Qt Quick 3D - Custom Effect Example

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import QtQuick import QtQuick3D import QtQuick3D.Helpers import QtQuick3D.Effects import QtQuick.Controls import QtQuick.Layouts Window { id: window width: 1280 height: 720 visible: true title: "Custom Post-Processing Effect Example" color: "#848895" View3D { id: view3d Effect { id: eff1 property TextureInput tex: TextureInput { id: qtLogo texture: Texture { source: "qt_logo_rect.png" } } passes: Pass { shaders: Shader { id: fs1 stage: Shader.Fragment shader: "effect.frag" } } } Effect { id: eff2 property real uRed: 0.0 SequentialAnimation on uRed { running: radioEff2.checked || radioEff3.checked loops: -1 NumberAnimation { from: 0; to: 1; duration: 2000 } NumberAnimation { from: 1; to: 0; duration: 2000 } } property real uGreen: 1.0 Shader { id: vs2 stage: Shader.Vertex shader: "effect2.vert" } Shader { id: fs2 stage: Shader.Fragment shader: "effect2.frag" } passes: Pass { shaders: [ vs2, fs2 ] } } Effect { id: eff3 property TextureInput tex: qtLogo property real uRed: 1.0 property real uGreen: 0.0 SequentialAnimation on uGreen { running: radioEff4.checked loops: -1 NumberAnimation { from: 0; to: 1; duration: 2000 } NumberAnimation { from: 1; to: 0; duration: 2000 } } Buffer { id: intermediateTexture name: "intermediateTexture" format: Buffer.RGBA8 textureFilterOperation: Buffer.Linear textureCoordOperation: Buffer.ClampToEdge sizeMultiplier: 2 // just for fun upscale and then downscale } passes: [ Pass { shaders: [ fs1 ] output: intermediateTexture }, Pass { shaders: [ vs2, fs2 ] commands: [ BufferInput { buffer: intermediateTexture } ] } ] } anchors.fill: parent renderMode: View3D.Offscreen environment: SceneEnvironment { id: env clearColor: "skyblue" backgroundMode: SceneEnvironment.Color effects: [ eff1 ] } PerspectiveCamera { id: camera position: Qt.vector3d(0, 200, 300) eulerRotation.x: -20 } DirectionalLight { eulerRotation.x: -20 eulerRotation.y: 20 ambientColor: Qt.rgba(0.8, 0.8, 0.8, 1.0); } Texture { id: checkers source: "checkers2.png" scaleU: 20 scaleV: 20 tilingModeHorizontal: Texture.Repeat tilingModeVertical: Texture.Repeat } Model { source: "#Rectangle" scale.x: 10 scale.y: 10 eulerRotation.x: -90 materials: [ DefaultMaterial { diffuseMap: checkers } ] } Model { source: "#Cone" position: Qt.vector3d(100, 0, -200) scale.y: 3 materials: [ DefaultMaterial { diffuseColor: "green" } ] } Model { id: sphere source: "#Sphere" position: Qt.vector3d(-100, 200, -200) materials: [ DefaultMaterial { diffuseColor: "#808000" } ] } Model { source: "#Cube" position.y: 50 eulerRotation.y: 20 materials: [ DefaultMaterial { diffuseColor: "gray" } ] } } WasdController { controlledObject: camera } ColumnLayout { Label { text: "Use WASD and mouse to navigate" font.bold: true } ButtonGroup { buttons: [ radioEff1, radioEff2, radioEff3, radioEff4, radioEff5 ] } RadioButton { id: radioEff1 text: "Custom effect with fragment shader only" checked: true focusPolicy: Qt.NoFocus onCheckedChanged: { if (checked) env.effects = [ eff1 ]; } } RadioButton { id: radioEff2 text: "Custom effect with vertex and fragment shaders" checked: false focusPolicy: Qt.NoFocus onCheckedChanged: { if (checked) env.effects = [ eff2 ]; } } RadioButton { id: radioEff3 text: "Both effects chained" checked: false focusPolicy: Qt.NoFocus onCheckedChanged: { if (checked) env.effects = [ eff1, eff2 ]; } } RadioButton { id: radioEff4 text: "As one single, multi-pass effect" checked: false focusPolicy: Qt.NoFocus onCheckedChanged: { if (checked) env.effects = [ eff3 ]; } } RadioButton { id: radioEff5 text: "No effects" checked: false focusPolicy: Qt.NoFocus onCheckedChanged: { if (checked) env.effects = []; } } } }