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Diffstat (limited to 'examples/qt3d/deferred-renderer-qml/FinalEffect.qml')
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1 files changed, 177 insertions, 0 deletions
diff --git a/examples/qt3d/deferred-renderer-qml/FinalEffect.qml b/examples/qt3d/deferred-renderer-qml/FinalEffect.qml new file mode 100644 index 000000000..f46e65c12 --- /dev/null +++ b/examples/qt3d/deferred-renderer-qml/FinalEffect.qml @@ -0,0 +1,177 @@ +/**************************************************************************** +** +** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). +** Contact: http://www.qt-project.org/legal +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later as published by the Free +** Software Foundation and appearing in the file LICENSE.GPL included in +** the packaging of this file. Please review the following information to +** ensure the GNU General Public License version 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import Qt3D 2.0 +import Qt3D.Render 2.0 + +Effect { + techniques : [ + // OpenGL 3.1 + Technique { + openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; 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 { + annotations : Annotation { 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 * lightColor; + } + " + } + } + }, + // OpenGL 2.0 with FBO extension + Technique { + openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.None; 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 { + annotations : Annotation { 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; + } + " + } + } + }] +} |