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 ]
                 }
             }
         ]
     }
 }