// Copyright (C) 2020 The Qt Company Ltd. // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only import QtQuick3D import QtQuick // This is like customdiffuse but a sphere in front that reads SCREEN_TEXTURE // with the cylinder and the ground rectangle, and changes red to 1.0. Also // keeps the alpha from the texture, so blending is exercised as well. Rectangle { width: 400 height: 400 color: "#444845" View3D { id: v3d anchors.fill: parent environment: SceneEnvironment { backgroundMode: SceneEnvironment.Transparent } camera: camera PerspectiveCamera { id: camera position: Qt.vector3d(0, 0, 600) } DirectionalLight { position: Qt.vector3d(-500, 500, -100) color: Qt.rgba(0.2, 0.2, 0.2, 1.0) ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) } PointLight { position: Qt.vector3d(0, 500, 0) color: Qt.rgba(0.1, 1.0, 0.1, 1.0) ambientColor: Qt.rgba(0.2, 0.2, 0.2, 1.0) brightness: 5 castsShadow: true shadowMapQuality: Light.ShadowMapQualityHigh } Model { source: "#Rectangle" y: -200 scale: Qt.vector3d(5, 5, 5) eulerRotation.x: -90 materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded vertexShader: "customdiffusespecular.vert" fragmentShader: "customdiffuse.frag" property real uTime: 0.0 property real uAmplitude: 0.0 property color uDiffuse: "white" property real uShininess: 50 } ] } Model { position: Qt.vector3d(-50, 0, -50) eulerRotation.x: 30.0 eulerRotation.y: 100.0 scale: Qt.vector3d(1.5, 1.5, 1.5) source: "#Cylinder" materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded vertexShader: "customdiffusespecular.vert" fragmentShader: "customdiffuse.frag" property real uTime: 1.0 property real uAmplitude: 50.0 property color uDiffuse: "yellow" property real uShininess: 50 } ] } Model { id: screenSphere source: "#Sphere" scale: Qt.vector3d(4, 4, 4) z: 100 materials: [ CustomMaterial { shadingMode: CustomMaterial.Unshaded sourceBlend: CustomMaterial.SrcAlpha destinationBlend: CustomMaterial.OneMinusSrcAlpha fragmentShader: "customscreentexture_unshaded.frag" } ] } } }