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authorPaul Lemire <paul.lemire@kdab.com>2020-11-26 09:50:59 +0100
committerPaul Lemire <paul.lemire@kdab.com>2020-11-26 14:49:22 +0100
commit6531a4e6c5d28c4eb18fffb7611fdc97d42f97b8 (patch)
tree88b3e8e58acf6aa1a2efc3a342ac028f2a1aca22 /examples
parent4ad2efac3e734f72c0c8d0ff9739106728fe6c98 (diff)
advancedcustommaterial example: add RHI support
Pick-to: 6.0 6.0.0 Change-Id: I2e356cb893710c759a4d73eaf850ce39d46e5935 Reviewed-by: Mike Krus <mike.krus@kdab.com>
Diffstat (limited to 'examples')
-rw-r--r--examples/qt3d/advancedcustommaterial/CMakeLists.txt2
-rw-r--r--examples/qt3d/advancedcustommaterial/WaterMaterial.qml22
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders.qrc2
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/rhi/water.frag80
-rw-r--r--examples/qt3d/advancedcustommaterial/shaders/rhi/water.vert79
5 files changed, 185 insertions, 0 deletions
diff --git a/examples/qt3d/advancedcustommaterial/CMakeLists.txt b/examples/qt3d/advancedcustommaterial/CMakeLists.txt
index 19dde30f3..848991f2d 100644
--- a/examples/qt3d/advancedcustommaterial/CMakeLists.txt
+++ b/examples/qt3d/advancedcustommaterial/CMakeLists.txt
@@ -79,6 +79,8 @@ set(shaders_resource_files
"shaders/es2/water.vert"
"shaders/gl3/water.frag"
"shaders/gl3/water.vert"
+ "shaders/rhi/water.frag"
+ "shaders/rhi/water.vert"
)
qt6_add_resources(advancedcustommaterial "shaders"
diff --git a/examples/qt3d/advancedcustommaterial/WaterMaterial.qml b/examples/qt3d/advancedcustommaterial/WaterMaterial.qml
index b67e8322c..0627f6519 100644
--- a/examples/qt3d/advancedcustommaterial/WaterMaterial.qml
+++ b/examples/qt3d/advancedcustommaterial/WaterMaterial.qml
@@ -189,6 +189,8 @@ Material {
property string fragment: "qrc:/shaders/gl3/water.frag"
property string vertexES: "qrc:/shaders/es2/water.vert"
property string fragmentES: "qrc:/shaders/es2/water.frag"
+ property string vertexRHI: "qrc:/shaders/rhi/water.vert"
+ property string fragmentRHI: "qrc:/shaders/rhi/water.frag"
FilterKey {
id: forward
@@ -205,6 +207,11 @@ Material {
vertexShaderCode: loadSource(parent.vertexES)
fragmentShaderCode: loadSource(parent.fragmentES)
}
+ ShaderProgram {
+ id: rhiShader
+ vertexShaderCode: loadSource(parent.vertexRHI)
+ fragmentShaderCode: loadSource(parent.fragmentRHI)
+ }
AlphaCoverage { id: alphaCoverage }
@@ -255,6 +262,21 @@ Material {
shaderProgram: esShader
renderStates: [ alphaCoverage ]
}
+ },
+
+ // RHI
+ Technique {
+ filterKeys: [ forward ]
+ graphicsApiFilter {
+ api: GraphicsApiFilter.RHI
+ profile: GraphicsApiFilter.NoProfile
+ majorVersion: 1
+ minorVersion: 0
+ }
+ renderPasses: RenderPass {
+ shaderProgram: rhiShader
+ renderStates: [ alphaCoverage ]
+ }
}
]
}
diff --git a/examples/qt3d/advancedcustommaterial/shaders.qrc b/examples/qt3d/advancedcustommaterial/shaders.qrc
index 1fcce7ae3..18dea881a 100644
--- a/examples/qt3d/advancedcustommaterial/shaders.qrc
+++ b/examples/qt3d/advancedcustommaterial/shaders.qrc
@@ -4,5 +4,7 @@
<file>shaders/gl3/water.vert</file>
<file>shaders/es2/water.frag</file>
<file>shaders/es2/water.vert</file>
+ <file>shaders/rhi/water.frag</file>
+ <file>shaders/rhi/water.vert</file>
</qresource>
</RCC>
diff --git a/examples/qt3d/advancedcustommaterial/shaders/rhi/water.frag b/examples/qt3d/advancedcustommaterial/shaders/rhi/water.frag
new file mode 100644
index 000000000..5ba519c76
--- /dev/null
+++ b/examples/qt3d/advancedcustommaterial/shaders/rhi/water.frag
@@ -0,0 +1,80 @@
+#version 450 core
+
+// These includes will include the default Qt3D uniform buffers
+#pragma include phong.inc.frag
+#pragma include coordinatesystems.inc
+
+layout(location = 0) in vec3 worldPosition;
+layout(location = 1) in vec3 worldNormal;
+layout(location = 2) in vec4 worldTangent;
+layout(location = 3) in vec2 texCoord;
+layout(location = 4) in vec2 waveTexCoord;
+layout(location = 5) in vec2 movtexCoord;
+layout(location = 6) in vec2 multexCoord;
+layout(location = 7)in vec2 skyTexCoord;
+layout(location = 8) in vec3 vpos;
+
+layout(std140, binding = auto) uniform wave_uniforms {
+ float offsetx;
+ float offsety;
+ float vertYpos;
+ float waveheight;
+ float waveRandom;
+ float specularity;
+ float waveStrenght;
+ float normalAmount;
+ vec3 specularColor;
+ float shininess;
+ vec4 ka;
+};
+
+layout(binding = auto) uniform sampler2D diffuseTexture;
+layout(binding = auto) uniform sampler2D specularTexture;
+layout(binding = auto) uniform sampler2D normalTexture;
+layout(binding = auto) uniform sampler2D waveTexture;
+layout(binding = auto) uniform sampler2D skyTexture;
+layout(binding = auto) uniform sampler2D foamTexture;
+
+layout(location = 0) out vec4 fragColor;
+
+void main()
+{
+ // Move waveTexCoords
+ vec2 waveMovCoord = waveTexCoord;
+ waveMovCoord.x += offsetx;
+ waveMovCoord.y -= offsety;
+ vec4 wave = texture(waveTexture, waveMovCoord);
+
+ //Wiggle the newCoord by r and b colors of waveTexture
+ vec2 newCoord = texCoord;
+ newCoord.x += wave.r * waveStrenght;
+ newCoord.y -= wave.b * waveStrenght;
+
+ // Sample the textures at the interpolated texCoords
+ // Use default texCoord for diffuse (it does not move on x or y, so it can be used as "ground under the water").
+ vec4 diffuseTextureColor = texture(diffuseTexture, texCoord);
+ // 2 Animated Layers of specularTexture mixed with the newCoord
+ vec4 specularTextureColor = texture( specularTexture, multexCoord+newCoord) + (texture( specularTexture, movtexCoord+newCoord ));
+ // 2 Animated Layers of normalTexture mixed with the newCoord
+ vec3 tNormal = normalAmount * texture( normalTexture, movtexCoord+newCoord ).rgb - vec3( 1.0 )+(normalAmount * texture( normalTexture, multexCoord+newCoord ).rgb - vec3( 1.0 ));
+ // Animated skyTexture layer
+ vec4 skycolor = texture(skyTexture, skyTexCoord);
+ skycolor = skycolor * 0.4;
+ //Animated foamTexture layer
+ vec4 foamTextureColor = texture(foamTexture, texCoord);
+
+ mat3 tangentMatrix = calcWorldSpaceToTangentSpaceMatrix(worldNormal, worldTangent);
+ mat3 invertTangentMatrix = transpose(tangentMatrix);
+
+ vec3 wNormal = normalize(invertTangentMatrix * tNormal);
+ vec3 worldView = normalize(eyePosition - worldPosition);
+
+ vec4 diffuse = vec4(diffuseTextureColor.rgb, vpos.y);
+ vec4 specular = vec4(specularTextureColor.a*specularity);
+ vec4 outputColor = phongFunction(ka, diffuse, specular, shininess, worldPosition, worldView, wNormal);
+
+ outputColor += vec4(skycolor.rgb, vpos.y);
+ outputColor += (foamTextureColor.rgba*vpos.y);
+
+ fragColor = vec4(outputColor.rgb,1.0);
+}
diff --git a/examples/qt3d/advancedcustommaterial/shaders/rhi/water.vert b/examples/qt3d/advancedcustommaterial/shaders/rhi/water.vert
new file mode 100644
index 000000000..ffa08f6fe
--- /dev/null
+++ b/examples/qt3d/advancedcustommaterial/shaders/rhi/water.vert
@@ -0,0 +1,79 @@
+#version 450 core
+
+// These includes will include the default Qt3D uniform buffers
+#pragma include phong.inc.frag
+#pragma include coordinatesystems.inc
+
+layout(location = 0) in vec3 vertexPosition;
+layout(location = 1) in vec3 vertexNormal;
+layout(location = 2) in vec2 vertexTexCoord;
+layout(location = 3) in vec4 vertexTangent;
+
+layout(location = 0) out vec3 worldPosition;
+layout(location = 1) out vec3 worldNormal;
+layout(location = 2) out vec4 worldTangent;
+layout(location = 3) out vec2 texCoord;
+layout(location = 4) out vec2 movtexCoord;
+layout(location = 5) out vec2 multexCoord;
+layout(location = 6) out vec2 waveTexCoord;
+layout(location = 7) out vec2 skyTexCoord;
+layout(location = 8) out vec3 vpos;
+
+layout(std140, binding = auto) uniform wave_uniforms {
+ float offsetx;
+ float offsety;
+ float vertYpos;
+ float waveheight;
+ float waveRandom;
+ float specularity;
+ float waveStrenght;
+ float normalAmount;
+ vec3 specularColor;
+ float shininess;
+ vec4 ka;
+};
+
+void main()
+{
+ // Scale texture coordinates for for fragment shader
+ texCoord = vertexTexCoord * texCoordScale;
+ movtexCoord = vertexTexCoord * texCoordScale;
+ multexCoord = vertexTexCoord * (texCoordScale*0.5);
+ waveTexCoord = vertexTexCoord * (texCoordScale * 6);
+ skyTexCoord = vertexTexCoord * (texCoordScale * 0.2);
+
+ // Add Animated x and y Offset to SKY, MOV and MUL texCoords
+ movtexCoord = vec2(texCoord.x+offsetx,texCoord.y+offsety);
+ multexCoord = vec2(texCoord.x-offsetx,texCoord.y+offsety);
+ skyTexCoord = vec2(texCoord.x-(offsetx/2),texCoord.y-(offsety/2));
+
+ // Transform position, normal, and tangent to world coords
+ worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
+ worldNormal = normalize(modelNormalMatrix * vertexNormal);
+ worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
+ worldTangent.w = vertexTangent.w;
+
+ // Calculate animated vertex positions
+
+ float sinPos = (vertexPosition.z)+(vertexPosition.x);
+ float sinPos2 = (vertexPosition.y/2)+(vertexPosition.z);
+ vec3 vertMod = vec3(vertexPosition.x,vertexPosition.y,vertexPosition.z);
+
+ vertMod = vec3(vertMod.x+=sin(vertYpos*2.2-sinPos2)*waveheight,
+ vertMod.y=sin(vertYpos*2.2+sinPos)*waveheight,
+ vertMod.z-=sin(vertYpos*2.2-cos(sinPos2))*waveheight);
+
+ vec3 vertModCom = vec3(vertMod.x+=cos(vertYpos*2.2-cos(sinPos2))*waveheight,
+ vertMod.y=sin(vertYpos*2.2+cos(sinPos))*waveheight,
+ vertMod.z-=cos(vertYpos*2.2-cos(sinPos))*waveheight);
+
+
+ // Add wave animation only to vertices above world pos.y zero
+ if(vertexPosition.y < 0.0){vertModCom = vertexPosition;}
+ else{vertModCom = vertModCom;}
+
+ vpos = vertModCom;
+
+ // Calculate vertex position in clip coordinates
+ gl_Position = mvp * vec4(vertModCom, 1.0);
+}