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main.qml
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import QtQuick 2.1 as QQ2
import Qt3D.Core 2.0
import Qt3D.Render 2.10
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
Entity {
components: [
rendSettings,
inputSettings
]
InputSettings { id: inputSettings }
RenderSettings {
id: rendSettings
activeFrameGraph: RenderSurfaceSelector {
id: surfaceSelector
Viewport {
normalizedRect: Qt.rect(0, 0, 1, 1)
CameraSelector {
camera: camera
ClearBuffers {
buffers: ClearBuffers.ColorDepthBuffer
clearColor: "transparent"
FrustumCulling {
DepthTest {
depthFunction: DepthTest.LessOrEqual
RenderPassFilter {
matchAny: [drawFilterKey]
}
RenderPassFilter {
matchAny: [pickingFilterKey]
RenderTargetSelector {
target: rt
TextureRenderTarget {
id: rt
width: surfaceSelector.surface ? surfaceSelector.surface.width : 512
height: surfaceSelector.surface ? surfaceSelector.surface.height : 256
}
RenderCapture {
id: renderCapture
}
}
}
}
}
}
}
}
}
}
MouseDevice {
id: mouseDevice
}
MouseHandler {
sourceDevice: mouseDevice
property var reply
property var x
property var y
onReleased: {
x = mouse.x
y = mouse.y
doRenderCapture()
}
function doRenderCapture() {
reply = renderCapture.requestCapture()
reply.completeChanged.connect(onRenderCaptureCompleted)
}
function onRenderCaptureCompleted() {
var color = pixelValueReader.getID(reply, x, y)
console.log('ID: ' + color)
}
}
Camera {
id: camera
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: _window.width / _window.height
nearPlane: 0.1
farPlane: 100.0
position: Qt.vector3d(0.0, 10.0, 20.0)
viewCenter: Qt.vector3d(0.0, 0.0, 0.0)
upVector: Qt.vector3d(0.0, 1.0, 0.0)
}
FirstPersonCameraController { camera: camera }
Entity {
PlaneMesh {
id: pm
width: 20
height: 20
}
PhongMaterial {
id: pmm
ambient: Qt.rgba(0.0,0.0,0.7,1)
}
components: [ pm, pmm ]
}
Entity {
id: myEntity
property matrix4x4 instTransform: Qt.matrix4x4( // identity matrix
1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1)
GeometryRenderer {
id: gr
geometry: _instg
instanceCount: _instg.count
}
Transform {
id: trr
translation: Qt.vector3d(0,1.5,0)
}
Material {
id: grm
parameters: [
Parameter { name: "ka"; value: Qt.rgba(0.05, 0.05, 0.05, 1.0) },
Parameter { name: "kd"; value: Qt.rgba(0.7, 0.7, 0.7, 1.0) },
Parameter { name: "ks"; value: Qt.rgba(0.01, 0.01, 0.01, 1.0) },
Parameter { name: "shininess"; value: 150. },
Parameter { name: "inst"; value: myEntity.instTransform },
Parameter { name: "instNormal"; value: _instg.normalMatrix( myEntity.instTransform ) } // normal matrix (actually just 3x3)
]
effect: Effect {
techniques: Technique {
FilterKey {id: drawFilterKey; name: "pass"; value: "draw"}
FilterKey {id: pickingFilterKey; name: "pass"; value: "picking"}
graphicsApiFilter { api: GraphicsApiFilter.OpenGL; profile: GraphicsApiFilter.CoreProfile; majorVersion: 3; minorVersion: 1 }
renderPasses: [
RenderPass {
filterKeys: [drawFilterKey]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/instanced.vert")
fragmentShaderCode: loadSource("qrc:/shaders/instanced_draw.frag")
}
},
RenderPass {
filterKeys: [pickingFilterKey]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/instanced.vert")
fragmentShaderCode: loadSource("qrc:/shaders/instanced_picking.frag")
}
}
]
}
}
}
components: [ gr, grm, trr ]
}
// reference sphere (for shading)
Entity {
PhongMaterial {
id: redMat
ambient: "red"
}
SphereMesh {
id: sphereMesh
}
Transform {
id: sphereTransform
translation: Qt.vector3d(0,5,0)
}
components: [ redMat, sphereMesh, sphereTransform ]
}
}