WaterMaterial.qml Example File | Qt 3D 5.9

Qt 5.9 | Qt 3D | Qt 3D: Advanced custom material QML Example | WaterMaterial.qml Example File

Qt 5.9.9 Reference Documentation

# WaterMaterial.qml Example File

advancedcustommaterial/WaterMaterial.qml

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      import Qt3D.Core 2.0
      import Qt3D.Render 2.0

      Material {
          id: root

          property color ambient:  Qt.rgba(0.15, 0.35, 0.50, 1.0)
          property alias diffuse: diffuseTextureImage.source
          property alias normal: normalTextureImage.source
          property alias wave: waveTextureImage.source
          property alias specular: specularTextureImage.source
          property alias sky: skyTextureImage.source
          property alias foam: foamTextureImage.source

          property color specularColor: Qt.rgba(0.2, 0.2, 0.2, 1.0)
          property real shininess: 150.0
          property real textureScale: 1.0
          property real offsetx: 0.0
          property real offsety: 0.0
          property real wavescale: 0.0
          property real specularity: 1.0
          property real waveheight: 0.1
          property real waveStrenght: 0.1
          property real normalAmount: 2.0
          property real waveRandom: 1.0

          parameters: [
              Parameter { name: "ka"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) },
              Parameter {
                  name: "foamTexture"
                  value: Texture2D {
                      id: foamTexture
                      minificationFilter: Texture.LinearMipMapLinear
                      magnificationFilter: Texture.Linear
                      wrapMode {
                          x: WrapMode.Repeat
                          y: WrapMode.Repeat
                      }
                      generateMipMaps: true
                      maximumAnisotropy: 16.0
                      TextureImage { id: foamTextureImage }
                  }
              },
              Parameter {
                  name: "skyTexture"
                  value: Texture2D {
                      id: skyTexture
                      minificationFilter: Texture.LinearMipMapLinear
                      magnificationFilter: Texture.Linear
                      wrapMode {
                          x: WrapMode.Repeat
                          y: WrapMode.Repeat
                      }
                      generateMipMaps: true
                      maximumAnisotropy: 16.0
                      TextureImage { id: skyTextureImage }
                  }
              },
              Parameter {
                  name: "waveTexture"
                  value: Texture2D {
                      id: waveTexture
                      minificationFilter: Texture.LinearMipMapLinear
                      magnificationFilter: Texture.Linear
                      wrapMode {
                          x: WrapMode.Repeat
                          y: WrapMode.Repeat
                      }
                      generateMipMaps: true
                      maximumAnisotropy: 16.0
                      TextureImage { id: waveTextureImage }
                  }
              },
              Parameter {
                  name: "specularTexture"
                  value: Texture2D {
                      id: specularTexture
                      minificationFilter: Texture.LinearMipMapLinear
                      magnificationFilter: Texture.Linear
                      wrapMode {
                          x: WrapMode.Repeat
                          y: WrapMode.Repeat
                      }
                      generateMipMaps: true
                      maximumAnisotropy: 16.0
                      TextureImage { id: specularTextureImage }
                  }
              },
              Parameter {
                  name: "diffuseTexture"
                  value: Texture2D {
                      id: diffuseTexture
                      minificationFilter: Texture.LinearMipMapLinear
                      magnificationFilter: Texture.Linear
                      wrapMode {
                          x: WrapMode.Repeat
                          y: WrapMode.Repeat
                      }
                      generateMipMaps: true
                      maximumAnisotropy: 16.0
                      TextureImage { id: diffuseTextureImage }
                  }
              },
              Parameter {
                  name: "normalTexture"
                  value: Texture2D {
                      id: normalTexture
                      minificationFilter: Texture.LinearMipMapLinear
                      magnificationFilter: Texture.Linear
                      wrapMode {
                          x: WrapMode.Repeat
                          y: WrapMode.Repeat
                      }
                      generateMipMaps: true

                      maximumAnisotropy: 16.0
                      TextureImage { id: normalTextureImage }
                  }
              },
              Parameter {
                  name: "specularColor"
                  value: Qt.vector3d(root.specularColor.r, root.specularColor.g, root.specularColor.b)
              },
              Parameter { name: "shininess"; value: root.shininess },
              Parameter { name: "texCoordScale"; value: textureScale },
              Parameter { name: "offsetx"; value: root.offsetx },
              Parameter { name: "offsety"; value: root.offsety },
              Parameter { name: "vertYpos"; value: root.wavescale },
              Parameter { name: "specularity"; value: root.specularity },
              Parameter { name: "waveheight"; value: root.waveheight },
              Parameter { name: "waveStrenght"; value: root.waveStrenght },
              Parameter { name: "waveRandom"; value: root.waveRandom },
              Parameter { name: "normalAmount"; value: root.normalAmount }
          ]

          effect: Effect {
              property string vertex: "qrc:/shaders/gl3/water.vert"
              property string fragment: "qrc:/shaders/gl3/water.frag"
              property string vertexES: "qrc:/shaders/es2/water.vert"
              property string fragmentES: "qrc:/shaders/es2/water.frag"

              FilterKey {
                  id: forward
                  name: "renderingStyle"
                  value: "forward"
              }
              ShaderProgram {
                  id: gl3Shader
                  vertexShaderCode: loadSource(parent.vertex)
                  fragmentShaderCode: loadSource(parent.fragment)
              }
              ShaderProgram {
                  id: esShader
                  vertexShaderCode: loadSource(parent.vertexES)
                  fragmentShaderCode: loadSource(parent.fragmentES)
              }

              AlphaCoverage { id: alphaCoverage }

              DepthTest {
                  id: depth
                  depthFunction: DepthTest.Less }

              techniques: [
                  // OpenGL 3.1
                  Technique {
                      filterKeys: [ forward ]
                      graphicsApiFilter {
                          api: GraphicsApiFilter.OpenGL
                          profile: GraphicsApiFilter.CoreProfile
                          majorVersion: 3
                          minorVersion: 1
                      }
                      renderPasses: RenderPass {
                          shaderProgram: gl3Shader
                          renderStates: [alphaCoverage ]
                      }
                  },

                  // OpenGLES 2.0
                  Technique {
                      filterKeys: [ forward ]
                      graphicsApiFilter {
                          api: GraphicsApiFilter.OpenGLES
                          majorVersion: 2
                          minorVersion: 0
                      }
                      renderPasses: RenderPass {
                          shaderProgram: esShader
                          renderStates: [ alphaCoverage ]
                      }
                  },

                  // OpenGL ES 2
                  Technique {
                      filterKeys: [ forward ]
                      graphicsApiFilter {
                          api: GraphicsApiFilter.OpenGLES
                          profile: GraphicsApiFilter.NoProfile
                          majorVersion: 2
                          minorVersion: 0
                      }
                      renderPasses: RenderPass {
                          shaderProgram: esShader
                          renderStates: [ alphaCoverage ]
                      }
                  }
              ]
          }
      }