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Diffstat (limited to 'tests/manual/advancedcustommaterial/WaterMaterial.qml')
-rw-r--r-- | tests/manual/advancedcustommaterial/WaterMaterial.qml | 238 |
1 files changed, 238 insertions, 0 deletions
diff --git a/tests/manual/advancedcustommaterial/WaterMaterial.qml b/tests/manual/advancedcustommaterial/WaterMaterial.qml new file mode 100644 index 000000000..cb0573d0f --- /dev/null +++ b/tests/manual/advancedcustommaterial/WaterMaterial.qml @@ -0,0 +1,238 @@ +// Copyright (C) 2017 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause + +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" + property string vertexRHI: "qrc:/shaders/rhi/water.vert" + property string fragmentRHI: "qrc:/shaders/rhi/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) + } + ShaderProgram { + id: rhiShader + vertexShaderCode: loadSource(parent.vertexRHI) + fragmentShaderCode: loadSource(parent.fragmentRHI) + } + + 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 ] + } + }, + + // RHI + Technique { + filterKeys: [ forward ] + graphicsApiFilter { + api: GraphicsApiFilter.RHI + profile: GraphicsApiFilter.NoProfile + majorVersion: 1 + minorVersion: 0 + } + renderPasses: RenderPass { + shaderProgram: rhiShader + renderStates: [ alphaCoverage ] + } + } + ] + } +} + + |