sceneeffect.cpp Example File

deferred-renderer-cpp/sceneeffect.cpp

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  #include "sceneeffect.h"

  #include <Qt3DRender/QGraphicsApiFilter>
  #include <Qt3DRender/QShaderProgram>
  #include <QUrl>

  SceneEffect::SceneEffect(Qt3DCore::QNode *parent)
      : Qt3DRender::QEffect(parent)
      , m_gl3Technique(new Qt3DRender::QTechnique())
      , m_gl2Technique(new Qt3DRender::QTechnique())
      , m_gl2Pass(new Qt3DRender::QRenderPass())
      , m_gl3Pass(new Qt3DRender::QRenderPass())
      , m_passCriterion(new Qt3DRender::QFilterKey(this))
  {

      m_gl3Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
      m_gl3Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
      m_gl3Technique->graphicsApiFilter()->setMajorVersion(3);
      m_gl3Technique->graphicsApiFilter()->setMinorVersion(3);

      m_gl2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
      m_gl2Technique->graphicsApiFilter()->setMajorVersion(2);
      m_gl2Technique->graphicsApiFilter()->setMinorVersion(0);
      m_gl2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);

      m_passCriterion->setName(QStringLiteral("pass"));
      m_passCriterion->setValue(QStringLiteral("geometry"));

      Qt3DRender::QShaderProgram *gl3Shader = new Qt3DRender::QShaderProgram();
      gl3Shader->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl3.vert"))));
      gl3Shader->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl3.frag"))));

      m_gl3Pass->addFilterKey(m_passCriterion);
      m_gl3Pass->setShaderProgram(gl3Shader);
      m_gl3Technique->addRenderPass(m_gl3Pass);

      Qt3DRender::QShaderProgram *gl2Shader = new Qt3DRender::QShaderProgram();
      gl2Shader->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl2.vert"))));
      gl2Shader->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/geometry_gl2.frag"))));

      m_gl2Pass->addFilterKey(m_passCriterion);
      m_gl2Pass->setShaderProgram(gl2Shader);
      m_gl2Technique->addRenderPass(m_gl2Pass);

      addTechnique(m_gl3Technique);
      addTechnique(m_gl2Technique);
  }

  QList<Qt3DRender::QFilterKey *> SceneEffect::passCriteria() const
  {
      return QList<Qt3DRender::QFilterKey *>() << m_passCriterion;
  }