Qt Quick 3D - Lights Example
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IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/import QtQuick 2.15 import QtQuick.Window 2.12 import QtQuick3D 1.15 Window { width: 1280 height: 720 visible: true title: qsTr("Lights Example") View3D { anchors.fill: parent environment: SceneEnvironment { clearColor: "#808080" backgroundMode: SceneEnvironment.Color antialiasingMode: SceneEnvironment.MSAA antialiasingQuality: SceneEnvironment.High } PerspectiveCamera { position: Qt.vector3d(0, 400, 600) eulerRotation.x: -30 clipFar: 2000 } DirectionalLight { id: light1 color: Qt.rgba(1.0, 0.1, 0.1, 1.0) ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) position: Qt.vector3d(0, 200, 0) rotation: Quaternion.fromEulerAngles(-135, -90, 0) shadowMapQuality: Light.ShadowMapQualityHigh visible: checkBox1.checked castsShadow: checkBoxShadows.checked brightness: slider1.sliderValue SequentialAnimation on rotation { loops: Animation.Infinite QuaternionAnimation { to: Quaternion.fromEulerAngles(-45, -90, 0) duration: 2000 easing.type: Easing.InOutQuad } QuaternionAnimation { to: Quaternion.fromEulerAngles(-135, -90, 0) duration: 2000 easing.type: Easing.InOutQuad } } } PointLight { id: light2 color: Qt.rgba(0.1, 1.0, 0.1, 1.0) ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) position: Qt.vector3d(0, 300, 0) shadowMapFar: 2000 shadowMapQuality: Light.ShadowMapQualityHigh visible: checkBox2.checked castsShadow: checkBoxShadows.checked brightness: slider2.sliderValue SequentialAnimation on x { loops: Animation.Infinite NumberAnimation { to: 400 duration: 2000 easing.type: Easing.InOutQuad } NumberAnimation { to: 0 duration: 2000 easing.type: Easing.InOutQuad } } } AreaLight { id: light3 color: Qt.rgba(0.1, 0.1, 1.0, 1.0) ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0) position: Qt.vector3d(-50, 250, 150) eulerRotation.x: -90 width: 1000 height: 200 shadowMapFar: 2000 shadowMapQuality: Light.ShadowMapQualityHigh visible: checkBox3.checked castsShadow: checkBoxShadows.checked brightness: slider3.sliderValue SequentialAnimation on z { loops: Animation.Infinite NumberAnimation { to: -150 duration: 2000 easing.type: Easing.InOutQuad } NumberAnimation { to: 150 duration: 2000 easing.type: Easing.InOutQuad } } } SpotLight { id: light4 color: Qt.rgba(1.0, 0.9, 0.7, 1.0) ambientColor: Qt.rgba(0.0, 0.0, 0.0, 0.0) position: Qt.vector3d(0, 250, 0) eulerRotation.x: -45 shadowMapFar: 2000 shadowMapQuality: Light.ShadowMapQualityHigh visible: checkBox4.checked castsShadow: checkBoxShadows.checked brightness: slider4.sliderValue coneAngle: 50 innerConeAngle: 30 PropertyAnimation on eulerRotation.y { loops: Animation.Infinite from: 0 to: -360 duration: 10000 } } Model { source: "#Rectangle" y: -200 scale: Qt.vector3d(15, 15, 15) eulerRotation.x: -90 materials: [ DefaultMaterial { diffuseColor: Qt.rgba(0.8, 0.6, 0.4, 1.0) } ] } Model { source: "#Rectangle" z: -400 scale: Qt.vector3d(15, 15, 15) materials: [ DefaultMaterial { diffuseColor: Qt.rgba(0.8, 0.8, 0.9, 1.0) } ] } Model { source: "teapot.mesh" y: -100 scale: Qt.vector3d(75, 75, 75) materials: [ DefaultMaterial { diffuseColor: Qt.rgba(0.9, 0.9, 0.9, 1.0) } ] NumberAnimation on eulerRotation.y { loops: Animation.Infinite duration: 5000 from: 0 to: -360 } } Model { source: "#Cube" position: light1.position rotation: light1.rotation property real size: slider1.highlight ? 0.2 : 0.1 scale: Qt.vector3d(size, size, size) materials: [ DefaultMaterial { diffuseColor: light1.color opacity: 0.4 } ] } Model { source: "#Cube" position: light2.position rotation: light2.rotation property real size: slider2.highlight ? 0.2 : 0.1 scale: Qt.vector3d(size, size, size) materials: [ DefaultMaterial { diffuseColor: light2.color opacity: 0.4 } ] } Model { source: "#Cube" position: light3.position rotation: light3.rotation property real size: slider3.highlight ? 0.2 : 0.1 scale: Qt.vector3d(size, size, size) materials: [ DefaultMaterial { diffuseColor: light3.color opacity: 0.4 } ] } Model { source: "#Cube" position: light4.position rotation: light4.rotation property real size: slider4.highlight ? 0.2 : 0.1 scale: Qt.vector3d(size, size, size) materials: [ DefaultMaterial { diffuseColor: light4.color opacity: 0.4 } ] } } Rectangle { anchors.fill: settingsArea anchors.margins: -10 color: "#e0e0e0" border.color: "#000000" border.width: 1 opacity: 0.8 } Column { id: settingsArea anchors.top: parent.top anchors.topMargin: 20 anchors.left: parent.left anchors.leftMargin: 20 CustomCheckBox { id: checkBoxShadows text: qsTr("Enable Shadows") checked: true } Item { width: 1; height: 40 } CustomCheckBox { id: checkBox1 text: qsTr("Directional Light") checked: true } CustomSlider { id: slider1 sliderValue: 50 fromValue: 0 toValue: 100 } Item { width: 1; height: 40 } CustomCheckBox { id: checkBox2 text: qsTr("Point Light") checked: true } CustomSlider { id: slider2 sliderValue: 600 fromValue: 0 toValue: 1000 } Item { width: 1; height: 40 } CustomCheckBox { id: checkBox3 text: qsTr("Area Light") checked: true } CustomSlider { id: slider3 sliderValue: 200 fromValue: 0 toValue: 500 } Item { width: 1; height: 40 } CustomCheckBox { id: checkBox4 text: qsTr("Spot Light") checked: true } CustomSlider { id: slider4 sliderValue: 1000 fromValue: 0 toValue: 3000 } } }