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authorPaul Lemire <paul.lemire.ecortex@kdab.com>2014-12-22 10:00:42 +0100
committerSean Harmer <sean.harmer@kdab.com>2014-12-22 18:52:28 +0100
commit9b1f9a6e76d61dbd2ab9372aab027d6766cd9ccf (patch)
treeccb0202115552bc7f0b68189644426267df754ce /src/render/shaders
parent78a6cba032b177d6d6fd5b559112e177108ff532 (diff)
Added QPhongMaterial
QPhongMaterial is a default phong lightning implementation to be used in Qt3D scenes created from C++. Supports OpenGL 3.1, 2.0 and ES 2.0 Change-Id: I6f57ccf7ae2264cd0110de2081de841406a5efc4 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/shaders')
-rw-r--r--src/render/shaders/es2/phong.frag43
-rw-r--r--src/render/shaders/es2/phong.vert19
-rw-r--r--src/render/shaders/gl3/phong.frag45
-rw-r--r--src/render/shaders/gl3/phong.vert19
4 files changed, 126 insertions, 0 deletions
diff --git a/src/render/shaders/es2/phong.frag b/src/render/shaders/es2/phong.frag
new file mode 100644
index 000000000..2bcfe570b
--- /dev/null
+++ b/src/render/shaders/es2/phong.frag
@@ -0,0 +1,43 @@
+#version 120
+
+// TODO: Replace with a uniform block
+uniform vec4 lightPosition = vec4(1.0, 1.0, 0.0, 1.0);
+uniform vec3 lightIntensity = vec3(1.0, 0.0, 1.0);
+
+// TODO: Replace with a struct
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 kd; // Diffuse reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform float shininess; // Specular shininess factor
+
+varying vec3 position;
+varying vec3 normal;
+
+vec3 adsModel( const vec3 pos, const vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( lightPosition ) - pos );
+
+ // Calculate the vector from the fragment to the eye position
+ // (origin since this is in "eye" or "camera" space)
+ vec3 v = normalize( -pos );
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffuse component
+ float diffuse = max( dot( s, n ), 0.0 );
+
+ // Calculate the specular component
+ float specular = 0.0;
+ if ( dot( s, n ) > 0.0 )
+ specular = pow( max( dot( r, v ), 0.0 ), shininess );
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ( ka + kd * diffuse + ks * specular );
+}
+
+void main()
+{
+ gl_FragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 );
+}
diff --git a/src/render/shaders/es2/phong.vert b/src/render/shaders/es2/phong.vert
new file mode 100644
index 000000000..35813d19f
--- /dev/null
+++ b/src/render/shaders/es2/phong.vert
@@ -0,0 +1,19 @@
+#version 120
+
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+
+varying vec3 position;
+varying vec3 normal;
+
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+void main()
+{
+ normal = normalize( modelViewNormal * vertexNormal );
+ position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
+
+ gl_Position = mvp * vec4( vertexPosition, 1.0 );
+}
diff --git a/src/render/shaders/gl3/phong.frag b/src/render/shaders/gl3/phong.frag
new file mode 100644
index 000000000..741f4da9f
--- /dev/null
+++ b/src/render/shaders/gl3/phong.frag
@@ -0,0 +1,45 @@
+#version 150 core
+
+// TODO: Replace with a uniform block
+uniform vec4 lightPosition = vec4(1.0, 1.0, 0.0, 1.0);
+uniform vec3 lightIntensity = vec3(1.0, 0.0, 1.0);
+
+// TODO: Replace with a struct
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 kd; // Diffuse reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform float shininess; // Specular shininess factor
+
+in vec3 position;
+in vec3 normal;
+
+out vec4 fragColor;
+
+vec3 adsModel( const in vec3 pos, const in vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( lightPosition ) - pos );
+
+ // Calculate the vector from the fragment to the eye position
+ // (origin since this is in "eye" or "camera" space)
+ vec3 v = normalize( -pos );
+
+ // Reflect the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffuse component
+ float diffuse = max( dot( s, n ), 0.0 );
+
+ // Calculate the specular component
+ float specular = 0.0;
+ if ( dot( s, n ) > 0.0 )
+ specular = pow( max( dot( r, v ), 0.0 ), shininess );
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ( ka + kd * diffuse + ks * specular );
+}
+
+void main()
+{
+ fragColor = vec4( adsModel( position, normalize( normal ) ), 1.0 );
+}
diff --git a/src/render/shaders/gl3/phong.vert b/src/render/shaders/gl3/phong.vert
new file mode 100644
index 000000000..c0f907f29
--- /dev/null
+++ b/src/render/shaders/gl3/phong.vert
@@ -0,0 +1,19 @@
+#version 150 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+
+out vec3 position;
+out vec3 normal;
+
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+void main()
+{
+ normal = normalize( modelViewNormal * vertexNormal );
+ position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
+
+ gl_Position = mvp * vec4( vertexPosition, 1.0 );
+}