WaveEffect.qml Example File

wave/WaveEffect.qml
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 import Qt3D.Core 2.0
 import Qt3D.Render 2.0

 Effect {
     id: root

     property bool wireframe: false

     // These parameters act as default values for the effect. They take
     // priority over any parameters specified in the RenderPasses below
     // (none provided in this example). In turn these parameters can be
     // overwritten by specifying them in a Material that references this
     // effect.
     // The priority order is:
     //
     // Material -> Effect -> Technique -> RenderPass -> GLSL default values
     parameters: [
         Parameter { name: "ka"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
         Parameter { name: "kd"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) }
     ]

     techniques: [
         Technique {
             graphicsApiFilter {
                 api: GraphicsApiFilter.OpenGL
                 profile: GraphicsApiFilter.CoreProfile
                 majorVersion: 3
                 minorVersion: 2
             }

             filterKeys: [ FilterKey { name: "renderingStyle"; value: "forward" } ]

             parameters: [
                 Parameter { name: "light.position"; value: Qt.vector4d( 0.0, 0.0, 0.0, 1.0 ) },
                 Parameter { name: "light.intensity"; value: Qt.vector3d( 1.0, 1.0, 1.0 ) },
                 Parameter { name: "line.width"; value: 0.8 },
                 Parameter { name: "line.color"; value: Qt.vector4d( 1.0, 1.0, 1.0, 1.0 ) }
             ]

             renderPasses: [
                 RenderPass {
                     shaderProgram: wireframe ? wireframeShader : standardShader

                     // Disable depth testing and use simple additive blending
                     renderStates: [
                         DepthTest { depthFunction: DepthTest.Always },
                         BlendEquationArguments {
                             sourceRgb: BlendEquationArguments.One
                             destinationRgb: BlendEquationArguments.OneMinusSourceColor
                         }
                     ]

                     ShaderProgram {
                         id: standardShader
                         vertexShaderCode:   loadSource("qrc:/shaders/ribbon.vert")
                         fragmentShaderCode: loadSource("qrc:/shaders/ribbon.frag")
                     }

                     ShaderProgram {
                         id: wireframeShader
                         vertexShaderCode:   loadSource("qrc:/shaders/ribbon.vert")
                         geometryShaderCode: loadSource("qrc:/shaders/robustwireframe.geom")
                         fragmentShaderCode: loadSource("qrc:/shaders/ribbonwireframe.frag")
                     }
                 }
             ]
         }
     ]
 }