From b44682a625ae23410b8269cb74b22b8871f3d5d4 Mon Sep 17 00:00:00 2001 From: Sean Harmer Date: Thu, 3 Aug 2017 14:15:32 +0100 Subject: Use a custom material in skined mesh manual test In preparation for when the renderer can populate the skinning matrix palette. Change-Id: I0abd57397cb905aa3b5cc237364a5b8edb817174 Reviewed-by: Sean Harmer --- tests/manual/skinned-mesh/main.qml | 40 +++++++++++++-- tests/manual/skinned-mesh/skinned-mesh.pro | 3 ++ tests/manual/skinned-mesh/skinned-mesh.qrc | 1 + tests/manual/skinned-mesh/skinnedPbr.vert | 79 ++++++++++++++++++++++++++++++ 4 files changed, 118 insertions(+), 5 deletions(-) create mode 100644 tests/manual/skinned-mesh/skinnedPbr.vert (limited to 'tests/manual/skinned-mesh') diff --git a/tests/manual/skinned-mesh/main.qml b/tests/manual/skinned-mesh/main.qml index cd553f03c..c07ab5eeb 100644 --- a/tests/manual/skinned-mesh/main.qml +++ b/tests/manual/skinned-mesh/main.qml @@ -71,11 +71,41 @@ DefaultSceneEntity { onJointCountChanged: console.log("skeleton has " + jointCount + " joints") } }, - MetalRoughMaterial { - baseColor: "red" - metalness: 0.1 - roughness: 0.2 - } + Material { + effect: Effect { + id: skinnedPbrEffect + parameters: [ + Parameter { name: "baseColor"; value: "red" }, + Parameter { name: "metalness"; value: 0.1 }, + Parameter { name: "roughness"; value: 0.2 } + ] + + techniques: [ + Technique { + filterKeys: FilterKey { name: "renderingStyle"; value: "forward" } + + graphicsApiFilter { + api: GraphicsApiFilter.OpenGL + majorVersion: 3 + minorVersion: 2 + profile: GraphicsApiFilter.CoreProfile + } + + renderPasses: RenderPass { + shaderProgram: ShaderProgram { + id: prog + vertexShaderCode: loadSource("qrc:/skinnedPbr.vert") + } + + ShaderProgramBuilder { + shaderProgram: prog + fragmentShaderGraph: "qrc:/shaders/graphs/metalroughuniform.frag.json" + } + } + } + ] + } + } ] } } diff --git a/tests/manual/skinned-mesh/skinned-mesh.pro b/tests/manual/skinned-mesh/skinned-mesh.pro index 085e5f0a6..1430b5c36 100644 --- a/tests/manual/skinned-mesh/skinned-mesh.pro +++ b/tests/manual/skinned-mesh/skinned-mesh.pro @@ -16,3 +16,6 @@ RESOURCES += \ ../../../examples/qt3d/exampleresources/cubemaps.qrc \ ../../../examples/qt3d/exampleresources/envmaps.qrc \ ../../../examples/qt3d/exampleresources/gltf.qrc + +DISTFILES += \ + skinnedPbr.vert diff --git a/tests/manual/skinned-mesh/skinned-mesh.qrc b/tests/manual/skinned-mesh/skinned-mesh.qrc index 8bcf0c762..ce8d0f976 100644 --- a/tests/manual/skinned-mesh/skinned-mesh.qrc +++ b/tests/manual/skinned-mesh/skinned-mesh.qrc @@ -2,5 +2,6 @@ main.qml DefaultSceneEntity.qml + skinnedPbr.vert diff --git a/tests/manual/skinned-mesh/skinnedPbr.vert b/tests/manual/skinned-mesh/skinnedPbr.vert new file mode 100644 index 000000000..6d3a60ef6 --- /dev/null +++ b/tests/manual/skinned-mesh/skinnedPbr.vert @@ -0,0 +1,79 @@ +/**************************************************************************** +** +** 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." +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +#version 150 + +in vec3 vertexPosition; +in vec3 vertexNormal; +in vec4 vertexTangent; +in vec2 vertexTexCoord; + +out vec3 worldPosition; +out vec3 worldNormal; +out vec4 worldTangent; +out vec2 texCoord; + +uniform mat4 modelMatrix; +uniform mat3 modelNormalMatrix; +uniform mat4 mvp; + +void main() +{ + // Pass the texture coordinates through + texCoord = vertexTexCoord; + + // Transform position, normal, and tangent to world space + worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0)); + worldNormal = normalize(modelNormalMatrix * vertexNormal); + worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0))); + worldTangent.w = vertexTangent.w; + + gl_Position = mvp * vec4(vertexPosition, 1.0); +} -- cgit v1.2.3