// Copyright (C) 2017 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only 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" property string vertexRHI: "qrc:/shaders/rhi/water.vert" property string fragmentRHI: "qrc:/shaders/rhi/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) } ShaderProgram { id: rhiShader vertexShaderCode: loadSource(parent.vertexRHI) fragmentShaderCode: loadSource(parent.fragmentRHI) } 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 ] } }, // RHI Technique { filterKeys: [ forward ] graphicsApiFilter { api: GraphicsApiFilter.RHI profile: GraphicsApiFilter.NoProfile majorVersion: 1 minorVersion: 0 } renderPasses: RenderPass { shaderProgram: rhiShader renderStates: [ alphaCoverage ] } } ] } }