From 3fe37f854dcaa2d92e8936ccddd07800fb4d04d3 Mon Sep 17 00:00:00 2001 From: Paul Lemire Date: Sun, 19 Jul 2015 18:20:06 +0200 Subject: Added PhongAlphaMaterial for qml cpp version to follow Change-Id: I7d6f48f6c9b54810fb127dfe6371ede026f129bf Reviewed-by: Sean Harmer --- src/quick3d/imports/render/defaults/defaults.pri | 3 +- .../render/defaults/qml/PhongAlphaMaterial.qml | 139 +++++++++++++++++++++ .../imports/render/qt3dquick3drendererplugin.cpp | 1 + src/render/render.qrc | 4 + src/render/shaders/es2/phongalpha.frag | 43 +++++++ src/render/shaders/es2/phongalpha.vert | 17 +++ src/render/shaders/gl3/phongalpha.frag | 46 +++++++ src/render/shaders/gl3/phongalpha.vert | 19 +++ 8 files changed, 271 insertions(+), 1 deletion(-) create mode 100644 src/quick3d/imports/render/defaults/qml/PhongAlphaMaterial.qml create mode 100644 src/render/shaders/es2/phongalpha.frag create mode 100644 src/render/shaders/es2/phongalpha.vert create mode 100644 src/render/shaders/gl3/phongalpha.frag create mode 100644 src/render/shaders/gl3/phongalpha.vert (limited to 'src') diff --git a/src/quick3d/imports/render/defaults/defaults.pri b/src/quick3d/imports/render/defaults/defaults.pri index edaa567cd..8bfe8f126 100644 --- a/src/quick3d/imports/render/defaults/defaults.pri +++ b/src/quick3d/imports/render/defaults/defaults.pri @@ -14,4 +14,5 @@ QML_FILES = \ $$PWD/qml/ForwardRenderer.qml \ $$PWD/qml/PerVertexColorMaterial.qml \ $$PWD/qml/SkyboxEntity.qml \ - $$PWD/qml/GoochMaterial.qml + $$PWD/qml/GoochMaterial.qml \ + $$PWD/qml/PhongAlphaMaterial.qml diff --git a/src/quick3d/imports/render/defaults/qml/PhongAlphaMaterial.qml b/src/quick3d/imports/render/defaults/qml/PhongAlphaMaterial.qml new file mode 100644 index 000000000..b985c213b --- /dev/null +++ b/src/quick3d/imports/render/defaults/qml/PhongAlphaMaterial.qml @@ -0,0 +1,139 @@ +/**************************************************************************** +** +** Copyright (C) 2015 Paul Lemire +** 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.Renderer 2.0 + +Material { + id:root + property color ambient: Qt.rgba( 0.05, 0.05, 0.05, 1.0 ) + property color diffuse: Qt.rgba( 0.7, 0.7, 0.7, 1.0 ) + property color specular: Qt.rgba( 0.95, 0.95, 0.95, 1.0 ) + property real shininess: 150.0 + property real alpha: 0.5 + + + ShaderProgram { + id: gl3PhongAlphaShader + vertexShaderCode: loadSource("qrc:/shaders/gl3/phongalpha.vert") + fragmentShaderCode: loadSource("qrc:/shaders/gl3/phongalpha.frag") + } + + ShaderProgram { + id: gl2es2PhongAlphaShader + vertexShaderCode: loadSource("qrc:/shaders/es2/phongalpha.vert") + fragmentShaderCode: loadSource("qrc:/shaders/es2/phongalpha.frag") + } + + effect: Effect { + + parameters: [ + Parameter { name: "alpha"; value: root.alpha }, + Parameter { name: "ka"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) }, + Parameter { name: "kd"; value: Qt.vector3d(root.diffuse.r, root.diffuse.g, root.diffuse.b) }, + Parameter { name: "ks"; value: Qt.vector3d(root.specular.r, root.specular.g, root.specular.b) }, + Parameter { name: "shininess"; value: root.shininess }, + Parameter { name: "lightPosition"; value: Qt.vector4d(1.0, 1.0, 0.0, 1.0) }, + Parameter { name: "lightIntensity"; value: Qt.vector3d(1.0, 1.0, 1.0) } + ] + + techniques: [ + // GL 3 Technique + Technique { + openGLFilter { + api: OpenGLFilter.Desktop + profile: OpenGLFilter.Core + majorVersion: 3 + minorVersion: 1 + } + renderPasses: RenderPass { + shaderProgram: gl3PhongAlphaShader + renderStates: [ + DepthMask { mask: false }, + BlendState { + srcRGB: BlendState.SrcAlpha + dstRGB: BlendState.OneMinusSrcAlpha + }, + BlendEquation {mode: BlendEquation.FuncAdd} + ] + } + }, + + // GL 2 Technique + Technique { + openGLFilter { + api: OpenGLFilter.Desktop + profile: OpenGLFilter.None + majorVersion: 2 + minorVersion: 0 + } + renderPasses: RenderPass { + shaderProgram: gl2es2PhongAlphaShader + renderStates: [ + DepthMask { mask: false }, + BlendState { + srcRGB: BlendState.SrcAlpha + dstRGB: BlendState.OneMinusSrcAlpha + }, + BlendEquation {mode: BlendEquation.FuncAdd} + ] + } + }, + + // ES 2 Technique + Technique { + openGLFilter { + api: OpenGLFilter.ES + profile: OpenGLFilter.None + majorVersion: 2 + minorVersion: 0 + } + renderPasses: RenderPass { + shaderProgram: gl2es2PhongAlphaShader + renderStates: [ + DepthMask { mask: false }, + BlendState { + srcRGB: BlendState.SrcAlpha + dstRGB: BlendState.OneMinusSrcAlpha + }, + BlendEquation {mode: BlendEquation.FuncAdd} + ] + } + } + ] + } +} + diff --git a/src/quick3d/imports/render/qt3dquick3drendererplugin.cpp b/src/quick3d/imports/render/qt3dquick3drendererplugin.cpp index e26c5d639..bb01333f8 100644 --- a/src/quick3d/imports/render/qt3dquick3drendererplugin.cpp +++ b/src/quick3d/imports/render/qt3dquick3drendererplugin.cpp @@ -122,6 +122,7 @@ static const struct { } qmldir [] = { // Materials { "PhongMaterial", 2, 0 }, + { "PhongAlphaMaterial", 2, 0 }, { "DiffuseMapMaterial", 2, 0 }, { "DiffuseSpecularMapMaterial", 2, 0 }, { "NormalDiffuseMapAlphaMaterial", 2, 0 }, diff --git a/src/render/render.qrc b/src/render/render.qrc index 21db94917..0675f9662 100644 --- a/src/render/render.qrc +++ b/src/render/render.qrc @@ -53,5 +53,9 @@ shaders/gl3/gooch.frag shaders/es2/gooch.frag shaders/es2/gooch.vert + shaders/gl3/phongalpha.frag + shaders/gl3/phongalpha.vert + shaders/es2/phongalpha.frag + shaders/es2/phongalpha.vert diff --git a/src/render/shaders/es2/phongalpha.frag b/src/render/shaders/es2/phongalpha.frag new file mode 100644 index 000000000..6f1d4e051 --- /dev/null +++ b/src/render/shaders/es2/phongalpha.frag @@ -0,0 +1,43 @@ +#define FP highp + +uniform FP vec4 lightPosition; +uniform FP vec3 lightIntensity; + +// TODO: Replace with a struct +uniform FP vec3 ka; // Ambient reflectivity +uniform FP vec3 kd; // Diffuse reflectivity +uniform FP vec3 ks; // Specular reflectivity +uniform FP float shininess; // Specular shininess factor +uniform FP float alpha; + +varying FP vec3 position; +varying FP vec3 normal; + +FP vec3 adsModel( const FP vec3 pos, const FP vec3 n ) +{ + // Calculate the vector from the light to the fragment + FP vec3 s = normalize( vec3( lightPosition ) - pos ); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + FP vec3 v = normalize( -pos ); + + // Reflect the light beam using the normal at this fragment + FP vec3 r = reflect( -s, n ); + + // Calculate the diffuse component + FP float diffuse = max( dot( s, n ), 0.0 ); + + // Calculate the specular component + FP float specular = 0.0; + if ( dot( s, n ) > 0.0 ) + specular = pow( max( dot( r, v ), 0.0 ), shininess ); + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ( ka + kd * diffuse + ks * specular ); +} + +void main() +{ + gl_FragColor = vec4( adsModel( position, normalize( normal ) ), alpha ); +} diff --git a/src/render/shaders/es2/phongalpha.vert b/src/render/shaders/es2/phongalpha.vert new file mode 100644 index 000000000..03a416213 --- /dev/null +++ b/src/render/shaders/es2/phongalpha.vert @@ -0,0 +1,17 @@ +attribute vec3 vertexPosition; +attribute vec3 vertexNormal; + +varying vec3 position; +varying vec3 normal; + +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +void main() +{ + normal = normalize( modelViewNormal * vertexNormal ); + position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); + + gl_Position = mvp * vec4( vertexPosition, 1.0 ); +} diff --git a/src/render/shaders/gl3/phongalpha.frag b/src/render/shaders/gl3/phongalpha.frag new file mode 100644 index 000000000..6c18ae407 --- /dev/null +++ b/src/render/shaders/gl3/phongalpha.frag @@ -0,0 +1,46 @@ +#version 150 core + +// TODO: Replace with a uniform block +uniform vec4 lightPosition; +uniform vec3 lightIntensity; + +// 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; + +in vec3 position; +in vec3 normal; + +out vec4 fragColor; + +vec3 adsModel( const in vec3 pos, const in vec3 n ) +{ + // Calculate the vector from the light to the fragment + vec3 s = normalize( vec3( lightPosition ) - pos ); + + // Calculate the vector from the fragment to the eye position + // (origin since this is in "eye" or "camera" space) + vec3 v = normalize( -pos ); + + // Reflect the light beam using the normal at this fragment + vec3 r = reflect( -s, n ); + + // Calculate the diffuse component + float diffuse = max( dot( s, n ), 0.0 ); + + // Calculate the specular component + float specular = 0.0; + if ( dot( s, n ) > 0.0 ) + specular = pow( max( dot( r, v ), 0.0 ), shininess ); + + // Combine the ambient, diffuse and specular contributions + return lightIntensity * ( ka + kd * diffuse + ks * specular ); +} + +void main() +{ + fragColor = vec4( adsModel( position, normalize( normal ) ), alpha ); +} diff --git a/src/render/shaders/gl3/phongalpha.vert b/src/render/shaders/gl3/phongalpha.vert new file mode 100644 index 000000000..c0f907f29 --- /dev/null +++ b/src/render/shaders/gl3/phongalpha.vert @@ -0,0 +1,19 @@ +#version 150 core + +in vec3 vertexPosition; +in vec3 vertexNormal; + +out vec3 position; +out vec3 normal; + +uniform mat4 modelView; +uniform mat3 modelViewNormal; +uniform mat4 mvp; + +void main() +{ + normal = normalize( modelViewNormal * vertexNormal ); + position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); + + gl_Position = mvp * vec4( vertexPosition, 1.0 ); +} -- cgit v1.2.3