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 ]
                  }
              }
          ]
      }
  }