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basic_lighting_diffuse.qml
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import Qt3D.Core 2.0
import Qt3D.Render 2.0
import Qt3D.Input 2.0
import Qt3D.Extras 2.0
import VirtualKey 1.0
import "Components"
Scene2 {
id: scene
children: VirtualKeys {
target: scene
gameButtonsEnabled: false
color: "transparent"
centerItem: RowKeys {
keys: [
{text:"Space", key:Qt.Key_Space},
{text:"Return", key:Qt.Key_Return},
]
}
}
Entity {
id: root
RenderInputSettings0 {
mouseSensitivity: .5 / Units.dp
}
KeyboardDevice {
id: keyboardDevice
}
KeyboardHandler {
id: keyboardHandler
sourceDevice: keyboardDevice
focus: true
onSpacePressed: {
root.enableNormalRecalculate = !root.enableNormalRecalculate;
console.log("enableNormalRecalculate:", root.enableNormalRecalculate);
}
onReturnPressed: {
root.cuboidNonUniformScaled = !root.cuboidNonUniformScaled;
console.log("cuboidNonUniformScaled:", root.cuboidNonUniformScaled);
}
}
property bool enableNormalRecalculate: true
property bool cuboidNonUniformScaled: false
property vector3d lightPos: "1.2, 1.0, 2.0"
property color lightColor: "white"
property color objectColor: "coral"
Entity {
id: object
NonUniformScaledCuboidMesh0 {
/*
As Qt ignores non-uniform scaling, vetices is needed to be
processed to display the difference with or without normal
fix.
*/
id: objectMesh
fixNormal: root.enableNormalRecalculate
matrix: root.cuboidNonUniformScaled?
Qt.matrix4x4(
Math.random() + .2, Math.random(), Math.random(), Math.random()*2-1,
Math.random(), Math.random() + .2, Math.random(), Math.random()*2-1,
Math.random(), Math.random(), Math.random() + .2, Math.random()*2-1,
0, 0, 0, 1
):
Qt.matrix4x4()
}
Material {
id: objectMaterial
effect: Effect {
techniques: AutoTechnique {
renderPasses: RenderPass {
shaderProgram: AutoShaderProgram {
vertName: "basic_lighting"
fragName: "basic_lighting_diffuse"
}
parameters: [
Parameter {
name: "lightPos"
value: root.lightPos
},
Parameter {
name: "lightColor"
value: Qt.vector3d(
root.lightColor.r,
root.lightColor.g,
root.lightColor.b
)
},
Parameter {
name: "objectColor"
value: Qt.vector3d(
root.objectColor.r,
root.objectColor.g,
root.objectColor.b
)
}
]
}
}
}
}
components: [objectMesh, objectMaterial]
}
Entity {
id: lamp
CuboidMesh {
id: lampMesh
}
Transform {
id: lampTransform
translation: root.lightPos
scale: .2
}
Material {
id: lampMaterial
effect: Effect {
techniques: AutoTechnique {
renderPasses: RenderPass {
shaderProgram: AutoShaderProgram {
vertName: "basic_lighting"
fragName: "shaders-uniform"
}
parameters: [
Parameter {
name: "ourColor"
value: root.lightColor
}
]
}
}
}
}
components: [lampMesh, lampTransform, lampMaterial]
}
}
}