diff options
author | Paul Lemire <paul.lemire.ecortex@kdab.com> | 2014-12-22 10:00:42 +0100 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2014-12-22 18:52:28 +0100 |
commit | 9b1f9a6e76d61dbd2ab9372aab027d6766cd9ccf (patch) | |
tree | ccb0202115552bc7f0b68189644426267df754ce /src/render/shaders | |
parent | 78a6cba032b177d6d6fd5b559112e177108ff532 (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.frag | 43 | ||||
-rw-r--r-- | src/render/shaders/es2/phong.vert | 19 | ||||
-rw-r--r-- | src/render/shaders/gl3/phong.frag | 45 | ||||
-rw-r--r-- | src/render/shaders/gl3/phong.vert | 19 |
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 ); +} |