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// Copyright (C) 2020 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick3D
import QtQuick
Rectangle {
id: directionallight
width: 800
height: 480
color: Qt.rgba(0, 0, 0, 1)
View3D {
id: view
anchors.fill: parent
camera: camera1
DirectionalLight {
castsShadow: true
shadowFactor: 25
eulerRotation: Qt.vector3d(-60, -20, 0)
}
// The ground must have shadows from the cube, the cylinder, and the big sphere above the cube.
// The ground must not show shadowing from the smaller sphere in the center.
// The cube must not show shadowing from from the big sphere.
Model {
id: ground
source: "#Cube"
scale: Qt.vector3d(10, 0.01, 10)
materials: DefaultMaterial {
diffuseColor: Qt.rgba(1.0, 1.0, 0.0, 1.0)
}
castsShadows: false
}
Model {
source: "#Sphere"
y: 50
materials: DefaultMaterial {
}
castsShadows: false // no shadow should be visible on the ground for this
}
Model {
source: "#Cylinder"
y: 200
x: -250
scale: Qt.vector3d(1, 5, 1)
materials: DefaultMaterial {
}
}
Model {
source: "#Sphere"
x: -250
y: 200 // above the cube
z: 250
materials: DefaultMaterial {
}
}
Model {
source: "#Cube"
x: -250
z: 250
y: 50
materials: DefaultMaterial {
}
receivesShadows: false // the sphere above would shadow it otherwise
}
PerspectiveCamera {
id: camera1
z: 600
y: 300
clipFar: 1000
eulerRotation: Qt.vector3d(-20, 0, 0)
}
}
}
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