Qt Quick 3D - Custom Materials Example
/**************************************************************************** ** ** Copyright (C) 2019 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** 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 https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 2.15 import QtQuick.Window 2.14 import QtQuick3D 1.15 import QtQuick.Controls 2.12 import QtQuick.Layouts 1.12 Window { id: window width: 1280 height: 720 visible: true title: "Custom Materials Example" MouseArea { anchors.fill: parent hoverEnabled: screenSphere.visible onPositionChanged: { screenSphere.x = (mouse.x / window.width * 2.0 - 1.0) * 200 screenSphere.y = (mouse.y / window.height * 2.0 - 1.0) * -200 } } View3D { id: v3d anchors.fill: parent camera: camera environment: probeCb.checked ? probeEnv : env SceneEnvironment { id: env clearColor: "#444845" backgroundMode: SceneEnvironment.Color } SceneEnvironment { id: probeEnv clearColor: "#444845" backgroundMode: SceneEnvironment.Color probeExposure: 10 lightProbe: Texture { source: "maps/OpenfootageNET_garage-1024.hdr" } } 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) scope: probeCb.checked ? dummy : null } PointLight { position: Qt.vector3d(0, 500, 0) color: Qt.rgba(0.1, 1.0, 0.1, 1.0) ambientColor: Qt.rgba(0.2, 0.2, 0.2, 1.0) brightness: 5 castsShadow: true shadowMapQuality: Light.ShadowMapQualityHigh scope: probeCb.checked ? dummy : null } Node { id: dummy } property url fragShaderSrc: probeCb.checked ? "material_lightprobe.frag" : (builtinSpecularCb.checked ? "material_builtinspecular.frag" : "material.frag") Model { source: "#Rectangle" y: -200 scale: Qt.vector3d(5, 5, 5) eulerRotation.x: -90 materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded vertexShader: "material.vert" fragmentShader: v3d.fragShaderSrc property real uTime: 0.0 property real uAmplitude: 0.0 property color uDiffuse: "white" property real uShininess: 50 } ] } WeirdShape { customMaterial: CustomMaterial { shadingMode: CustomMaterial.Shaded vertexShader: "material.vert" fragmentShader: v3d.fragShaderSrc property real uTime: 0.0 property real uAmplitude: 0.0 property color uDiffuse: "purple" property real uShininess: 50 } position: Qt.vector3d(150, 150, -100) } Model { position: Qt.vector3d(-100, 0, -50) eulerRotation.x: 30 NumberAnimation on eulerRotation.y { from: 0; to: 360; duration: 5000; loops: -1 } scale: Qt.vector3d(1.5, 1.5, 1.5) source: "#Cylinder" materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded vertexShader: "material.vert" fragmentShader: v3d.fragShaderSrc property real uTime: 0.0 property real uAmplitude: 0.0 property color uDiffuse: "yellow" property real uShininess: 50 SequentialAnimation on uAmplitude { loops: -1 NumberAnimation { from: 0.0; to: 200.0; duration: 5000 } NumberAnimation { from: 200.0; to: 0.0; duration: 5000 } } } ] } Model { id: screenSphere source: "#Sphere" visible: screenTexCb.checked scale: Qt.vector3d(4, 4, 4) z: 100 materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded sourceBlend: uKeepAlpha ? CustomMaterial.SrcAlpha : CustomMaterial.NoBlend destinationBlend: uKeepAlpha ? CustomMaterial.OneMinusSrcAlpha : CustomMaterial.NoBlend fragmentShader: "screen.frag" property bool uKeepAlpha: screenTexAlphaCb.checked } ] } } Rectangle { color: "lightGray" width: controls.implicitWidth height: controls.implicitHeight ColumnLayout { id: controls RadioButton { checked: true text: "Lights, custom diffuse and specular" } RadioButton { id: builtinSpecularCb checked: false text: "Light, custom diffuse, built-in specular" } RadioButton { id: probeCb checked: false text: "Light probe, metalness (disables directional/point lights)" onCheckedChanged: if (checked) screenTexCb.checked = false } RowLayout { CheckBox { id: screenTexCb enabled: !probeCb.checked checked: false text: "Emboss Sphere" } CheckBox { id: screenTexAlphaCb checked: false text: "Keep alpha" } } } } }