diff options
21 files changed, 425 insertions, 271 deletions
diff --git a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag index dfd2650bd..f471504fa 100644 --- a/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag +++ b/examples/qt3d/advancedcustommaterial/shaders/es2/water.frag @@ -29,7 +29,7 @@ uniform FP float shininess; uniform FP float normalAmount; uniform FP vec3 eyePosition; -#pragma include light.inc.frag +#pragma include phong.inc.frag #pragma include coordinatesystems.inc void main() diff --git a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag index 49d57fcaf..6e9722314 100644 --- a/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag +++ b/examples/qt3d/advancedcustommaterial/shaders/gl3/water.frag @@ -32,7 +32,7 @@ uniform vec3 eyePosition; out vec4 fragColor; -#pragma include light.inc.frag +#pragma include phong.inc.frag #pragma include coordinatesystems.inc void main() diff --git a/src/extras/extras.qrc b/src/extras/extras.qrc index c51d47eb5..f3619fdb7 100644 --- a/src/extras/extras.qrc +++ b/src/extras/extras.qrc @@ -4,6 +4,9 @@ <file>shaders/gl3/light.inc.frag</file> <file>shaders/es2/light.inc.frag</file> <file>shaders/es2/light.inc.frag100</file> + <file>shaders/gl3/phong.inc.frag</file> + <file>shaders/es2/phong.inc.frag</file> + <file>shaders/es2/phong.inc.frag100</file> <file>shaders/gl3/metalrough.inc.frag</file> <file>shaders/gl3/coordinatesystems.inc</file> <file>shaders/es2/coordinatesystems.inc</file> diff --git a/src/extras/shaders/es2/diffusemap.frag b/src/extras/shaders/es2/diffusemap.frag index 974179f2a..6ac9bd5a3 100644 --- a/src/extras/shaders/es2/diffusemap.frag +++ b/src/extras/shaders/es2/diffusemap.frag @@ -12,7 +12,7 @@ varying FP vec3 worldPosition; varying FP vec3 worldNormal; varying FP vec2 texCoord; -#pragma include light.inc.frag +#pragma include phong.inc.frag void main() { diff --git a/src/extras/shaders/es2/diffusespecularmap.frag b/src/extras/shaders/es2/diffusespecularmap.frag index 5ad170d1d..99183aaf4 100644 --- a/src/extras/shaders/es2/diffusespecularmap.frag +++ b/src/extras/shaders/es2/diffusespecularmap.frag @@ -13,7 +13,7 @@ varying FP vec3 worldPosition; varying FP vec3 worldNormal; varying FP vec2 texCoord; -#pragma include light.inc.frag +#pragma include phong.inc.frag void main() { diff --git a/src/extras/shaders/es2/light.inc.frag b/src/extras/shaders/es2/light.inc.frag index 2c41bb37b..9d29648bd 100644 --- a/src/extras/shaders/es2/light.inc.frag +++ b/src/extras/shaders/es2/light.inc.frag @@ -13,82 +13,3 @@ struct Light { }; uniform Light lights[MAX_LIGHTS]; uniform int lightCount; - -void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess, - out FP vec3 diffuseColor, out FP vec3 specularColor) -{ - diffuseColor = vec3(0.0); - specularColor = vec3(0.0); - - FP vec3 n = normalize( vnormal ); - - FP vec3 s; - Light light; - for (int i = 0; i < MAX_LIGHTS; ++i) { - if (i >= lightCount) // Make brcm happy with the for loop - break; - if (i == 0) - light = lights[0]; - else if (i == 1) - light = lights[1]; - else if (i == 2) - light = lights[2]; - else if (i == 3) - light = lights[3]; - else if (i == 4) - light = lights[4]; - else if (i == 5) - light = lights[5]; - else if (i == 6) - light = lights[6]; - else if (i == 7) - light = lights[7]; - - FP float att = 1.0; - if ( light.type != TYPE_DIRECTIONAL ) { - s = light.position - vpos; - if (length( light.attenuation ) != 0.0) { - FP float dist = length(s); - att = 1.0 / (light.attenuation.x + light.attenuation.y * dist + light.attenuation.z * dist * dist); - } - s = normalize( s ); - if ( light.type == TYPE_SPOT ) { - if ( degrees(acos(dot(-s, normalize(light.direction))) ) > light.cutOffAngle) - att = 0.0; - } - } else { - s = normalize( -light.direction ); - } - - FP float diffuse = max( dot( s, n ), 0.0 ); - - FP float specular = 0.0; - if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { - FP vec3 r = reflect( -s, n ); - FP float normFactor = ( shininess + 2.0 ) / 2.0; - specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess ); - } - - diffuseColor += att * light.intensity * diffuse * light.color; - specularColor += att * light.intensity * specular * light.color; - } -} - -FP vec4 phongFunction(const in FP vec4 ambient, - const in FP vec4 diffuse, - const in FP vec4 specular, - const in FP float shininess, - const in FP vec3 worldPosition, - const in FP vec3 worldView, - const in FP vec3 worldNormal) -{ - // Calculate the lighting model, keeping the specular component separate - FP vec3 diffuseColor, specularColor; - adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor); - - // Combine spec with ambient+diffuse for final fragment color - FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb - + specularColor * specular.rgb; - - return vec4(color, diffuse.a); -} diff --git a/src/extras/shaders/es2/light.inc.frag100 b/src/extras/shaders/es2/light.inc.frag100 index bf59b5e47..adbcaa2a0 100644 --- a/src/extras/shaders/es2/light.inc.frag100 +++ b/src/extras/shaders/es2/light.inc.frag100 @@ -13,94 +13,3 @@ struct Light { }; uniform Light lights[MAX_LIGHTS]; uniform int lightCount; - -void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess, - out FP vec3 diffuseColor, out FP vec3 specularColor) -{ - diffuseColor = vec3(0.0); - specularColor = vec3(0.0); - - FP vec3 n = normalize( vnormal ); - - // 0 - if (lightCount < 1) - return; - FP vec3 s; - FP float att = 1.0; - if ( lights[0].type != TYPE_DIRECTIONAL ) { - s = lights[0].position - vpos; - if (length( lights[0].attenuation ) != 0.0) { - FP float dist = length(s); - att = 1.0 / (lights[0].attenuation.x + lights[0].attenuation.y * dist + lights[0].attenuation.z * dist * dist); - } - s = normalize( s ); - if ( lights[0].type == TYPE_SPOT ) { - if ( degrees(acos(dot(-s, normalize(lights[0].direction))) ) > lights[0].cutOffAngle) - att = 0.0; - } - } else { - s = normalize( -lights[0].direction ); - } - - FP float diffuse = max( dot( s, n ), 0.0 ); - - FP float specular = 0.0; - if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { - FP vec3 r = reflect( -s, n ); - FP float normFactor = ( shininess + 2.0 ) / 2.0; - specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess ); - } - - diffuseColor += att * lights[0].intensity * diffuse * lights[0].color; - specularColor += att * specular; - - // 1 - if (lightCount < 2) - return; - att = 1.0; - if ( lights[1].type != TYPE_DIRECTIONAL ) { - s = lights[1].position - vpos; - if (length( lights[1].attenuation ) != 0.0) { - FP float dist = length(s); - att = 1.0 / (lights[1].attenuation.x + lights[1].attenuation.y * dist + lights[1].attenuation.z * dist * dist); - } - s = normalize( s ); - if ( lights[1].type == TYPE_SPOT ) { - if ( degrees(acos(dot(-s, normalize(lights[1].direction))) ) > lights[1].cutOffAngle) - att = 0.0; - } - } else { - s = normalize( -lights[1].direction ); - } - - diffuse = max( dot( s, n ), 0.0 ); - - specular = 0.0; - if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { - FP vec3 r = reflect( -s, n ); - FP float normFactor = ( shininess + 2.0 ) / 2.0; - specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess ); - } - - diffuseColor += att * lights[1].intensity * diffuse * lights[1].color; - specularColor += att * specular; -} - -FP vec4 phongFunction(const in FP vec4 ambient, - const in FP vec4 diffuse, - const in FP vec4 specular, - const in FP float shininess, - const in FP vec3 worldPosition, - const in FP vec3 worldView, - const in FP vec3 worldNormal) -{ - // Calculate the lighting model, keeping the specular component separate - FP vec3 diffuseColor, specularColor; - adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor); - - // Combine spec with ambient+diffuse for final fragment color - FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb - + specularColor * specular.rgb; - - return vec4(color, diffuse.a); -} diff --git a/src/extras/shaders/es2/normaldiffusemap.frag b/src/extras/shaders/es2/normaldiffusemap.frag index 19ca27de8..0bf4c5630 100644 --- a/src/extras/shaders/es2/normaldiffusemap.frag +++ b/src/extras/shaders/es2/normaldiffusemap.frag @@ -15,7 +15,7 @@ uniform FP float shininess; // Specular shininess factor uniform FP vec3 eyePosition; -#pragma include light.inc.frag +#pragma include phong.inc.frag #pragma include coordinatesystems.inc void main() diff --git a/src/extras/shaders/es2/normaldiffusespecularmap.frag b/src/extras/shaders/es2/normaldiffusespecularmap.frag index 69322dd3a..0541c8902 100644 --- a/src/extras/shaders/es2/normaldiffusespecularmap.frag +++ b/src/extras/shaders/es2/normaldiffusespecularmap.frag @@ -15,7 +15,7 @@ uniform FP float shininess; // Specular shininess factor uniform FP vec3 eyePosition; -#pragma include light.inc.frag +#pragma include phong.inc.frag #pragma include coordinatesystems.inc void main() diff --git a/src/extras/shaders/es2/pervertexcolor.frag b/src/extras/shaders/es2/pervertexcolor.frag index d33e11145..a2f0e8bf2 100644 --- a/src/extras/shaders/es2/pervertexcolor.frag +++ b/src/extras/shaders/es2/pervertexcolor.frag @@ -6,7 +6,7 @@ varying FP vec4 color; uniform FP vec3 eyePosition; -#pragma include light.inc.frag +#pragma include phong.inc.frag void main() { diff --git a/src/extras/shaders/es2/phong.frag b/src/extras/shaders/es2/phong.frag index a2d29c6cc..6b8ab7111 100644 --- a/src/extras/shaders/es2/phong.frag +++ b/src/extras/shaders/es2/phong.frag @@ -10,7 +10,7 @@ uniform FP vec3 eyePosition; varying FP vec3 worldPosition; varying FP vec3 worldNormal; -#pragma include light.inc.frag +#pragma include phong.inc.frag void main() { diff --git a/src/extras/shaders/es2/phong.inc.frag b/src/extras/shaders/es2/phong.inc.frag new file mode 100644 index 000000000..9d17b68b5 --- /dev/null +++ b/src/extras/shaders/es2/phong.inc.frag @@ -0,0 +1,128 @@ +/**************************************************************************** +** +** 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." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#pragma include light.inc.frag + +void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess, + out FP vec3 diffuseColor, out FP vec3 specularColor) +{ + diffuseColor = vec3(0.0); + specularColor = vec3(0.0); + + FP vec3 n = normalize( vnormal ); + + FP vec3 s; + Light light; + for (int i = 0; i < lightCount; ++i) { + if (i == 0) + light = lights[0]; + else if (i == 1) + light = lights[1]; + else if (i == 2) + light = lights[2]; + else if (i == 3) + light = lights[3]; + else if (i == 4) + light = lights[4]; + else if (i == 5) + light = lights[5]; + else if (i == 6) + light = lights[6]; + else if (i == 7) + light = lights[7]; + + FP float att = 1.0; + if ( light.type != TYPE_DIRECTIONAL ) { + s = light.position - vpos; + if (length( light.attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (light.attenuation.x + light.attenuation.y * dist + light.attenuation.z * dist * dist); + } + s = normalize( s ); + if ( light.type == TYPE_SPOT ) { + if ( degrees(acos(dot(-s, normalize(light.direction))) ) > light.cutOffAngle) + att = 0.0; + } + } else { + s = normalize( -light.direction ); + } + + FP float diffuse = max( dot( s, n ), 0.0 ); + + FP float specular = 0.0; + if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { + FP vec3 r = reflect( -s, n ); + FP float normFactor = ( shininess + 2.0 ) / 2.0; + specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess ); + } + + diffuseColor += att * light.intensity * diffuse * light.color; + specularColor += att * light.intensity * specular * light.color; + } +} + +FP vec4 phongFunction(const in FP vec4 ambient, + const in FP vec4 diffuse, + const in FP vec4 specular, + const in FP float shininess, + const in FP vec3 worldPosition, + const in FP vec3 worldView, + const in FP vec3 worldNormal) +{ + // Calculate the lighting model, keeping the specular component separate + FP vec3 diffuseColor, specularColor; + adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor); + + // Combine spec with ambient+diffuse for final fragment color + FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb + + specularColor * specular.rgb; + + return vec4(color, diffuse.a); +} diff --git a/src/extras/shaders/es2/phong.inc.frag100 b/src/extras/shaders/es2/phong.inc.frag100 new file mode 100644 index 000000000..507d8eaf5 --- /dev/null +++ b/src/extras/shaders/es2/phong.inc.frag100 @@ -0,0 +1,142 @@ +/**************************************************************************** +** +** 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." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#pragma include light.inc.frag + +void adsModel(const in FP vec3 vpos, const in FP vec3 vnormal, const in FP vec3 vview, const in FP float shininess, + out FP vec3 diffuseColor, out FP vec3 specularColor) +{ + diffuseColor = vec3(0.0); + specularColor = vec3(0.0); + + FP vec3 n = normalize( vnormal ); + + // 0 + if (lightCount < 1) + return; + FP vec3 s; + FP float att = 1.0; + if ( lights[0].type != TYPE_DIRECTIONAL ) { + s = lights[0].position - vpos; + if (length( lights[0].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[0].attenuation.x + lights[0].attenuation.y * dist + lights[0].attenuation.z * dist * dist); + } + s = normalize( s ); + if ( lights[0].type == TYPE_SPOT ) { + if ( degrees(acos(dot(-s, normalize(lights[0].direction))) ) > lights[0].cutOffAngle) + att = 0.0; + } + } else { + s = normalize( -lights[0].direction ); + } + + FP float diffuse = max( dot( s, n ), 0.0 ); + + FP float specular = 0.0; + if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { + FP vec3 r = reflect( -s, n ); + FP float normFactor = ( shininess + 2.0 ) / 2.0; + specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess ); + } + + diffuseColor += att * lights[0].intensity * diffuse * lights[0].color; + specularColor += att * specular; + + // 1 + if (lightCount < 2) + return; + att = 1.0; + if ( lights[1].type != TYPE_DIRECTIONAL ) { + s = lights[1].position - vpos; + if (length( lights[1].attenuation ) != 0.0) { + FP float dist = length(s); + att = 1.0 / (lights[1].attenuation.x + lights[1].attenuation.y * dist + lights[1].attenuation.z * dist * dist); + } + s = normalize( s ); + if ( lights[1].type == TYPE_SPOT ) { + if ( degrees(acos(dot(-s, normalize(lights[1].direction))) ) > lights[1].cutOffAngle) + att = 0.0; + } + } else { + s = normalize( -lights[1].direction ); + } + + diffuse = max( dot( s, n ), 0.0 ); + + specular = 0.0; + if (diffuse > 0.0 && shininess > 0.0 && att > 0.0) { + FP vec3 r = reflect( -s, n ); + FP float normFactor = ( shininess + 2.0 ) / 2.0; + specular = normFactor * pow( max( dot( r, vview ), 0.0 ), shininess ); + } + + diffuseColor += att * lights[1].intensity * diffuse * lights[1].color; + specularColor += att * specular; +} + +FP vec4 phongFunction(const in FP vec4 ambient, + const in FP vec4 diffuse, + const in FP vec4 specular, + const in FP float shininess, + const in FP vec3 worldPosition, + const in FP vec3 worldView, + const in FP vec3 worldNormal) +{ + // Calculate the lighting model, keeping the specular component separate + FP vec3 diffuseColor, specularColor; + adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor); + + // Combine spec with ambient+diffuse for final fragment color + FP vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb + + specularColor * specular.rgb; + + return vec4(color, diffuse.a); +} diff --git a/src/extras/shaders/gl3/diffusemap.frag b/src/extras/shaders/gl3/diffusemap.frag index 1b1b53e17..34fef5a43 100644 --- a/src/extras/shaders/gl3/diffusemap.frag +++ b/src/extras/shaders/gl3/diffusemap.frag @@ -14,7 +14,7 @@ in vec2 texCoord; out vec4 fragColor; -#pragma include light.inc.frag +#pragma include phong.inc.frag void main() { diff --git a/src/extras/shaders/gl3/diffusespecularmap.frag b/src/extras/shaders/gl3/diffusespecularmap.frag index 00ef124bb..8673a5121 100644 --- a/src/extras/shaders/gl3/diffusespecularmap.frag +++ b/src/extras/shaders/gl3/diffusespecularmap.frag @@ -15,7 +15,7 @@ in vec2 texCoord; out vec4 fragColor; -#pragma include light.inc.frag +#pragma include phong.inc.frag void main() { diff --git a/src/extras/shaders/gl3/light.inc.frag b/src/extras/shaders/gl3/light.inc.frag index f588acce3..0b642638f 100644 --- a/src/extras/shaders/gl3/light.inc.frag +++ b/src/extras/shaders/gl3/light.inc.frag @@ -23,90 +23,3 @@ struct EnvironmentLight { }; uniform EnvironmentLight envLight; uniform int envLightCount = 0; - -void adsModel(const in vec3 worldPos, - const in vec3 worldNormal, - const in vec3 worldView, - 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 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, worldView), 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; - } -} - -vec4 phongFunction(const in vec4 ambient, - const in vec4 diffuse, - const in vec4 specular, - const in float shininess, - const in vec3 worldPosition, - const in vec3 worldView, - const in vec3 worldNormal) -{ - // Calculate the lighting model, keeping the specular component separate - vec3 diffuseColor, specularColor; - adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor); - - // Combine spec with ambient+diffuse for final fragment color - vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb - + specularColor * specular.rgb; - - return vec4(color, diffuse.a); -} diff --git a/src/extras/shaders/gl3/normaldiffusemap.frag b/src/extras/shaders/gl3/normaldiffusemap.frag index 1266cafa0..bac776738 100644 --- a/src/extras/shaders/gl3/normaldiffusemap.frag +++ b/src/extras/shaders/gl3/normaldiffusemap.frag @@ -17,7 +17,7 @@ uniform vec3 eyePosition; out vec4 fragColor; -#pragma include light.inc.frag +#pragma include phong.inc.frag #pragma include coordinatesystems.inc void main() diff --git a/src/extras/shaders/gl3/normaldiffusespecularmap.frag b/src/extras/shaders/gl3/normaldiffusespecularmap.frag index db1803c7a..d96b9e747 100644 --- a/src/extras/shaders/gl3/normaldiffusespecularmap.frag +++ b/src/extras/shaders/gl3/normaldiffusespecularmap.frag @@ -15,7 +15,7 @@ uniform vec4 ka; // Ambient reflectivity uniform float shininess; // Specular shininess factor uniform vec3 eyePosition; -#pragma include light.inc.frag +#pragma include phong.inc.frag #pragma include coordinatesystems.inc void main() diff --git a/src/extras/shaders/gl3/pervertexcolor.frag b/src/extras/shaders/gl3/pervertexcolor.frag index 71318e37f..40fc066d6 100644 --- a/src/extras/shaders/gl3/pervertexcolor.frag +++ b/src/extras/shaders/gl3/pervertexcolor.frag @@ -8,7 +8,7 @@ out vec4 fragColor; uniform vec3 eyePosition; -#pragma include light.inc.frag +#pragma include phong.inc.frag void main() { diff --git a/src/extras/shaders/gl3/phong.frag b/src/extras/shaders/gl3/phong.frag index 49e0ce1dd..3652672b5 100644 --- a/src/extras/shaders/gl3/phong.frag +++ b/src/extras/shaders/gl3/phong.frag @@ -12,7 +12,7 @@ in vec3 worldNormal; out vec4 fragColor; -#pragma include light.inc.frag +#pragma include phong.inc.frag void main() { diff --git a/src/extras/shaders/gl3/phong.inc.frag b/src/extras/shaders/gl3/phong.inc.frag new file mode 100644 index 000000000..47a6ecd4a --- /dev/null +++ b/src/extras/shaders/gl3/phong.inc.frag @@ -0,0 +1,138 @@ +/**************************************************************************** +** +** 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." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#pragma include light.inc.frag + +void adsModel(const in vec3 worldPos, + const in vec3 worldNormal, + const in vec3 worldView, + 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 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, worldView), 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; + } +} + +vec4 phongFunction(const in vec4 ambient, + const in vec4 diffuse, + const in vec4 specular, + const in float shininess, + const in vec3 worldPosition, + const in vec3 worldView, + const in vec3 worldNormal) +{ + // Calculate the lighting model, keeping the specular component separate + vec3 diffuseColor, specularColor; + adsModel(worldPosition, worldNormal, worldView, shininess, diffuseColor, specularColor); + + // Combine spec with ambient+diffuse for final fragment color + vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb + + specularColor * specular.rgb; + + return vec4(color, diffuse.a); +} |