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+/****************************************************************************
+**
+** 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;
+ }
+ "
+ }
+ }
+ }]
+}