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authorLorenz <Lorenz.Esch@tu-ilmenau.de>2015-03-06 22:31:39 +0100
committerSean Harmer <sean.harmer@kdab.com>2015-03-11 13:19:36 +0000
commitd0f29fee3ebfa916c2ee44ea805c8ebf6cc64bf9 (patch)
tree26a844492a2b95a97e308e624d7a40cbe3420c2e /src
parenta21a41759f4fc115f34ce0891fedb255c4d32937 (diff)
Add new material QPerVertexColorMaterial
The new QPerVertexColorMaterial class provides color per vertex rendering. Change-Id: Idc87c21a07c2c8cd1ebfd5bed54c300c55e307ba Reviewed-by: Paul Lemire <paul.lemire@kdab.com> Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src')
-rw-r--r--src/quick3d/imports/render/defaults/defaults.pri1
-rw-r--r--src/quick3d/imports/render/defaults/qml/PerVertexColorMaterial.qml103
-rw-r--r--src/quick3d/imports/render/qt3dquick3drenderplugin.cpp1
-rw-r--r--src/render/defaults/defaults.pri7
-rw-r--r--src/render/defaults/qpervertexcolormaterial.cpp152
-rw-r--r--src/render/defaults/qpervertexcolormaterial.h65
-rw-r--r--src/render/defaults/qpervertexcolormaterial_p.h82
-rw-r--r--src/render/render.qrc6
-rw-r--r--src/render/shaders/es2/pervertexcolor.frag25
-rw-r--r--src/render/shaders/es2/pervertexcolor.vert20
-rw-r--r--src/render/shaders/gl3/pervertexcolor.frag29
-rw-r--r--src/render/shaders/gl3/pervertexcolor.vert22
-rw-r--r--src/render/shaders/pervertexcolor.frag29
-rw-r--r--src/render/shaders/pervertexcolor.vert22
14 files changed, 562 insertions, 2 deletions
diff --git a/src/quick3d/imports/render/defaults/defaults.pri b/src/quick3d/imports/render/defaults/defaults.pri
index 76b67a420..797dd09f0 100644
--- a/src/quick3d/imports/render/defaults/defaults.pri
+++ b/src/quick3d/imports/render/defaults/defaults.pri
@@ -12,3 +12,4 @@ QML_FILES = \
$$PWD/qml/NormalDiffuseMapAlphaMaterial.qml \
$$PWD/qml/NormalDiffuseSpecularMapMaterial.qml \
$$PWD/qml/ForwardRenderer.qml \
+ $$PWD/qml/PerVertexColorMaterial.qml \
diff --git a/src/quick3d/imports/render/defaults/qml/PerVertexColorMaterial.qml b/src/quick3d/imports/render/defaults/qml/PerVertexColorMaterial.qml
new file mode 100644
index 000000000..6051ca3b9
--- /dev/null
+++ b/src/quick3d/imports/render/defaults/qml/PerVertexColorMaterial.qml
@@ -0,0 +1,103 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 Lorenz Esch (TU Ilmenau).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Render 2.0
+
+Material {
+ id:root
+
+ parameters: [
+ Parameter { name: "lightPosition"; value: Qt.vector4d(1.0, 1.0, 0.0, 1.0) },
+ Parameter { name: "lightIntensity"; value: Qt.vector3d(1.0, 1.0, 1.0) }
+ ]
+
+ ShaderProgram {
+ id: gl3PerVertexColorShader
+ vertexShaderCode: loadSource("qrc:/shaders/gl3/pervertexcolor.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/gl3/pervertexcolor.frag")
+ }
+
+ ShaderProgram {
+ id: gl2es2PerVertexColorShader
+ vertexShaderCode: loadSource("qrc:/shaders/es2/pervertexcolor.vert")
+ fragmentShaderCode: loadSource("qrc:/shaders/es2/pervertexcolor.frag")
+ }
+
+ effect: Effect {
+ techniques: [
+ // GL 3 Technique
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ profile: OpenGLFilter.Core
+ majorVersion: 3
+ minorVersion: 1
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl3PerVertexColorShader
+ }
+ },
+
+ // GL 2 Technique
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ profile: OpenGLFilter.None
+ majorVersion: 2
+ minorVersion: 0
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl2es2PerVertexColorShader
+ }
+ },
+
+ // ES 2 Technique
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.ES
+ profile: OpenGLFilter.None
+ majorVersion: 2
+ minorVersion: 0
+ }
+ renderPasses: RenderPass {
+ shaderProgram: gl2es2PerVertexColorShader
+ }
+ }
+ ]
+ }
+}
+
diff --git a/src/quick3d/imports/render/qt3dquick3drenderplugin.cpp b/src/quick3d/imports/render/qt3dquick3drenderplugin.cpp
index 2a8e7075d..0a1250f75 100644
--- a/src/quick3d/imports/render/qt3dquick3drenderplugin.cpp
+++ b/src/quick3d/imports/render/qt3dquick3drenderplugin.cpp
@@ -120,6 +120,7 @@ static const struct {
{ "NormalDiffuseMapAlphaMaterial", 2, 0 },
{ "NormalDiffuseMapMaterial", 2, 0 },
{ "NormalDiffuseSpecularMapMaterial", 2, 0 },
+ { "PerVertexColorMaterial", 2, 0 },
// FrameGraphs
{ "ForwardRenderer", 2, 0 }
};
diff --git a/src/render/defaults/defaults.pri b/src/render/defaults/defaults.pri
index e631dbbab..9657f3a88 100644
--- a/src/render/defaults/defaults.pri
+++ b/src/render/defaults/defaults.pri
@@ -14,7 +14,9 @@ HEADERS += \
$$PWD/qdiffusespecularmapmaterial.h \
$$PWD/qdiffusespecularmapmaterial_p.h \
$$PWD/qforwardrenderer.h \
- $$PWD/qforwardrenderer_p.h
+ $$PWD/qforwardrenderer_p.h \
+ $$PWD/qpervertexcolormaterial.h \
+ $$PWD/qpervertexcolormaterial_p.h
SOURCES += \
$$PWD/qphongmaterial.cpp \
@@ -23,4 +25,5 @@ SOURCES += \
$$PWD/qnormaldiffusemapmaterial.cpp \
$$PWD/qnormaldiffusemapalphamaterial.cpp \
$$PWD/qdiffusespecularmapmaterial.cpp \
- $$PWD/qforwardrenderer.cpp
+ $$PWD/qforwardrenderer.cpp \
+ $$PWD/qpervertexcolormaterial.cpp
diff --git a/src/render/defaults/qpervertexcolormaterial.cpp b/src/render/defaults/qpervertexcolormaterial.cpp
new file mode 100644
index 000000000..a86940a2d
--- /dev/null
+++ b/src/render/defaults/qpervertexcolormaterial.cpp
@@ -0,0 +1,152 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 Lorenz Esch (TU Ilmenau).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qpervertexcolormaterial.h"
+#include "qpervertexcolormaterial_p.h"
+#include <Qt3DRenderer/qmaterial.h>
+#include <Qt3DRenderer/qeffect.h>
+#include <Qt3DRenderer/qtechnique.h>
+#include <Qt3DRenderer/qshaderprogram.h>
+#include <Qt3DRenderer/qparameter.h>
+#include <Qt3DRenderer/qrenderpass.h>
+#include <Qt3DRenderer/qopenglfilter.h>
+#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3D {
+
+QPerVertexColorMaterialPrivate::QPerVertexColorMaterialPrivate(QPerVertexColorMaterial *qq)
+ : QMaterialPrivate(qq)
+ , m_vertexEffect(new QEffect())
+ , m_lightPositionParameter(new QParameter(QStringLiteral("lightPosition"), QVector4D(1.0f, 1.0f, 0.0f, 1.0f)))
+ , m_lightIntensityParameter(new QParameter(QStringLiteral("lightIntensity"), QVector3D(1.0f, 1.0f, 1.0f)))
+ , m_vertexGL3Technique(new QTechnique())
+ , m_vertexGL2Technique(new QTechnique())
+ , m_vertexES2Technique(new QTechnique())
+ , m_vertexGL3RenderPass(new QRenderPass())
+ , m_vertexGL2RenderPass(new QRenderPass())
+ , m_vertexES2RenderPass(new QRenderPass())
+ , m_vertexGL3Shader(new QShaderProgram())
+ , m_vertexGL2ES2Shader(new QShaderProgram())
+{
+}
+
+/*!
+ \class Qt3D::QPerVertexColorMaterial
+ \brief The QPerVertexColorMaterial class provides a default implementation for rendering the color properties set for each vertex.
+ \inmodule Qt3DRender
+ \since 5.5
+
+ This lighting effect is based on the combination of 2 lighting components ambient and diffuse. Ambient is set by the vertex color.
+ Diffuse takes in account the normal distribution of each vertex.
+
+ \list
+ \li Ambient is the color that is emitted by an object without any other light source.
+ \li Diffuse is the color that is emitted for rough surface reflections with the lights
+ \endlist
+
+ This material uses an effect with a single render pass approach and forms fragment lighting.
+ Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+
+/*!
+ \fn Qt3D::QPerVertexColorMaterial::QPerVertexColorMaterial(QNode *parent)
+
+ Constructs a new QPerVertexColorMaterial instance with parent object \a parent.
+*/
+QPerVertexColorMaterial::QPerVertexColorMaterial(QNode *parent)
+ : QMaterial(*new QPerVertexColorMaterialPrivate(this), parent)
+{
+ Q_D(QPerVertexColorMaterial);
+ d->init();
+}
+
+/*!
+ \fn Qt3D::QPerVertexColorMaterial::~QPerVertexColorMaterial()
+
+ Destroys the QPerVertexColorMaterial
+*/
+QPerVertexColorMaterial::~QPerVertexColorMaterial()
+{
+}
+
+// TODO: Define how lights are proties are set in the shaders. Ideally using a QShaderData
+void QPerVertexColorMaterialPrivate::init()
+{
+ m_vertexGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/pervertexcolor.vert"))));
+ m_vertexGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/pervertexcolor.frag"))));
+ m_vertexGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/pervertexcolor.vert"))));
+ m_vertexGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/pervertexcolor.frag"))));
+
+ m_vertexGL3Technique->openGLFilter()->setApi(QOpenGLFilter::Desktop);
+ m_vertexGL3Technique->openGLFilter()->setMajorVersion(3);
+ m_vertexGL3Technique->openGLFilter()->setMinorVersion(1);
+ m_vertexGL3Technique->openGLFilter()->setProfile(QOpenGLFilter::Core);
+
+ m_vertexGL2Technique->openGLFilter()->setApi(QOpenGLFilter::Desktop);
+ m_vertexGL2Technique->openGLFilter()->setMajorVersion(2);
+ m_vertexGL2Technique->openGLFilter()->setMinorVersion(0);
+ m_vertexGL2Technique->openGLFilter()->setProfile(QOpenGLFilter::None);
+
+ m_vertexES2Technique->openGLFilter()->setApi(QOpenGLFilter::ES);
+ m_vertexES2Technique->openGLFilter()->setMajorVersion(2);
+ m_vertexES2Technique->openGLFilter()->setMinorVersion(0);
+ m_vertexES2Technique->openGLFilter()->setProfile(QOpenGLFilter::None);
+
+ m_vertexGL3RenderPass->setShaderProgram(m_vertexGL3Shader);
+ m_vertexGL2RenderPass->setShaderProgram(m_vertexGL2ES2Shader);
+ m_vertexES2RenderPass->setShaderProgram(m_vertexGL2ES2Shader);
+
+ m_vertexGL3Technique->addPass(m_vertexGL3RenderPass);
+ m_vertexGL2Technique->addPass(m_vertexGL2RenderPass);
+ m_vertexES2Technique->addPass(m_vertexES2RenderPass);
+
+ m_vertexEffect->addTechnique(m_vertexGL3Technique);
+ m_vertexEffect->addTechnique(m_vertexGL2Technique);
+ m_vertexEffect->addTechnique(m_vertexES2Technique);
+
+ m_vertexEffect->addParameter(m_lightPositionParameter);
+ m_vertexEffect->addParameter(m_lightIntensityParameter);
+
+ static_cast<QMaterial *>(q_ptr)->setEffect(m_vertexEffect);
+}
+
+} // Qt3D
+
+QT_END_NAMESPACE
diff --git a/src/render/defaults/qpervertexcolormaterial.h b/src/render/defaults/qpervertexcolormaterial.h
new file mode 100644
index 000000000..d0e17c722
--- /dev/null
+++ b/src/render/defaults/qpervertexcolormaterial.h
@@ -0,0 +1,65 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 Lorenz Esch (TU Ilmenau).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3D_RENDER_QPERVERTEXCOLORMATERIAL_H
+#define QT3D_RENDER_QPERVERTEXCOLORMATERIAL_H
+
+#include <Qt3DRenderer/qmaterial.h>
+#include <QColor>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3D {
+
+class QPerVertexColorMaterialPrivate;
+
+class QT3DRENDERERSHARED_EXPORT QPerVertexColorMaterial : public QMaterial
+{
+ Q_OBJECT
+
+public:
+ explicit QPerVertexColorMaterial(QNode *parent = 0);
+ ~QPerVertexColorMaterial();
+
+private:
+ Q_DECLARE_PRIVATE(QPerVertexColorMaterial)
+};
+
+} // Qt3D
+
+QT_END_NAMESPACE
+
+#endif // QT3D_RENDER_QPERVERTEXCOLORMATERIAL_H
diff --git a/src/render/defaults/qpervertexcolormaterial_p.h b/src/render/defaults/qpervertexcolormaterial_p.h
new file mode 100644
index 000000000..72a5d5b22
--- /dev/null
+++ b/src/render/defaults/qpervertexcolormaterial_p.h
@@ -0,0 +1,82 @@
+/****************************************************************************
+**
+** Copyright (C) 2015 Lorenz Esch (TU Ilmenau).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://www.qt.io/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 3 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPLv3 included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 3 requirements
+** will be met: https://www.gnu.org/licenses/lgpl.html.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 2.0 or later as published by the Free
+** Software Foundation and appearing in the file LICENSE.GPL included in
+** the packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef QT3D_RENDER_QPERVERTEXCOLORMATERIAL_P_H
+#define QT3D_RENDER_QPERVERTEXCOLORMATERIAL_P_H
+
+#include <Qt3DRenderer/private/qmaterial_p.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3D {
+
+class QEffect;
+class QTechnique;
+class QParameter;
+class QShaderProgram;
+class QRenderPass;
+class QParameterMapping;
+
+class QPerVertexColorMaterial;
+
+class QPerVertexColorMaterialPrivate : public QMaterialPrivate
+{
+public:
+ QPerVertexColorMaterialPrivate(QPerVertexColorMaterial *qq);
+
+ void init();
+
+ QEffect *m_vertexEffect;
+ QParameter *m_lightPositionParameter;
+ QParameter *m_lightIntensityParameter;
+ QTechnique *m_vertexGL3Technique;
+ QTechnique *m_vertexGL2Technique;
+ QTechnique *m_vertexES2Technique;
+ QRenderPass *m_vertexGL3RenderPass;
+ QRenderPass *m_vertexGL2RenderPass;
+ QRenderPass *m_vertexES2RenderPass;
+ QShaderProgram *m_vertexGL3Shader;
+ QShaderProgram *m_vertexGL2ES2Shader;
+
+ Q_DECLARE_PUBLIC(QPerVertexColorMaterial)
+};
+
+} // Qt3D
+
+QT_END_NAMESPACE
+
+#endif // QT3D_RENDER_QPERVERTEXCOLORMATERIAL_P_H
+
diff --git a/src/render/render.qrc b/src/render/render.qrc
index 7c7e7c0fe..7e2227aa2 100644
--- a/src/render/render.qrc
+++ b/src/render/render.qrc
@@ -39,5 +39,11 @@
<file>shaders/es2/diffusespecularmap.frag</file>
<file>shaders/gl3/diffusespecularmap.vert</file>
<file>shaders/gl3/diffusespecularmap.frag</file>
+ <file>shaders/pervertexcolor.frag</file>
+ <file>shaders/pervertexcolor.vert</file>
+ <file>shaders/gl3/pervertexcolor.frag</file>
+ <file>shaders/gl3/pervertexcolor.vert</file>
+ <file>shaders/es2/pervertexcolor.frag</file>
+ <file>shaders/es2/pervertexcolor.vert</file>
</qresource>
</RCC>
diff --git a/src/render/shaders/es2/pervertexcolor.frag b/src/render/shaders/es2/pervertexcolor.frag
new file mode 100644
index 000000000..ff00557f3
--- /dev/null
+++ b/src/render/shaders/es2/pervertexcolor.frag
@@ -0,0 +1,25 @@
+#define FP highp
+
+uniform FP vec4 lightPosition;
+uniform FP vec3 lightIntensity;
+
+varying FP vec3 position;
+varying FP vec3 normal;
+varying FP vec3 color;
+
+FP vec3 adModel( const FP vec3 pos, const FP vec3 n, const FP vec3 col )
+{
+ // Calculate the vector from the light to the fragment
+ FP vec3 s = normalize( vec3( lightPosition ) - pos );
+
+ // Calculate the diffuse component
+ FP float diffuse = max( dot( s, n ), 0.0 );
+
+ // Combine the ambient and diffuse
+ return lightIntensity * ( col + col * diffuse );
+}
+
+void main()
+{
+ gl_FragColor = vec4( adModel( position, normalize( normal ) ), 1.0 );
+}
diff --git a/src/render/shaders/es2/pervertexcolor.vert b/src/render/shaders/es2/pervertexcolor.vert
new file mode 100644
index 000000000..e7303052b
--- /dev/null
+++ b/src/render/shaders/es2/pervertexcolor.vert
@@ -0,0 +1,20 @@
+attribute vec3 vertexPosition;
+attribute vec3 vertexNormal;
+attribute vec3 vertexColor;
+
+varying vec3 position;
+varying vec3 normal;
+varying vec3 color;
+
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+void main()
+{
+ normal = normalize( modelViewNormal * vertexNormal );
+ position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
+ color = vertexColor;
+
+ gl_Position = mvp * vec4( vertexPosition, 1.0 );
+}
diff --git a/src/render/shaders/gl3/pervertexcolor.frag b/src/render/shaders/gl3/pervertexcolor.frag
new file mode 100644
index 000000000..a636781c4
--- /dev/null
+++ b/src/render/shaders/gl3/pervertexcolor.frag
@@ -0,0 +1,29 @@
+#version 150 core
+
+// TODO: Replace with a uniform block
+uniform vec4 lightPosition;
+uniform vec3 lightIntensity;
+
+in vec3 position;
+in vec3 normal;
+in vec3 color;
+
+out vec4 fragColor;
+
+vec3 adModel( const in vec3 pos, const in vec3 n, const in vec3 col )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( lightPosition ) - pos );
+
+ // Calculate the diffuse component
+ float diffuse = max( dot( s, n ), 0.0 );
+
+ // Combine the ambient and diffuse contributions
+ return lightIntensity * ( col + col * diffuse );
+}
+
+void main()
+{
+ fragColor = vec4( adModel( position, normalize( normal ), color ), 1.0 );
+}
+
diff --git a/src/render/shaders/gl3/pervertexcolor.vert b/src/render/shaders/gl3/pervertexcolor.vert
new file mode 100644
index 000000000..b6b1a5da7
--- /dev/null
+++ b/src/render/shaders/gl3/pervertexcolor.vert
@@ -0,0 +1,22 @@
+#version 150 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec3 vertexColor;
+
+out vec3 position;
+out vec3 normal;
+out vec3 color;
+
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+void main()
+{
+ normal = normalize( modelViewNormal * vertexNormal );
+ position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
+ color = vertexColor;
+
+ gl_Position = mvp * vec4( vertexPosition, 1.0 );
+}
diff --git a/src/render/shaders/pervertexcolor.frag b/src/render/shaders/pervertexcolor.frag
new file mode 100644
index 000000000..a636781c4
--- /dev/null
+++ b/src/render/shaders/pervertexcolor.frag
@@ -0,0 +1,29 @@
+#version 150 core
+
+// TODO: Replace with a uniform block
+uniform vec4 lightPosition;
+uniform vec3 lightIntensity;
+
+in vec3 position;
+in vec3 normal;
+in vec3 color;
+
+out vec4 fragColor;
+
+vec3 adModel( const in vec3 pos, const in vec3 n, const in vec3 col )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( lightPosition ) - pos );
+
+ // Calculate the diffuse component
+ float diffuse = max( dot( s, n ), 0.0 );
+
+ // Combine the ambient and diffuse contributions
+ return lightIntensity * ( col + col * diffuse );
+}
+
+void main()
+{
+ fragColor = vec4( adModel( position, normalize( normal ), color ), 1.0 );
+}
+
diff --git a/src/render/shaders/pervertexcolor.vert b/src/render/shaders/pervertexcolor.vert
new file mode 100644
index 000000000..b6b1a5da7
--- /dev/null
+++ b/src/render/shaders/pervertexcolor.vert
@@ -0,0 +1,22 @@
+#version 150 core
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec3 vertexColor;
+
+out vec3 position;
+out vec3 normal;
+out vec3 color;
+
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 mvp;
+
+void main()
+{
+ normal = normalize( modelViewNormal * vertexNormal );
+ position = vec3( modelView * vec4( vertexPosition, 1.0 ) );
+ color = vertexColor;
+
+ gl_Position = mvp * vec4( vertexPosition, 1.0 );
+}