diff options
-rw-r--r-- | examples/qt3d/planets-qml/PlanetsLight.qml | 2 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/ShadowEffect.qml | 4 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/planets-qml.qrc | 2 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetD.frag | 9 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetD.vert | 9 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetDB.frag | 12 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetDB.vert | 9 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetDS.frag | 9 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag | 14 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetDShadow.frag | 103 | ||||
-rw-r--r-- | examples/qt3d/planets-qml/shaders/gl3/planetDShadow.vert | 71 |
11 files changed, 185 insertions, 59 deletions
diff --git a/examples/qt3d/planets-qml/PlanetsLight.qml b/examples/qt3d/planets-qml/PlanetsLight.qml index ea73fe9db..86e4111c3 100644 --- a/examples/qt3d/planets-qml/PlanetsLight.qml +++ b/examples/qt3d/planets-qml/PlanetsLight.qml @@ -63,7 +63,7 @@ Entity { readonly property Camera lightCamera: lightCamera readonly property matrix4x4 lightViewProjection: - lightCamera.projectionMatrix.times(lightCamera.matrix) + lightCamera.projectionMatrix.times(lightCamera.viewMatrix) Camera { id: lightCamera diff --git a/examples/qt3d/planets-qml/ShadowEffect.qml b/examples/qt3d/planets-qml/ShadowEffect.qml index c09ebebc5..a5d414c47 100644 --- a/examples/qt3d/planets-qml/ShadowEffect.qml +++ b/examples/qt3d/planets-qml/ShadowEffect.qml @@ -90,8 +90,8 @@ Effect { filterKeys: [ forwardkey ] shaderProgram: ShaderProgram { - vertexShaderCode: loadSource("qrc:/shaders/gl3/planetD.vert") - fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetD.frag") + vertexShaderCode: loadSource("qrc:/shaders/gl3/planetDShadow.vert") + fragmentShaderCode: loadSource("qrc:/shaders/gl3/planetDShadow.frag") } // no special render state set => use the default set of states diff --git a/examples/qt3d/planets-qml/planets-qml.qrc b/examples/qt3d/planets-qml/planets-qml.qrc index 4b6bd433d..ebac0bcd5 100644 --- a/examples/qt3d/planets-qml/planets-qml.qrc +++ b/examples/qt3d/planets-qml/planets-qml.qrc @@ -35,5 +35,7 @@ <file>shaders/es2/planetDB.vert</file> <file>shaders/es2/planetDS.frag</file> <file>shaders/es2/planetDSB.frag</file> + <file>shaders/gl3/planetDShadow.frag</file> + <file>shaders/gl3/planetDShadow.vert</file> </qresource> </RCC> diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetD.frag b/examples/qt3d/planets-qml/shaders/gl3/planetD.frag index 74da1f37a..667c6c9aa 100644 --- a/examples/qt3d/planets-qml/shaders/gl3/planetD.frag +++ b/examples/qt3d/planets-qml/shaders/gl3/planetD.frag @@ -49,10 +49,6 @@ uniform float opacity; // Alpha channel uniform sampler2D diffuseTexture; -uniform sampler2DShadow shadowMapTexture; - -in vec4 positionInLightSpace; - in vec3 position; in vec3 normal; in vec2 texCoord; @@ -91,11 +87,8 @@ void main() vec2 flipYTexCoord = texCoord; flipYTexCoord.y = 1.0 - texCoord.y; - float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); - vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb; - if (shadowMapSample > 0) - result = dModel(flipYTexCoord); + result += dModel(flipYTexCoord); float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a; diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetD.vert b/examples/qt3d/planets-qml/shaders/gl3/planetD.vert index 41a1db6e4..6070eb547 100644 --- a/examples/qt3d/planets-qml/shaders/gl3/planetD.vert +++ b/examples/qt3d/planets-qml/shaders/gl3/planetD.vert @@ -41,12 +41,10 @@ in vec3 vertexPosition; in vec3 vertexNormal; in vec2 vertexTexCoord; -out vec4 positionInLightSpace; out vec3 position; out vec3 normal; out vec2 texCoord; -uniform mat4 lightViewProjection; uniform mat4 modelMatrix; uniform mat4 modelView; uniform mat3 modelViewNormal; @@ -56,13 +54,6 @@ uniform float texCoordScale; void main() { - const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0, - 0.0, 0.5, 0.0, 0.0, - 0.0, 0.0, 0.5, 0.0, - 0.5, 0.5, 0.5, 1.0); - - positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0); - texCoord = vertexTexCoord * texCoordScale; normal = normalize(modelViewNormal * vertexNormal); position = vec3(modelView * vec4(vertexPosition, 1.0)); diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag index bf53a127b..ea1230d97 100644 --- a/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag +++ b/examples/qt3d/planets-qml/shaders/gl3/planetDB.frag @@ -50,10 +50,6 @@ uniform float opacity; // Alpha channel uniform sampler2D diffuseTexture; uniform sampler2D normalTexture; -uniform sampler2DShadow shadowMapTexture; - -in vec4 positionInLightSpace; - in vec3 lightDir; in vec3 viewDir; in vec2 texCoord; @@ -88,8 +84,6 @@ void main() vec2 flipYTexCoord = texCoord; flipYTexCoord.y = 1.0 - texCoord.y; - float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); - // Sample the textures at the interpolated texCoords vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0); @@ -97,10 +91,8 @@ void main() // Calculate the lighting model, keeping the specular component separate vec3 ambientAndDiff, spec; - if (shadowMapSample > 0) { - dbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec); - result = ambientAndDiff + spec; - } + dbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec); + result = ambientAndDiff + spec; // Combine spec with ambient+diffuse for final fragment color fragColor = vec4(result, opacity); diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert b/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert index e30394aa3..17f925dc6 100644 --- a/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert +++ b/examples/qt3d/planets-qml/shaders/gl3/planetDB.vert @@ -42,13 +42,11 @@ in vec3 vertexNormal; in vec2 vertexTexCoord; in vec4 vertexTangent; -out vec4 positionInLightSpace; out vec3 lightDir; out vec3 viewDir; out vec2 texCoord; uniform mat4 viewMatrix; -uniform mat4 lightViewProjection; uniform mat4 modelMatrix; uniform mat4 modelView; uniform mat3 modelViewNormal; @@ -60,13 +58,6 @@ uniform vec3 lightPosition; void main() { - const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0, - 0.0, 0.5, 0.0, 0.0, - 0.0, 0.0, 0.5, 0.0, - 0.5, 0.5, 0.5, 1.0); - - positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0); - // Pass through texture coordinates texCoord = vertexTexCoord * texCoordScale; diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag index 03922362f..bba96bd4b 100644 --- a/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag +++ b/examples/qt3d/planets-qml/shaders/gl3/planetDS.frag @@ -49,10 +49,6 @@ uniform float opacity; // Alpha channel uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; -uniform sampler2DShadow shadowMapTexture; - -in vec4 positionInLightSpace; - in vec3 position; in vec3 normal; in vec2 texCoord; @@ -92,11 +88,8 @@ void main() vec2 flipYTexCoord = texCoord; flipYTexCoord.y = 1.0 - texCoord.y; - float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); - vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb; - if (shadowMapSample > 0) - result = dsModel(flipYTexCoord); + result += dsModel(flipYTexCoord); fragColor = vec4(result, opacity * texture(diffuseTexture, flipYTexCoord).a); } diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag index deb9565d4..1982ab17b 100644 --- a/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag +++ b/examples/qt3d/planets-qml/shaders/gl3/planetDSB.frag @@ -50,10 +50,6 @@ uniform sampler2D diffuseTexture; uniform sampler2D specularTexture; uniform sampler2D normalTexture; -uniform sampler2DShadow shadowMapTexture; - -in vec4 positionInLightSpace; - in vec3 lightDir; in vec3 viewDir; in vec2 texCoord; @@ -91,19 +87,13 @@ void main() vec2 flipYTexCoord = texCoord; flipYTexCoord.y = 1.0 - texCoord.y; - float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); - // Sample the textures at the interpolated texCoords vec4 normal = 2.0 * texture(normalTexture, flipYTexCoord) - vec4(1.0); - vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb; - // Calculate the lighting model, keeping the specular component separate vec3 ambientAndDiff, spec; - if (shadowMapSample > 0) { - dsbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec); - result = ambientAndDiff + spec; - } + dsbModel(normalize(normal.xyz), flipYTexCoord, ambientAndDiff, spec); + vec3 result = ambientAndDiff + spec; // Combine spec with ambient+diffuse for final fragment color fragColor = vec4(result, opacity); diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDShadow.frag b/examples/qt3d/planets-qml/shaders/gl3/planetDShadow.frag new file mode 100644 index 000000000..8f722388f --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/gl3/planetDShadow.frag @@ -0,0 +1,103 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#version 150 core + +uniform mat4 viewMatrix; + +uniform vec3 lightPosition; +uniform vec3 lightIntensity; + +uniform vec3 ka; // Ambient reflectivity +uniform vec3 ks; // Specular reflectivity +uniform float shininess; // Specular shininess factor +uniform float opacity; // Alpha channel + +uniform sampler2D diffuseTexture; + +uniform sampler2DShadow shadowMapTexture; + +in vec4 positionInLightSpace; + +in vec3 position; +in vec3 normal; +in vec2 texCoord; + +out vec4 fragColor; + +vec3 dModel(const in vec2 flipYTexCoord) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + vec3 v = normalize(-position); + + // Reflect the light beam using the normal at this fragment + vec3 r = reflect(-s, normal); + + // Calculate the diffuse component + float diffuse = max(dot(s, normal), 0.0); + + // Calculate the specular component + float specular = 0.0; + if (dot(s, normal) > 0.0) + specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess); + + // Lookup diffuse and specular factors + vec3 diffuseColor = texture(diffuseTexture, flipYTexCoord).rgb; + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks); +} + +void main() +{ + vec2 flipYTexCoord = texCoord; + flipYTexCoord.y = 1.0 - texCoord.y; + + float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace); + + vec3 result = lightIntensity * ka * texture(diffuseTexture, flipYTexCoord).rgb; + if (shadowMapSample > 0) + result += dModel(flipYTexCoord); + + float alpha = opacity * texture(diffuseTexture, flipYTexCoord).a; + + fragColor = vec4(result, alpha); +} diff --git a/examples/qt3d/planets-qml/shaders/gl3/planetDShadow.vert b/examples/qt3d/planets-qml/shaders/gl3/planetDShadow.vert new file mode 100644 index 000000000..41a1db6e4 --- /dev/null +++ b/examples/qt3d/planets-qml/shaders/gl3/planetDShadow.vert @@ -0,0 +1,71 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +** Copyright (C) 2015 The Qt Company Ltd. +** Contact: http://www.qt.io/licensing/ +** +** 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. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#version 150 core + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec2 vertexTexCoord; + +out vec4 positionInLightSpace; +out vec3 position; +out vec3 normal; +out vec2 texCoord; + +uniform mat4 lightViewProjection; +uniform mat4 modelMatrix; +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +uniform float texCoordScale; + +void main() +{ + const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0, + 0.0, 0.5, 0.0, 0.0, + 0.0, 0.0, 0.5, 0.0, + 0.5, 0.5, 0.5, 1.0); + + positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0); + + texCoord = vertexTexCoord * texCoordScale; + normal = normalize(modelViewNormal * vertexNormal); + position = vec3(modelView * vec4(vertexPosition, 1.0)); + + gl_Position = mvp * vec4(vertexPosition, 1.0); +} |