ShadowMapFrameGraph.qml Example File | Qt 3D 5.6

Qt 5.6 | Qt 3D | Qt 3D: Shadow Map QML Example | ShadowMapFrameGraph.qml Example File

Qt 5.6.2 Reference Documentation

# ShadowMapFrameGraph.qml Example File

shadow-map-qml/ShadowMapFrameGraph.qml

      /****************************************************************************
      **
      ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
      ** Contact: http://www.qt-project.org/legal
      **
      ** This file is part of the Qt3D module of the Qt Toolkit.
      **
      ** $QT_BEGIN_LICENSE:LGPL3$
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      ** GNU General Public License Usage
      ** Alternatively, this file may be used under the terms of the GNU
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      import QtQuick 2.2 as QQ2
      import Qt3D.Core 2.0
      import Qt3D.Render 2.0

      FrameGraph {
          id: root

          property alias viewCamera: viewCameraSelector.camera
          property alias lightCamera: lightCameraSelector.camera
          readonly property Texture2D shadowTexture: depthTexture

          activeFrameGraph: Viewport {
              rect: Qt.rect(0.0, 0.0, 1.0, 1.0)
              clearColor: Qt.rgba(0.0, 0.4, 0.7, 1.0)

              RenderPassFilter {
                  includes: [ Annotation { name: "pass"; value: "shadowmap" } ]

                  RenderTargetSelector {
                      target: RenderTarget {
                          attachments: [
                              RenderAttachment {
                                  name: "depth"
                                  type: RenderAttachment.DepthAttachment
                                  texture: Texture2D {
                                      id: depthTexture
                                      width: 1024
                                      height: 1024
                                      format: Texture.DepthFormat
                                      generateMipMaps: false
                                      magnificationFilter: Texture.Linear
                                      minificationFilter: Texture.Linear
                                      wrapMode {
                                          x: WrapMode.ClampToEdge
                                          y: WrapMode.ClampToEdge
                                      }
                                      comparisonFunction: Texture.CompareLessEqual
                                      comparisonMode: Texture.CompareRefToTexture
                                  }
                              }
                          ]
                      }

                      ClearBuffer {
                          buffers: ClearBuffer.DepthBuffer

                          CameraSelector {
                              id: lightCameraSelector
                          }
                      }
                  }
              }

              RenderPassFilter {
                  includes: [ Annotation { name: "pass"; value: "forward" } ]

                  ClearBuffer {
                      buffers: ClearBuffer.ColorDepthBuffer

                      CameraSelector {
                          id: viewCameraSelector
                      }
                  }
              }
          }
      }