diff options
author | Paul Lemire <paul.lemire@kdab.com> | 2020-06-30 15:23:41 +0200 |
---|---|---|
committer | Paul Lemire <paul.lemire@kdab.com> | 2020-07-01 13:54:58 +0200 |
commit | b449577d087ce02b99b5ca3e57fb80e16393af6f (patch) | |
tree | 3258698bb5f7726985bd36531afd7116ea88ee56 /tests | |
parent | 0c22568047c792a41b0cec43f85e1ce7fd54a35a (diff) |
Fix clip-planes-qml manual test
- Add shaders that were removed
- Use qrc: prefix on mesh source
Change-Id: I2293a17572f7a5ff323beece0a860b7762265dbc
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Diffstat (limited to 'tests')
-rw-r--r-- | tests/manual/clip-planes-qml/CMakeLists.txt | 3 | ||||
-rw-r--r-- | tests/manual/clip-planes-qml/PlaneVisualizationMaterial.qml | 32 | ||||
-rw-r--r-- | tests/manual/clip-planes-qml/default.vert | 82 | ||||
-rw-r--r-- | tests/manual/clip-planes-qml/light.inc.frag | 222 | ||||
-rw-r--r-- | tests/manual/clip-planes-qml/main.qml | 2 | ||||
-rw-r--r-- | tests/manual/clip-planes-qml/phongalpha.frag | 74 |
6 files changed, 384 insertions, 31 deletions
diff --git a/tests/manual/clip-planes-qml/CMakeLists.txt b/tests/manual/clip-planes-qml/CMakeLists.txt index b29245c8a..b2bb7d110 100644 --- a/tests/manual/clip-planes-qml/CMakeLists.txt +++ b/tests/manual/clip-planes-qml/CMakeLists.txt @@ -34,6 +34,9 @@ set(clip-planes-qml_resource_files "passthrough.frag" "phong-clip.frag" "phong-clip.vert" + "default.vert" + "phongalpha.frag" + "light.inc.frag" ) qt_add_resource(clip-planes-qml "clip-planes-qml" diff --git a/tests/manual/clip-planes-qml/PlaneVisualizationMaterial.qml b/tests/manual/clip-planes-qml/PlaneVisualizationMaterial.qml index 72903c9d2..bc154ad28 100644 --- a/tests/manual/clip-planes-qml/PlaneVisualizationMaterial.qml +++ b/tests/manual/clip-planes-qml/PlaneVisualizationMaterial.qml @@ -62,14 +62,8 @@ Material { ShaderProgram { id: gl3PhongAlphaShader - vertexShaderCode: loadSource("qrc:/shaders/gl3/phong.vert") - fragmentShaderCode: loadSource("qrc:/shaders/gl3/phongalpha.frag") - } - - ShaderProgram { - id: gl2es2PhongAlphaShader - vertexShaderCode: loadSource("qrc:/shaders/es2/phong.vert") - fragmentShaderCode: loadSource("qrc:/shaders/es2/phongalpha.frag") + vertexShaderCode: loadSource("qrc:/default.vert") + fragmentShaderCode: loadSource("qrc:/phongalpha.frag") } effect: Effect { @@ -105,28 +99,6 @@ Material { ] filterKeys: FilterKey { name: "pass"; value: "material" } } - }, - - // GL 2 Technique - Technique { - graphicsApiFilter { - api: GraphicsApiFilter.OpenGL - profile: GraphicsApiFilter.NoProfile - majorVersion: 2 - minorVersion: 0 - } - renderPasses: RenderPass { - shaderProgram: gl2es2PhongAlphaShader - renderStates: [ - NoDepthMask { }, - BlendEquationArguments { - sourceRgb: BlendEquationArguments.SourceAlpha - destinationRgb: BlendEquationArguments.OneMinusSourceAlpha - }, - BlendEquation {blendFunction: BlendEquation.Add} - ] - filterKeys: FilterKey { name: "pass"; value: "material" } - } } ] } diff --git a/tests/manual/clip-planes-qml/default.vert b/tests/manual/clip-planes-qml/default.vert new file mode 100644 index 000000000..f97cd099d --- /dev/null +++ b/tests/manual/clip-planes-qml/default.vert @@ -0,0 +1,82 @@ +/**************************************************************************** +** +** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** 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. +** +** BSD License Usage +** Alternatively, you may use this file under the terms of the BSD license +** as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#version 150 core + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec4 vertexTangent; +in vec2 vertexTexCoord; + +out vec3 worldPosition; +out vec3 worldNormal; +out vec4 worldTangent; +out vec2 texCoord; + +uniform mat4 modelMatrix; +uniform mat3 modelNormalMatrix; +uniform mat4 modelViewProjection; + +uniform float texCoordScale; + +void main() +{ + // Pass through scaled texture coordinates + texCoord = vertexTexCoord * texCoordScale; + + // Transform position, normal, and tangent to world space + 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 vertex position in clip coordinates + gl_Position = modelViewProjection * vec4(vertexPosition, 1.0); +} diff --git a/tests/manual/clip-planes-qml/light.inc.frag b/tests/manual/clip-planes-qml/light.inc.frag new file mode 100644 index 000000000..ce5c581cf --- /dev/null +++ b/tests/manual/clip-planes-qml/light.inc.frag @@ -0,0 +1,222 @@ +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; + +// Pre-convolved environment maps +struct EnvironmentLight { + samplerCube irradiance; // For diffuse contribution + samplerCube specular; // For specular contribution +}; +uniform EnvironmentLight envLight; +uniform int envLightCount = 0; + +void adsModelNormalMapped(const in vec3 worldPos, + const in vec3 tsNormal, + const in vec3 worldEye, + const in float shininess, + const in mat3 tangentMatrix, + out vec3 diffuseColor, + out vec3 specularColor) +{ + diffuseColor = vec3(0.0); + specularColor = vec3(0.0); + + // We perform all work in tangent space, so we convert quantities from world space + vec3 tsPos = tangentMatrix * worldPos; + vec3 n = normalize(tsNormal); + vec3 v = normalize(tangentMatrix * (worldEye - worldPos)); + vec3 s = vec3(0.0); + + for (int i = 0; i < lightCount; ++i) { + float att = 1.0; + float sDotN = 0.0; + + if (lights[i].type != TYPE_DIRECTIONAL) { + // Point and Spot lights + + // Transform the light position from world to tangent space + vec3 tsLightPos = tangentMatrix * lights[i].position; + vec3 sUnnormalized = tsLightPos - tsPos; + s = normalize(sUnnormalized); // Light direction in tangent space + + // Calculate the attenuation factor + sDotN = dot(s, n); + if (sDotN > 0.0) { + if (lights[i].constantAttenuation != 0.0 + || lights[i].linearAttenuation != 0.0 + || lights[i].quadraticAttenuation != 0.0) { + float dist = length(sUnnormalized); + att = 1.0 / (lights[i].constantAttenuation + + lights[i].linearAttenuation * dist + + lights[i].quadraticAttenuation * dist * dist); + } + + // The light direction is in world space, convert to tangent space + if (lights[i].type == TYPE_SPOT) { + // Check if fragment is inside or outside of the spot light cone + vec3 tsLightDirection = tangentMatrix * lights[i].direction; + if (degrees(acos(dot(-s, tsLightDirection))) > lights[i].cutOffAngle) + sDotN = 0.0; + } + } + } else { + // Directional lights + // The light direction is in world space, convert to tangent space + s = normalize(tangentMatrix * -lights[i].direction); + sDotN = dot(s, n); + } + + // Calculate the diffuse factor + float diffuse = max(sDotN, 0.0); + + // Calculate the specular factor + float specular = 0.0; + if (diffuse > 0.0 && shininess > 0.0) { + float normFactor = (shininess + 2.0) / 2.0; + vec3 r = reflect(-s, n); // Reflection direction in tangent space + specular = normFactor * pow(max(dot(r, v), 0.0), shininess); + } + + // Accumulate the diffuse and specular contributions + diffuseColor += att * lights[i].intensity * diffuse * lights[i].color; + specularColor += att * lights[i].intensity * specular * lights[i].color; + } +} + +void adsModel(const in vec3 worldPos, + const in vec3 worldNormal, + const in vec3 worldEye, + const in float shininess, + out vec3 diffuseColor, + out vec3 specularColor) +{ + diffuseColor = vec3(0.0); + specularColor = vec3(0.0); + + // We perform all work in world space + vec3 n = normalize(worldNormal); + vec3 v = normalize(worldEye - worldPos); + vec3 s = vec3(0.0); + + for (int i = 0; i < lightCount; ++i) { + float att = 1.0; + float sDotN = 0.0; + + if (lights[i].type != TYPE_DIRECTIONAL) { + // Point and Spot lights + + // Light position is already in world space + vec3 sUnnormalized = lights[i].position - worldPos; + s = normalize(sUnnormalized); // Light direction + + // Calculate the attenuation factor + sDotN = dot(s, n); + if (sDotN > 0.0) { + if (lights[i].constantAttenuation != 0.0 + || lights[i].linearAttenuation != 0.0 + || lights[i].quadraticAttenuation != 0.0) { + float dist = length(sUnnormalized); + att = 1.0 / (lights[i].constantAttenuation + + lights[i].linearAttenuation * dist + + lights[i].quadraticAttenuation * dist * dist); + } + + // The light direction is in world space already + if (lights[i].type == TYPE_SPOT) { + // Check if fragment is inside or outside of the spot light cone + if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle) + sDotN = 0.0; + } + } + } else { + // Directional lights + // The light direction is in world space already + s = normalize(-lights[i].direction); + sDotN = dot(s, n); + } + + // Calculate the diffuse factor + float diffuse = max(sDotN, 0.0); + + // Calculate the specular factor + float specular = 0.0; + if (diffuse > 0.0 && shininess > 0.0) { + float normFactor = (shininess + 2.0) / 2.0; + vec3 r = reflect(-s, n); // Reflection direction in world space + specular = normFactor * pow(max(dot(r, v), 0.0), shininess); + } + + // Accumulate the diffuse and specular contributions + diffuseColor += att * lights[i].intensity * diffuse * lights[i].color; + specularColor += att * lights[i].intensity * specular * lights[i].color; + } +} + +void adModel(const in vec3 worldPos, + const in vec3 worldNormal, + out vec3 diffuseColor) +{ + diffuseColor = vec3(0.0); + + // We perform all work in world space + vec3 n = normalize(worldNormal); + vec3 s = vec3(0.0); + + for (int i = 0; i < lightCount; ++i) { + float att = 1.0; + float sDotN = 0.0; + + if (lights[i].type != TYPE_DIRECTIONAL) { + // Point and Spot lights + + // Light position is already in world space + vec3 sUnnormalized = lights[i].position - worldPos; + s = normalize(sUnnormalized); // Light direction + + // Calculate the attenuation factor + sDotN = dot(s, n); + if (sDotN > 0.0) { + if (lights[i].constantAttenuation != 0.0 + || lights[i].linearAttenuation != 0.0 + || lights[i].quadraticAttenuation != 0.0) { + float dist = length(sUnnormalized); + att = 1.0 / (lights[i].constantAttenuation + + lights[i].linearAttenuation * dist + + lights[i].quadraticAttenuation * dist * dist); + } + + // The light direction is in world space already + if (lights[i].type == TYPE_SPOT) { + // Check if fragment is inside or outside of the spot light cone + if (degrees(acos(dot(-s, lights[i].direction))) > lights[i].cutOffAngle) + sDotN = 0.0; + } + } + } else { + // Directional lights + // The light direction is in world space already + s = normalize(-lights[i].direction); + sDotN = dot(s, n); + } + + // Calculate the diffuse factor + float diffuse = max(sDotN, 0.0); + + // Accumulate the diffuse contributions + diffuseColor += att * lights[i].intensity * diffuse * lights[i].color; + } +} diff --git a/tests/manual/clip-planes-qml/main.qml b/tests/manual/clip-planes-qml/main.qml index 7f449e291..fd43122dc 100644 --- a/tests/manual/clip-planes-qml/main.qml +++ b/tests/manual/clip-planes-qml/main.qml @@ -107,7 +107,7 @@ Entity { } property Mesh mesh: Mesh { - source: "assets/obj/trefoil.obj" + source: "qrc:/assets/obj/trefoil.obj" } property Transform transform: Transform { diff --git a/tests/manual/clip-planes-qml/phongalpha.frag b/tests/manual/clip-planes-qml/phongalpha.frag new file mode 100644 index 000000000..fe2019b5a --- /dev/null +++ b/tests/manual/clip-planes-qml/phongalpha.frag @@ -0,0 +1,74 @@ +/**************************************************************************** +** +** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:BSD$ +** 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. +** +** BSD License Usage +** Alternatively, you may use this file under the terms of the BSD license +** as follows: +** +** "Redistribution and use in source and binary forms, with or without +** modification, are permitted provided that the following conditions are +** met: +** * Redistributions of source code must retain the above copyright +** notice, this list of conditions and the following disclaimer. +** * Redistributions in binary form must reproduce the above copyright +** notice, this list of conditions and the following disclaimer in +** the documentation and/or other materials provided with the +** distribution. +** * Neither the name of The Qt Company Ltd nor the names of its +** contributors may be used to endorse or promote products derived +** from this software without specific prior written permission. +** +** +** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS +** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT +** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR +** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#version 150 core + +// 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 +uniform float alpha; + +uniform vec3 eyePosition; + +in vec3 worldPosition; +in vec3 worldNormal; + +out vec4 fragColor; + +#pragma include light.inc.frag + +void main() +{ + vec3 diffuseColor, specularColor; + adsModel(worldPosition, worldNormal, eyePosition, shininess, diffuseColor, specularColor); + fragColor = vec4( ka + kd * diffuseColor + ks * specularColor, alpha ); +} |