Qt Quick 3D - 自定义材质范例

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import QtQuick import QtQuick3D import QtQuick.Controls import QtQuick.Layouts Window { id: window width: 1280 height: 720 visible: true title: "Custom Materials Example" View3D { id: v3d anchors.fill: parent camera: camera environment: SceneEnvironment { backgroundMode: SceneEnvironment.SkyBox probeExposure: 2 lightProbe: Texture { source: "maps/OpenfootageNET_lowerAustria01-1024.hdr" } } PerspectiveCamera { id: camera fieldOfView: 45 position: Qt.vector3d(0, 100, 900) } SpotLight { position: Qt.vector3d(0, 500, 0) eulerRotation.x: -60 color: Qt.rgba(1.0, 1.0, 0.1, 1.0) brightness: 50 castsShadow: true shadowMapQuality: Light.ShadowMapQualityHigh } property real globalRotation: 0 NumberAnimation on globalRotation { from: 0 to: 360 duration: 27000 loops: Animation.Infinite } property real radius: 400 property real separation: 360/5 Model { id: floor source: "#Rectangle" y: -200 scale: Qt.vector3d(15, 15, 1) eulerRotation.x: -90 materials: [ DefaultMaterial { diffuseColor: "white" } ] } // Start with a simple material, using the built-in implementation for everything. Node { eulerRotation.y: v3d.globalRotation Model { source: "weirdShape.mesh" scale: Qt.vector3d(100, 100, 100) rotation: Quaternion.fromEulerAngles(-90, 0, 0) x: v3d.radius materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded fragmentShader: "material_simple.frag" property color uDiffuse: "fuchsia" property real uSpecular: 1.0 } ] } } // A metallic material using defaults for everything, except ambient light, and no uniforms. Node { eulerRotation.y: v3d.globalRotation + v3d.separation * 1 Model { source: "weirdShape.mesh" scale: Qt.vector3d(100, 100, 100) rotation: Quaternion.fromEulerAngles(-90, 0, 0) x: v3d.radius materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded fragmentShader: "material_metallic.frag" } ] } } // A material with custom handling of all the lights, but still using // the built-in specular function. Node { eulerRotation.y: v3d.globalRotation + v3d.separation * 2 Model { source: "weirdShape.mesh" scale: Qt.vector3d(100, 100, 100) rotation: Quaternion.fromEulerAngles(-90, 0, 0) x: v3d.radius materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded fragmentShader: "material_customlights.frag" property color uDiffuse: "orange" property real uShininess: 150 } ] } } // Custom handling of everything, including specular. Node { eulerRotation.y: v3d.globalRotation + v3d.separation * 3 Model { source: "weirdShape.mesh" scale: Qt.vector3d(100, 100, 100) rotation: Quaternion.fromEulerAngles(-90, 0, 0) x: v3d.radius materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded fragmentShader: "material_customspecular.frag" property color uDiffuse: "green" property real uShininess: 150 } ] } } // Custom lights, plus custom vertex shader Node { eulerRotation.y: v3d.globalRotation + v3d.separation * 4 Model { source: "weirdShape.mesh" scale: Qt.vector3d(100, 100, 100) rotation: Quaternion.fromEulerAngles(-90, 0, 0) x: v3d.radius materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded vertexShader: "material_distortion.vert" fragmentShader: "material_customlights.frag" property real uTime: 0.0 property real uAmplitude: 0.3 property color uDiffuse: "yellow" property real uShininess: 50 NumberAnimation on uTime { from: 0.0; to: 31.4; duration: 10000; loops: -1 } } ] } } // Transparent material, with a refractive effect Model { id: screenSphere source: "#Sphere" scale: Qt.vector3d(0.75, 0.75, 0.75) y: 60 z: 750; materials: [ CustomMaterial { shadingMode: CustomMaterial.Shaded fragmentShader: "material_transparent.frag" } ] SequentialAnimation on x { NumberAnimation { from: 50; to: -50; duration: 20000 } NumberAnimation { from: -50; to: 50; duration: 20000 } loops: Animation.Infinite } } } }