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authorPaul Lemire <paul.lemire@kdab.com>2016-06-01 16:53:47 +0200
committerSean Harmer <sean.harmer@kdab.com>2016-06-29 09:25:34 +0000
commitb70cf23d8ccc09419c57d0856f47eb3019c4b22b (patch)
treeb445e585067fb0fb881b44d39d5b7b9583bc1805 /tests/manual/deferred-renderer-qml
parentb0a8cd54e02c698b3dd5a01e5d43702a55d05e66 (diff)
Fix deferred-renderer-qml
Change-Id: I4da72e96120c3afe1e555a3f89f920cd5e91e088 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'tests/manual/deferred-renderer-qml')
-rw-r--r--tests/manual/deferred-renderer-qml/DeferredRenderer.qml78
-rw-r--r--tests/manual/deferred-renderer-qml/FinalEffect.qml119
-rw-r--r--tests/manual/deferred-renderer-qml/GBufferDebugger.qml115
-rw-r--r--tests/manual/deferred-renderer-qml/SceneEntity.qml195
-rw-r--r--tests/manual/deferred-renderer-qml/ScreenQuadEntity.qml64
-rw-r--r--tests/manual/deferred-renderer-qml/deferred-renderer-qml.qrc7
-rw-r--r--tests/manual/deferred-renderer-qml/final_es2.frag62
-rw-r--r--tests/manual/deferred-renderer-qml/final_es2.vert9
-rw-r--r--tests/manual/deferred-renderer-qml/final_gl3.frag64
-rw-r--r--tests/manual/deferred-renderer-qml/final_gl3.vert9
-rw-r--r--tests/manual/deferred-renderer-qml/main.qml191
11 files changed, 589 insertions, 324 deletions
diff --git a/tests/manual/deferred-renderer-qml/DeferredRenderer.qml b/tests/manual/deferred-renderer-qml/DeferredRenderer.qml
index 6f70d2d87..9ee2c2345 100644
--- a/tests/manual/deferred-renderer-qml/DeferredRenderer.qml
+++ b/tests/manual/deferred-renderer-qml/DeferredRenderer.qml
@@ -55,48 +55,72 @@ Viewport {
id: root
normalizedRect : Qt.rect(0.0, 0.0, 1.0, 1.0)
- property alias gBuffer : gBufferTargetSelector.target
+ property GBuffer gBuffer
property alias camera : sceneCameraSelector.camera
-
- readonly property Layer sceneLayer: Layer {}
- readonly property Layer screenQuadLayer: Layer {}
+ property alias sceneLayer: sceneLayerFilter.layers
+ property alias screenQuadLayer: screenQuadLayerFilter.layers
+ property alias debugLayer: debugLayerFilter.layers
RenderSurfaceSelector {
- LayerFilter {
- layers : root.sceneLayer
-
- RenderTargetSelector {
- id : gBufferTargetSelector
+ CameraSelector {
+ id : sceneCameraSelector
- ClearBuffers {
- buffers: ClearBuffers.ColorDepthBuffer
+ // Fill G-Buffer
+ LayerFilter {
+ id: sceneLayerFilter
+ RenderTargetSelector {
+ id : gBufferTargetSelector
+ target: gBuffer
- RenderPassFilter {
- id : geometryPass
- matchAny : FilterKey { name : "pass"; value : "geometry" }
+ ClearBuffers {
+ buffers: ClearBuffers.ColorDepthBuffer
- CameraSelector {
- id : sceneCameraSelector
+ RenderPassFilter {
+ id : geometryPass
+ matchAny : FilterKey { name : "pass"; value : "geometry" }
}
}
}
}
- }
- LayerFilter {
- layers : root.screenQuadLayer
+ TechniqueFilter {
+ parameters: [
+ Parameter { name: "color"; value : gBuffer.color },
+ Parameter { name: "position"; value : gBuffer.position },
+ Parameter { name: "normal"; value : gBuffer.normal },
+ Parameter { name: "depth"; value : gBuffer.depth },
+ Parameter { name: "winSize"; value : Qt.size(1024, 1024) }
+ ]
- ClearBuffers {
- buffers: ClearBuffers.ColorDepthBuffer
+ RenderStateSet {
+ // Render FullScreen Quad
+ renderStates: [
+ BlendEquation { blendFunction: BlendEquation.Add },
+ BlendEquationArguments { sourceRgb: BlendEquationArguments.SourceAlpha; destinationRgb: BlendEquationArguments.DestinationColor }
+ ]
+ LayerFilter {
+ id: screenQuadLayerFilter
+ ClearBuffers {
+ buffers: ClearBuffers.ColorDepthBuffer
+ RenderPassFilter {
+ matchAny : FilterKey { name : "pass"; value : "final" }
+ parameters: Parameter { name: "winSize"; value : Qt.size(1024, 768) }
- RenderPassFilter {
- id : finalPass
- matchAny : FilterKey { name : "pass"; value : "final" }
- CameraSelector {
- camera: sceneCameraSelector.camera
+ }
+ }
+ }
+ // RenderDebug layer
+ LayerFilter {
+ id: debugLayerFilter
+ Viewport {
+ normalizedRect : Qt.rect(0.5, 0.5, 0.5, 0.5)
+ RenderPassFilter {
+ matchAny : FilterKey { name : "pass"; value : "final" }
+ parameters: Parameter { name: "winSize"; value : Qt.size(1024 * 0.5, 768 * 0.5) }
+ }
+ }
}
}
-
}
}
}
diff --git a/tests/manual/deferred-renderer-qml/FinalEffect.qml b/tests/manual/deferred-renderer-qml/FinalEffect.qml
index 482ad91cc..27539d9bc 100644
--- a/tests/manual/deferred-renderer-qml/FinalEffect.qml
+++ b/tests/manual/deferred-renderer-qml/FinalEffect.qml
@@ -56,135 +56,24 @@ Effect {
// 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;
- }
- "
+ vertexShaderCode: loadSource("qrc:/final_gl3.vert")
+ fragmentShaderCode: loadSource("qrc:/final_gl3.frag")
}
}
},
// 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;
- }
- "
+ vertexShaderCode: loadSource("qrc:/final_es2.vert")
+ fragmentShaderCode: loadSource("qrc:/final_es2.frag")
}
}
}]
diff --git a/tests/manual/deferred-renderer-qml/GBufferDebugger.qml b/tests/manual/deferred-renderer-qml/GBufferDebugger.qml
new file mode 100644
index 000000000..f7c730cb1
--- /dev/null
+++ b/tests/manual/deferred-renderer-qml/GBufferDebugger.qml
@@ -0,0 +1,115 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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.
+**
+** 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.LGPL3 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-3.0.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 (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D.Core 2.0
+import Qt3D.Render 2.0
+import Qt3D.Extras 2.0
+
+Entity {
+ readonly property Layer layer: debugLayer
+
+ components : [
+ Layer { id: debugLayer },
+
+ PlaneMesh {
+ width: 2.0
+ height: 2.0
+ meshResolution: Qt.size(2, 2)
+ },
+
+ Transform { // We rotate the plane so that it faces us
+ rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 90)
+ },
+
+ Material {
+ effect : Effect {
+ techniques: [
+ Technique {
+ graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.NoProfile; minorVersion : 0; majorVersion : 2 }
+ renderPasses: RenderPass {
+ filterKeys: FilterKey { name: "pass"; value: "final" }
+ shaderProgram: ShaderProgram {
+ 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 sampler2D depth;
+ uniform vec2 winSize;
+
+ void main()
+ {
+ vec2 texCoord = (gl_FragCoord.xy + vec2(-winSize.x, 0)) / winSize;
+
+ // Draw 4 quadrants
+ if (texCoord.x > 0.5) { // Right
+ if (texCoord.y > 0.5) { // Top
+ gl_FragColor = vec4(texture2D(normal, vec2(texCoord.x - 0.5, texCoord.y - 0.5) * 2.0).xyz, 1.0);
+ } else { // Bottom
+ gl_FragColor = vec4(texture2D(color, vec2(texCoord.x - 0.5, texCoord.y) * 2.0).xyz, 1.0);
+ }
+ } else { // Left
+ if (texCoord.y > 0.5) { // Top
+ gl_FragColor = texture2D(position, vec2(texCoord.x, texCoord.y - 0.5) * 2.0);
+ } else { // Bottom
+ gl_FragColor = vec4(texture2D(depth, texCoord * 2.0).rrr, 1.0);
+ }
+ }
+ gl_FragColor.a = 0.5;
+ }"
+ }
+ }
+ }
+ ]
+ }
+ }
+ ]
+}
diff --git a/tests/manual/deferred-renderer-qml/SceneEntity.qml b/tests/manual/deferred-renderer-qml/SceneEntity.qml
new file mode 100644
index 000000000..001a24854
--- /dev/null
+++ b/tests/manual/deferred-renderer-qml/SceneEntity.qml
@@ -0,0 +1,195 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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.
+**
+** 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.LGPL3 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-3.0.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 (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import QtQuick 2.0 as QQ2
+import Qt3D.Core 2.0
+import Qt3D.Render 2.0
+import Qt3D.Input 2.0
+import Qt3D.Extras 2.0
+
+Entity {
+ id : root
+ readonly property Camera camera: camera
+ readonly property Layer layer: sceneLayer
+
+ property PointLight light: PointLight {
+ color : "white"
+ intensity : 4.0
+ QQ2.ColorAnimation on color { from: "white"; to: "blue"; duration: 4000; loops: 2 }
+ QQ2.NumberAnimation on intensity { from: 0; to: 5.0; duration: 1000; loops: QQ2.Animation.Infinite }
+ }
+
+ components: [ root.light ]
+
+ // Global elements
+ Camera {
+ id: camera
+ projectionType: CameraLens.PerspectiveProjection
+ fieldOfView: 45
+ aspectRatio: 16/9
+ nearPlane : 1.0
+ farPlane : 1000.0
+ position: Qt.vector3d( 0.0, 0.0, -25.0 )
+ upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
+ viewCenter: Qt.vector3d( 0.0, 0.0, 10.0 )
+ }
+
+ SphereMesh {
+ id : sphereMesh
+ rings: 50
+ slices: 100
+ }
+
+ SceneEffect { id : sceneMaterialEffect }
+
+ Layer { id: sceneLayer }
+
+ // Scene
+ Entity {
+ id : sphere1
+
+ property Material material : Material {
+ effect : sceneMaterialEffect
+ parameters : Parameter { name : "meshColor"; value : "dodgerblue" }
+ }
+
+ property Transform transform: Transform {
+ id: sphere1Transform
+ property real x: -10.0
+ translation: Qt.vector3d(x, 0, 5)
+ }
+
+ QQ2.SequentialAnimation {
+ loops: QQ2.Animation.Infinite
+ running: false
+ QQ2.NumberAnimation { target: sphere1Transform; property: "x"; to: 6; duration: 2000 }
+ QQ2.NumberAnimation { target: sphere1Transform; property: "x"; to: -10; duration: 2000 }
+ }
+
+ property PointLight light : PointLight {
+ color : "green"
+ intensity : 0.3
+ }
+
+ components : [
+ sphereMesh,
+ sphere1.material,
+ sphere1.transform,
+ sphere1.light,
+ sceneLayer
+ ]
+ }
+
+ Entity {
+ id : sphere2
+
+ property Material material : Material {
+ effect : sceneMaterialEffect
+ parameters : Parameter { name : "meshColor"; value : "green" }
+ }
+
+ property PointLight light : PointLight {
+ color : "orange"
+ intensity : 0.7
+ }
+
+ property Transform transform: Transform {
+ translation: Qt.vector3d(5, 0, 5)
+ }
+
+ components : [
+ sphereMesh,
+ sphere2.transform,
+ sphere2.material,
+ sphere2.light,
+ sceneLayer
+ ]
+ }
+
+ Entity {
+ id: light3
+ property PointLight light : PointLight {
+ color : "white"
+ intensity : 0.5
+ }
+
+ property Material material : Material {
+ effect : sceneMaterialEffect
+ parameters : Parameter { name : "meshColor"; value : "red" }
+ }
+
+ property Transform transform: Transform {
+ id: light3Transform
+ property real y: 2.0
+ translation: Qt.vector3d(2, y, 7)
+ }
+
+ QQ2.SequentialAnimation {
+ loops: QQ2.Animation.Infinite
+ running: true
+ QQ2.NumberAnimation { target: light3Transform; property: "y"; to: 6; duration: 1000; easing.type: QQ2.Easing.InOutQuad }
+ QQ2.NumberAnimation { target: light3Transform; property: "y"; to: -6; duration: 1000; easing.type: QQ2.Easing.InOutQuint }
+ }
+
+ components: [
+ sphereMesh,
+ light3.material,
+ light3.light,
+ light3.transform,
+ sceneLayer
+ ]
+ }
+
+ Entity {
+ id: light4
+ property PointLight light : PointLight {
+ color : "white"
+ intensity : 0.2
+ }
+ property Transform transform: Transform {
+ translation: Qt.vector3d(5, 2, 7)
+ }
+
+ components: [
+ light4.light,
+ light4.transform,
+ sceneLayer
+ ]
+ }
+}
diff --git a/tests/manual/deferred-renderer-qml/ScreenQuadEntity.qml b/tests/manual/deferred-renderer-qml/ScreenQuadEntity.qml
new file mode 100644
index 000000000..6c5284d5e
--- /dev/null
+++ b/tests/manual/deferred-renderer-qml/ScreenQuadEntity.qml
@@ -0,0 +1,64 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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.
+**
+** 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.LGPL3 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-3.0.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 (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D.Core 2.0
+import Qt3D.Render 2.0
+import Qt3D.Extras 2.0
+
+Entity {
+ readonly property Layer layer: screenQuadLayer
+
+ components : [
+ Layer { id: screenQuadLayer },
+
+ PlaneMesh {
+ width: 2.0
+ height: 2.0
+ meshResolution: Qt.size(2, 2)
+ },
+
+ Transform { // We rotate the plane so that it faces us
+ rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 90)
+ },
+
+ Material {
+ effect : FinalEffect {}
+ }
+ ]
+}
diff --git a/tests/manual/deferred-renderer-qml/deferred-renderer-qml.qrc b/tests/manual/deferred-renderer-qml/deferred-renderer-qml.qrc
index 573b2337e..6ee17f42d 100644
--- a/tests/manual/deferred-renderer-qml/deferred-renderer-qml.qrc
+++ b/tests/manual/deferred-renderer-qml/deferred-renderer-qml.qrc
@@ -5,5 +5,12 @@
<file>FinalEffect.qml</file>
<file>SceneEffect.qml</file>
<file>GBuffer.qml</file>
+ <file>ScreenQuadEntity.qml</file>
+ <file>SceneEntity.qml</file>
+ <file>final_es2.vert</file>
+ <file>final_gl3.frag</file>
+ <file>final_gl3.vert</file>
+ <file>final_es2.frag</file>
+ <file>GBufferDebugger.qml</file>
</qresource>
</RCC>
diff --git a/tests/manual/deferred-renderer-qml/final_es2.frag b/tests/manual/deferred-renderer-qml/final_es2.frag
new file mode 100644
index 000000000..a1309112a
--- /dev/null
+++ b/tests/manual/deferred-renderer-qml/final_es2.frag
@@ -0,0 +1,62 @@
+#version 110
+
+uniform sampler2D color;
+uniform sampler2D position;
+uniform sampler2D normal;
+uniform vec2 winSize;
+
+const int MAX_LIGHTS = 8;
+const int TYPE_POINT = 0;
+const int TYPE_DIRECTIONAL = 1;
+const int TYPE_SPOT = 2;
+
+struct Light {
+ int type;
+ vec3 position;
+ vec3 color;
+ float intensity;
+ vec3 direction;
+ float constantAttenuation;
+ float linearAttenuation;
+ float quadraticAttenuation;
+ float cutOffAngle;
+};
+
+uniform Light lights[MAX_LIGHTS];
+uniform int 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;
+
+ vec3 lightColor;
+ vec3 s;
+
+ for (int i = 0; i < lightCount; ++i) {
+ float att = 1.0;
+ if ( lights[i].type != TYPE_DIRECTIONAL ) {
+ s = lights[i].position - pos;
+ if (lights[i].constantAttenuation != 0.0
+ || lights[i].linearAttenuation != 0.0
+ || lights[i].quadraticAttenuation != 0.0) {
+ float dist = length(s);
+ att = 1.0 / (lights[i].constantAttenuation + lights[i].linearAttenuation * dist + lights[i].quadraticAttenuation * dist * dist);
+ }
+ s = normalize( s );
+ if ( lights[i].type == TYPE_SPOT ) {
+ if ( degrees(acos(dot(-s, normalize(lights[i].direction))) ) > lights[i].cutOffAngle)
+ att = 0.0;
+ }
+ } else {
+ s = normalize( -lights[i].direction );
+ }
+
+ float diffuse = max( dot( s, norm ), 0.0 );
+
+ lightColor += att * lights[i].intensity * diffuse * lights[i].color;
+ }
+ gl_FragColor = vec4(col.rgb * lightColor, col.a);
+}
diff --git a/tests/manual/deferred-renderer-qml/final_es2.vert b/tests/manual/deferred-renderer-qml/final_es2.vert
new file mode 100644
index 000000000..a907e10ca
--- /dev/null
+++ b/tests/manual/deferred-renderer-qml/final_es2.vert
@@ -0,0 +1,9 @@
+#version 110
+
+attribute vec4 vertexPosition;
+uniform mat4 modelMatrix;
+
+void main()
+{
+ gl_Position = modelMatrix * vertexPosition;
+}
diff --git a/tests/manual/deferred-renderer-qml/final_gl3.frag b/tests/manual/deferred-renderer-qml/final_gl3.frag
new file mode 100644
index 000000000..d760e9844
--- /dev/null
+++ b/tests/manual/deferred-renderer-qml/final_gl3.frag
@@ -0,0 +1,64 @@
+#version 140
+
+uniform sampler2D color;
+uniform sampler2D position;
+uniform sampler2D normal;
+uniform vec2 winSize;
+
+out vec4 fragColor;
+
+const int MAX_LIGHTS = 8;
+const int TYPE_POINT = 0;
+const int TYPE_DIRECTIONAL = 1;
+const int TYPE_SPOT = 2;
+
+struct Light {
+ int type;
+ vec3 position;
+ vec3 color;
+ float intensity;
+ vec3 direction;
+ float constantAttenuation;
+ float linearAttenuation;
+ float quadraticAttenuation;
+ float cutOffAngle;
+};
+
+uniform Light lights[MAX_LIGHTS];
+uniform int 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;
+
+ vec3 lightColor;
+ vec3 s;
+
+ for (int i = 0; i < lightCount; ++i) {
+ float att = 1.0;
+ if ( lights[i].type != TYPE_DIRECTIONAL ) {
+ s = lights[i].position - pos;
+ if (lights[i].constantAttenuation != 0.0
+ || lights[i].linearAttenuation != 0.0
+ || lights[i].quadraticAttenuation != 0.0) {
+ float dist = length(s);
+ att = 1.0 / (lights[i].constantAttenuation + lights[i].linearAttenuation * dist + lights[i].quadraticAttenuation * dist * dist);
+ }
+ s = normalize( s );
+ if ( lights[i].type == TYPE_SPOT ) {
+ if ( degrees(acos(dot(-s, normalize(lights[i].direction))) ) > lights[i].cutOffAngle)
+ att = 0.0;
+ }
+ } else {
+ s = normalize( -lights[i].direction );
+ }
+
+ float diffuse = max( dot( s, norm ), 0.0 );
+
+ lightColor += att * lights[i].intensity * diffuse * lights[i].color;
+ }
+ fragColor = vec4(col.rgb * lightColor, col.a);
+}
diff --git a/tests/manual/deferred-renderer-qml/final_gl3.vert b/tests/manual/deferred-renderer-qml/final_gl3.vert
new file mode 100644
index 000000000..60410d34d
--- /dev/null
+++ b/tests/manual/deferred-renderer-qml/final_gl3.vert
@@ -0,0 +1,9 @@
+#version 140
+
+in vec4 vertexPosition;
+uniform mat4 modelMatrix;
+
+void main()
+{
+ gl_Position = modelMatrix * vertexPosition;
+}
diff --git a/tests/manual/deferred-renderer-qml/main.qml b/tests/manual/deferred-renderer-qml/main.qml
index b56e0bd5d..790911723 100644
--- a/tests/manual/deferred-renderer-qml/main.qml
+++ b/tests/manual/deferred-renderer-qml/main.qml
@@ -57,197 +57,24 @@ import Qt3D.Extras 2.0
Entity {
id : root
- GBuffer {
- id : gBuffer
- }
-
components : [
RenderSettings {
activeFrameGraph: DeferredRenderer {
id: frameGraph
- camera : camera
- gBuffer: gBuffer
+ camera : sceneEntity.camera
+ gBuffer: GBuffer {}
+ sceneLayer: sceneEntity.layer
+ screenQuadLayer: screenQuadEntity.layer
+ debugLayer: debugEntity.layer
}
-
renderPolicy: RenderSettings.Always
},
InputSettings {}
]
- FirstPersonCameraController { camera: camera }
-
- Entity {
- id : screenQuadEntity
- PlaneMesh {
- id: mesh
- width: 2.0
- height: 2.0
- meshResolution: Qt.size(2, 2)
- }
-
- Transform { // We rotate the plane so that it faces us
- id: transform
- rotation: fromAxisAndAngle(Qt.vector3d(1, 0, 0), 90)
- }
-
- Material {
- id: material
- parameters : [
- Parameter { name: "color"; value : gBuffer.color },
- Parameter { name: "position"; value : gBuffer.position },
- Parameter { name: "normal"; value : gBuffer.normal },
- Parameter { name: "winSize"; value : Qt.size(1024, 1024) }
- ]
- effect : FinalEffect {}
- }
-
- components : [ frameGraph.screenQuadLayer, mesh, transform, material ]
- }
-
- Entity {
- id : sceneEntity
-
- property PointLight light: PointLight {
- color : "white"
- intensity : 4.0
- QQ2.ColorAnimation on color { from: "white"; to: "blue"; duration: 4000; loops: 2 }
- QQ2.NumberAnimation on intensity { from: 0; to: 5.0; duration: 1000; loops: QQ2.Animation.Infinite }
- }
-
- components: [ sceneEntity.light ]
-
- Camera {
- id: camera
- projectionType: CameraLens.PerspectiveProjection
- fieldOfView: 45
- aspectRatio: 16/9
- nearPlane : 0.01
- farPlane : 1000.0
- position: Qt.vector3d( 0.0, 0.0, -25.0 )
- upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
- viewCenter: Qt.vector3d( 0.0, 0.0, 10.0 )
- }
-
- SphereMesh {
- id : sphereMesh
- rings: 50
- slices: 100
- }
-
- SceneEffect {
- id : sceneMaterialEffect
- }
-
- Entity {
- id : sphere1
-
- property Material material : Material {
- effect : sceneMaterialEffect
- parameters : Parameter { name : "meshColor"; value : "dodgerblue" }
- }
-
- property Transform transform: Transform {
- id: sphere1Transform
- property real x: -10.0
- translation: Qt.vector3d(x, 0, 5)
- }
-
- QQ2.SequentialAnimation {
- loops: QQ2.Animation.Infinite
- running: false
- QQ2.NumberAnimation { target: sphere1Transform; property: "x"; to: 6; duration: 2000 }
- QQ2.NumberAnimation { target: sphere1Transform; property: "x"; to: -10; duration: 2000 }
- }
-
- property PointLight light : PointLight {
- color : "green"
- intensity : 5.0
- }
-
- components : [
- sphereMesh,
- material,
- sphere1.transform,
- sphere1.light,
- frameGraph.sceneLayer
- ]
- }
-
- Entity {
- id : sphere2
-
- property Material material : Material {
- effect : sceneMaterialEffect
- parameters : Parameter { name : "meshColor"; value : "green" }
- }
-
- property PointLight light : PointLight {
- color : "orange"
- intensity : 2.0
- }
-
- property Transform transform: Transform {
- translation: Qt.vector3d(5, 0, 5)
- }
-
- components : [
- sphereMesh,
- sphere2.transform,
- material,
- sphere2.light,
- frameGraph.sceneLayer
- ]
- }
-
- Entity {
- id: light3
- property PointLight light : PointLight {
- color : "white"
- intensity : 2.0
- }
-
- property Material material : Material {
- effect : sceneMaterialEffect
- parameters : Parameter { name : "meshColor"; value : "red" }
- }
-
- property Transform transform: Transform {
- id: light3Transform
- property real y: 2.0
- translation: Qt.vector3d(2, y, 7)
- }
-
- QQ2.SequentialAnimation {
- loops: QQ2.Animation.Infinite
- running: true
- QQ2.NumberAnimation { target: light3Transform; property: "y"; to: 6; duration: 1000; easing.type: QQ2.Easing.InOutQuad }
- QQ2.NumberAnimation { target: light3Transform; property: "y"; to: -6; duration: 1000; easing.type: QQ2.Easing.InOutQuint }
- }
-
- components: [
- sphereMesh,
- material,
- light,
- transform,
- frameGraph.sceneLayer
- ]
- }
-
- Entity {
- id: light4
- property PointLight light : PointLight {
- color : "white"
- intensity : 3.0
- }
- property Transform transform: Transform {
- translation: Qt.vector3d(5, 2, 7)
- }
+ FirstPersonCameraController { camera: sceneEntity.camera }
- components: [
- light4.light,
- light4.transform,
- frameGraph.sceneLayer
- ]
- }
- }
+ ScreenQuadEntity { id: screenQuadEntity }
+ SceneEntity { id: sceneEntity }
+ GBufferDebugger { id: debugEntity }
}