="name">loops</span>: <span class="name">QQ2</span>.<span class="name">Animation</span>.<span class="name">Infinite</span> }
QQ2.ColorAnimation on <span class="name">colorSpecular</span> { <span class="name">from</span>: <span class="string">"white"</span>; <span class="name">to</span>: <span class="string">"orange"</span>; <span class="name">duration</span>: <span class="number">1000</span>; <span class="name">loops</span>: <span class="name">QQ2</span>.<span class="name">Animation</span>.<span class="name">Infinite</span> }
QQ2.NumberAnimation on <span class="name">shininess</span> { <span class="name">from</span>: <span class="number">0</span>; <span class="name">to</span>: <span class="number">1.0</span>; <span class="name">duration</span>: <span class="number">1000</span>; <span class="name">loops</span>: <span class="name">QQ2</span>.<span class="name">Animation</span>.<span class="name">Infinite</span> }
} }
]
<span class="name">effect</span> : <span class="name">Effect</span> {
<span class="name">parameters</span> : <span class="name">Parameter</span> { <span class="name">name</span>: <span class="string">"diffuse"</span>; <span class="name">value</span>: <span class="name">Qt</span>.<span class="name">vector3d</span>(<span class="name">material</span>.<span class="name">diffuseColor</span>.<span class="name">r</span>, <span class="name">material</span>.<span class="name">diffuseColor</span>.<span class="name">g</span>, <span class="name">material</span>.<span class="name">diffuseColor</span>.<span class="name">b</span>)}
<span class="name">techniques</span> : [
<span class="comment">// OpenGL 3.1 Technique</span>
<span class="type">Technique</span> {
<span class="type">openGLFilter</span> {<span class="name">api</span> : <span class="name">OpenGLFilter</span>.<span class="name">Desktop</span>; <span class="name">profile</span> : <span class="name">OpenGLFilter</span>.<span class="name">Core</span>; <span class="name">minorVersion</span> : <span class="number">1</span>; <span class="name">majorVersion</span> : <span class="number">3</span> }
<span class="name">annotations</span>: [
<span class="type"><a href="qml-qt3d-renderer-annotation.html">Annotation</a></span> { <span class="name">name</span> : <span class="string">"RenderingStyle"</span>; <span class="name">value</span> : <span class="string">"forward"</span>},
<span class="type"><a href="qml-qt3d-renderer-annotation.html">Annotation</a></span> { <span class="name">name</span> : <span class="string">"Enabled"</span>; <span class="name">value</span>: <span class="name">enabled</span> }
]
<span class="name">parameters</span> : <span class="name">Parameter</span> { <span class="name">name</span> : <span class="string">"lightPos"</span>; <span class="name">value</span> : <span class="name">Qt</span>.<span class="name">vector4d</span>(<span class="number">10.0</span>, <span class="number">10.0</span>, <span class="number">0.0</span>, <span class="number">1.0</span>)}
<span class="name">renderPasses</span> : [
<span class="comment">// COLOR PASS</span>
<span class="type">RenderPass</span> {
<span class="name">annotations</span>: <span class="name">Annotation</span> {<span class="name">name</span>: <span class="string">"Name"</span>; <span class="name">value</span>: <span class="string">"ColorMaterial"</span>}
<span class="name">bindings</span>: [ <span class="comment">// Add only the bindings needed for a shader</span>
<span class="type"><a href="qml-qt3d-renderer-parametermapping.html">ParameterMapping</a></span> {<span class="name">parameterName</span>: <span class="string">"ambient"</span>; <span class="name">shaderVariableName</span>: <span class="string">"ka"</span>; <span class="name">bindingType</span>: <span class="name">ParameterMapping</span>.<span class="name">Uniform</span>},
<span class="type"><a href="qml-qt3d-renderer-parametermapping.html">ParameterMapping</a></span> {<span class="name">parameterName</span>: <span class="string">"diffuse"</span>; <span class="name">shaderVariableName</span>: <span class="string">"kd"</span>; <span class="name">bindingType</span>: <span class="name">ParameterMapping</span>.<span class="name">Uniform</span>},
<span class="type"><a href="qml-qt3d-renderer-parametermapping.html">ParameterMapping</a></span> {<span class="name">parameterName</span>: <span class="string">"lightPos"</span>; <span class="name">shaderVariableName</span>: <span class="string">"lightPosition"</span>; <span class="name">bindingType</span>: <span class="name">ParameterMapping</span>.<span class="name">Uniform</span>},
<span class="type"><a href="qml-qt3d-renderer-parametermapping.html">ParameterMapping</a></span> {<span class="name">parameterName</span>: <span class="string">"lightIntensity"</span>; <span class="name">shaderVariableName</span>: <span class="string">"lightIntensity"</span>; <span class="name">bindingType</span>: <span class="name">ParameterMapping</span>.<span class="name">Uniform</span>}
]
<span class="name">shaderProgram</span>: <span class="name">ShaderProgram</span> {
<span class="name">id</span>: <span class="name">diffuseShader</span>
<span class="name">vertexShaderCode</span>: <span class="name">loadSource</span>(<span class="string">"qrc:/shaders/diffuse.vert"</span>)
<span class="name">fragmentShaderCode</span>: <span class="name">loadSource</span>(<span class="string">"qrc:/shaders/diffuse.frag"</span>)
}
},
<span class="comment">// TEXTURE PASS + UBO</span>
<span class="type">RenderPass</span> {
<span class="name">annotations</span> : [<span class="type"><a href="qml-qt3d-renderer-annotation.html">Annotation</a></span> {<span class="name">name</span> : <span class="string">"Name"</span>; <span class="name">value</span> : <span class="string">"Texture"</span> }]
<span class="name">bindings</span>: <span class="name">ParameterMapping</span> {<span class="name">parameterName</span>: <span class="string">"texture"</span>; <span class="name">shaderVariableName</span>: <span class="string">"tex"</span>; <span class="name">bindingType</span>: <span class="name">ParameterMapping</span>.<span class="name">Uniform</span>}
<span class="name">renderStates</span> : [<span class="type"><a href="qml-qt3d-renderer-blendstate.html">BlendState</a></span> {<span class="name">srcRGB</span>: <span class="name">BlendState</span>.<span class="name">One</span>; <span class="name">dstRGB</span> : <span class="name">BlendState</span>.<span class="name">One</span>},
<span class="type">BlendEquation</span> {<span class="name">mode</span>: <span class="name">BlendEquation</span>.<span class="name">FuncAdd</span>},
<span class="type">CullFace</span> { <span class="name">mode</span> : <span class="name">CullFace</span>.<span class="name">Back</span> },
<span class="type">DepthTest</span> { <span class="name">func</span> : <span class="name">DepthTest</span>.<span class="name">LessOrEqual</span>}
]
<span class="name">shaderProgram</span> : <span class="name">ShaderProgram</span> {
<span class="name">vertexShaderCode</span>: <span class="string">"
#version 140
in vec4 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
out vec3 worldPosition;
out vec3 normal;
out vec2 texCoord;
uniform mat4 modelViewProjection;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
void main()
{
texCoord = vertexTexCoord;
worldPosition = vec3(modelView * vertexPosition);
normal = normalize(modelViewNormal * vertexNormal);
gl_Position = modelViewProjection * vertexPosition;
}
"</span>
<span class="name">fragmentShaderCode</span>: <span class="string">"
#version 140
in vec3 worldPosition;
in vec3 normal;
in vec2 texCoord;
out vec4 fragColor;
struct subStruct
{
float a;
float b;
float r[4];
};
struct innerStruct
{
float innerV;
vec3 innerVec3;
vec3 innerVec3Array[4];
subStruct t;
subStruct c[2];
};
uniform PointLightBlock
{
vec4 colorAmbient;
vec4 colorDiffuse;
vec4 colorSpecular;
float shininess;
vec3 position;
vec3 intensity;
innerStruct s;
innerStruct u[4];
} lightSource;
uniform sampler2D tex;
void main()
{
vec3 n = normalize(normal);
vec3 s = normalize(lightSource.position - worldPosition);
vec3 v = normalize(-worldPosition);
vec3 r = reflect(-s, n);
float diffuse = max(dot(s, n), 0.0);
float specular = step(diffuse, 0.0) * pow(max(dot(r, v), 0.0), lightSource.shininess);
vec3 sum = vec3(0.0, 0.0, 0.0);
for (int i = 0; i < 4; ++i) {
sum += lightSource.s.innerVec3Array[i];
}
float tmp = 0;
for (int i = 0; i < 4; ++i) {
tmp += lightSource.u[i].innerV;
}
if (sum == vec3(10.0, 10.0, 10.0))
fragColor = vec4(lightSource.intensity, 1.0) * (
lightSource.colorAmbient * lightSource.s.innerV +
lightSource.colorDiffuse * diffuse +
lightSource.colorSpecular * specular) * 0.2 + texture(tex, texCoord);
else
fragColor = vec4(1.0, 1.0, 1.0, 1.0);
}"</span>
}
}
]
}
]
}
}</pre>
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<!-- @@@playground-qml/AnimatedDiffuseMaterial.qml -->
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