diff options
author | Robert Brock <robert.brock@kdab.com> | 2016-05-09 11:09:38 +0100 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2016-05-15 13:44:44 +0000 |
commit | 2ed452167ef143147137f134639be53bf065112a (patch) | |
tree | e7c9d6abad0f5667ebe22fd72212a1d11284c786 /examples/qt3d/deferred-renderer-qml/FinalEffect.qml | |
parent | 101408edf1ca81c3d627b7d454090c54dd1edceb (diff) |
Moved deferred-renderer-qml example to manual test
Part of an examples cleanup
Change-Id: If2fe4646b5a57269516f615b0c6d5097723fdb2e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'examples/qt3d/deferred-renderer-qml/FinalEffect.qml')
-rw-r--r-- | examples/qt3d/deferred-renderer-qml/FinalEffect.qml | 191 |
1 files changed, 0 insertions, 191 deletions
diff --git a/examples/qt3d/deferred-renderer-qml/FinalEffect.qml b/examples/qt3d/deferred-renderer-qml/FinalEffect.qml deleted file mode 100644 index 482ad91cc..000000000 --- a/examples/qt3d/deferred-renderer-qml/FinalEffect.qml +++ /dev/null @@ -1,191 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). -** Contact: https://www.qt.io/licensing/ -** -** This file is part of the Qt3D module of the Qt Toolkit. -** -** $QT_BEGIN_LICENSE:BSD$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** BSD License Usage -** Alternatively, you may use this file under the terms of the BSD license -** as follows: -** -** "Redistribution and use in source and binary forms, with or without -** modification, are permitted provided that the following conditions are -** met: -** * Redistributions of source code must retain the above copyright -** notice, this list of conditions and the following disclaimer. -** * Redistributions in binary form must reproduce the above copyright -** notice, this list of conditions and the following disclaimer in -** the documentation and/or other materials provided with the -** distribution. -** * Neither the name of The Qt Company Ltd nor the names of its -** contributors may be used to endorse or promote products derived -** from this software without specific prior written permission. -** -** -** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -** A PARTICULAR PURPOSE ARE DISCLAIMED. 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 Qt3D.Core 2.0 -import Qt3D.Render 2.0 - -Effect { - techniques : [ - // OpenGL 3.1 - Technique { - graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; minorVersion : 1; majorVersion : 3 } - parameters: Parameter { name: "PointLightBlock"; value: ShaderData { - property ShaderDataArray lights: ShaderDataArray { - // hard coded lights until we have a way to filter - // ShaderData in a scene - values: [sceneEntity.light, sphere1.light, sphere2.light, light3.light, light4.light] - } - } - } - renderPasses : RenderPass { - filterKeys : FilterKey { name : "pass"; value : "final" } - shaderProgram : ShaderProgram { - id : finalShaderGL3 - vertexShaderCode: - "#version 140 - - in vec4 vertexPosition; - uniform mat4 modelMatrix; - - void main() - { - gl_Position = modelMatrix * vertexPosition; - } - " - fragmentShaderCode: - "#version 140 - - uniform sampler2D color; - uniform sampler2D position; - uniform sampler2D normal; - uniform vec2 winSize; - - out vec4 fragColor; - - struct PointLight - { - vec3 position; - vec3 direction; - vec4 color; - float intensity; - }; - - const int lightCount = 5; - uniform PointLightBlock { - PointLight lights[lightCount]; - }; - - void main() - { - vec2 texCoord = gl_FragCoord.xy / winSize; - vec4 col = texture(color, texCoord); - vec3 pos = texture(position, texCoord).xyz; - vec3 norm = texture(normal, texCoord).xyz; - - vec4 lightColor; - for (int i = 0; i < lightCount; i++) { - vec3 s = normalize(lights[i].position - pos); - lightColor += lights[i].color * (lights[i].intensity * max(dot(s, norm), 0.0)); - } - lightColor /= float(lightCount); - fragColor = col; - } - " - } - } - }, - // OpenGL 2.0 with FBO extension - Technique { - graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.NoProfile; minorVersion : 0; majorVersion : 2 } - parameters: Parameter { name: "pointLights"; value: ShaderData { - property ShaderDataArray lights: ShaderDataArray { - // hard coded lights until we have a way to filter - // ShaderData in a scene - values: [sceneEntity.light, sphere1.light, sphere2.light, light3.light, light4.light] - } - } - } - renderPasses : RenderPass { - filterKeys : FilterKey { name : "pass"; value : "final" } - shaderProgram : ShaderProgram { - id : finalShaderGL2 - vertexShaderCode: - "#version 110 - - attribute vec4 vertexPosition; - uniform mat4 modelMatrix; - - void main() - { - gl_Position = modelMatrix * vertexPosition; - } - " - fragmentShaderCode: - "#version 110 - - uniform sampler2D color; - uniform sampler2D position; - uniform sampler2D normal; - uniform vec2 winSize; - - struct PointLight - { - vec3 position; - vec3 direction; - vec4 color; - float intensity; - }; - - const int lightCount = 5; - uniform struct - { - PointLight lights[lightCount]; - }; - - void main() - { - vec2 texCoord = gl_FragCoord.xy / winSize; - vec4 col = texture2D(color, texCoord); - vec3 pos = texture2D(position, texCoord).xyz; - vec3 norm = texture2D(normal, texCoord).xyz; - - vec4 lightColor; - for (int i = 0; i < lightCount; i++) { - vec3 s = lights[i].position - pos); - lightColor += lights[i].color * (lights[i].intensity * max(dot(s, norm), 0.0)); - } - lightColor /= float(lightCount); - gl_FragColor = col * lightColor; - } - " - } - } - }] -} |