ShadowEffect.qml Example File

planets-qml/ShadowEffect.qml

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  import Qt3D.Core 2.0
  import Qt3D.Render 2.0

  Effect {
      id: root

      property Texture2D shadowTexture
      property PlanetsLight light

      parameters: [
          Parameter { name: "lightViewProjection"; value: root.light.lightViewProjection },
          Parameter { name: "lightPosition";  value: root.light.lightPosition },
          Parameter { name: "lightIntensity"; value: root.light.lightIntensity },
          Parameter { name: "shadowMapTexture"; value: root.shadowTexture }
      ]

      FilterKey { id: desktopkey; name: "name"; value: "Desktop" }
      FilterKey { id: shadowkey; name: "pass"; value: "shadowmap" }
      FilterKey { id: forwardkey; name : "pass"; value : "forward" }
      FilterKey { id: eskey; name: "name"; value: "ES2" }

      RenderPass {
          id: shadowpass
          filterKeys: [ shadowkey ]

          shaderProgram: ShaderProgram {
              vertexShaderCode:   loadSource("qrc:/shaders/gl3/shadowmap.vert")
              fragmentShaderCode: loadSource("qrc:/shaders/gl3/shadowmap.frag")
          }

          renderStates: [
              PolygonOffset { scaleFactor: 4; depthSteps: 4 },
              DepthTest { depthFunction: DepthTest.Less }
          ]
      }

      RenderPass {
          id: glpass
          filterKeys: [ forwardkey ]

          shaderProgram: ShaderProgram {
              vertexShaderCode:   loadSource("qrc:/shaders/gl3/planetDShadow.vert")
              fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetDShadow.frag")
          }

          // no special render state set => use the default set of states
      }

      RenderPass {
          id: espass
          filterKeys: [ forwardkey ]

          shaderProgram: ShaderProgram {
              vertexShaderCode:   loadSource("qrc:/shaders/es2/planetD.vert")
              fragmentShaderCode: loadSource("qrc:/shaders/es2/planetD.frag")
          }

          // no special render state set => use the default set of states
      }

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

              filterKeys: [ desktopkey ]

              renderPasses: [ shadowpass, glpass ]
          },
          Technique {
              graphicsApiFilter {
                  api: GraphicsApiFilter.OpenGL
                  majorVersion: 2
              }

              filterKeys: [ eskey ]

              renderPasses: [ espass ]
          },
          Technique {
              graphicsApiFilter {
                  api: GraphicsApiFilter.OpenGLES
                  majorVersion: 2
                  minorVersion: 0
              }

              filterKeys: [ eskey ]

              renderPasses: [ espass ]
          }
      ]
  }