WaterMaterial.qml Example File | Qt 3D 5.12.8

- Qt 5.12
- Qt 3D
- Qt 3D: Advanced Custom Material QML Example
- WaterMaterial.qml Example File
- Qt 5.12.8 Reference Documentation

# 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 ]
                     }
                 }
             ]
         }
     }