PlanetEffect.qml Example File | Qt 3D 5.9

Qt 5.9 | Qt 3D | Qt 3D: Planets QML Example | PlanetEffect.qml Example File

Qt 5.9.9 Reference Documentation

# PlanetEffect.qml Example File

planets-qml/PlanetEffect.qml

      /****************************************************************************
      **
      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
      ** Copyright (C) 2016 The Qt Company Ltd.
      ** Contact: https://www.qt.io/licensing/
      **
      ** This file is part of the Qt3D module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:BSD$
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      ** BSD License Usage
      ** Alternatively, you may use this file under the terms of the BSD license
      ** as follows:
      **
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      ** modification, are permitted provided that the following conditions are
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      import Qt3D.Core 2.0
      import Qt3D.Render 2.0

      Effect {
          id: root

          property Texture2D shadowTexture
          property PlanetsLight light
          property string vertexES: "qrc:/shaders/es2/planetD.vert"
          property string fragmentES: "qrc:/shaders/es2/planetD.frag"
          property string vertexGL: "qrc:/shaders/gl3/planetD.vert"
          property string fragmentGL: "qrc:/shaders/gl3/planetD.frag"

          parameters: [
              Parameter { name: "lightViewProjection"; value: root.light.lightViewProjection },
              Parameter { name: "lightPosition";  value: root.light.lightPosition },
              Parameter { name: "lightIntensity"; value: root.light.lightIntensity }
          ]

          FilterKey { id: eskey; name: "name"; value: "ES2" }
          FilterKey { id: glkey; name: "name"; value: "Desktop" }
          FilterKey { id: forwardkey; name : "pass"; value : "forward" }

          RenderPass {
              id: glpass
              filterKeys: [ forwardkey ]

              shaderProgram: ShaderProgram {
                  vertexShaderCode:   loadSource(vertexGL)
                  fragmentShaderCode: loadSource(fragmentGL)
              }
              // no special render state set => use the default set of states
          }

          RenderPass {
              id: espass
              filterKeys: [ forwardkey ]

              shaderProgram: ShaderProgram {
                  vertexShaderCode:   loadSource(vertexES)
                  fragmentShaderCode: loadSource(fragmentES)
              }
              // no special render state set => use the default set of states
          }

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

                  filterKeys: [ glkey ]

                  renderPasses: [ glpass ]
              },
              Technique {
                  graphicsApiFilter {
                      api: GraphicsApiFilter.OpenGL
                      majorVersion: 2
                  }

                  filterKeys: [ eskey ]

                  renderPasses: [ espass ]
              },
              Technique {
                  graphicsApiFilter {
                      api: GraphicsApiFilter.OpenGLES
                      majorVersion: 2
                      minorVersion: 0
                  }

                  filterKeys: [ eskey ]

                  renderPasses: [ espass ]
              }
          ]
      }