/**************************************************************************** ** ** 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 Technique { annotations : [ Annotation { name : "RenderingStyle"; value : "forward"}, Annotation { name : "Enabled"; value : true} ] openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 } renderPasses : [ RenderPass { annotations : [Annotation {name : "Name"; value : "TextureLighting" }] bindings : [ // Add only the bindings needed for a shader ParameterMapping {parameterName: "vertexTexCoord"; shaderVariableName: "texCoord0"; bindingType: ParameterMapping.Attribute}, ParameterMapping {parameterName: "tex"; shaderVariableName: "texture"; bindingType: ParameterMapping.Uniform}, ParameterMapping {parameterName: "modelViewProjection"; shaderVariableName: "customMvp"; bindingType: ParameterMapping.StandardUniform} ] shaderProgram : ShaderProgram { id : textureShaderLighting vertexShaderCode: " #version 140 in vec4 vertexPosition; in vec3 vertexNormal; in vec2 texCoord0; out vec2 texCoord; out vec3 worldPosition; out vec3 normal; uniform mat4 customMvp; uniform mat4 modelView; uniform mat3 modelViewNormal; void main() { texCoord = texCoord0; worldPosition = vec3(modelView * vertexPosition); normal = normalize(modelViewNormal * vertexNormal); gl_Position = customMvp * vertexPosition; }" fragmentShaderCode: " #version 140 in vec2 texCoord; in vec3 worldPosition; in vec3 normal; out vec4 fragColor; struct PointLight { vec3 position; vec3 direction; vec4 color; float intensity; }; const int lightCount = 3; uniform PointLight pointLights[lightCount]; uniform sampler2D texture; void main() { vec4 color; for (int i = 0; i < lightCount; i++) { vec3 s = normalize(pointLights[i].position - worldPosition); color += pointLights[i].color * (pointLights[i].intensity * max(dot(s, normal), 0.0)); } color /= float(lightCount); fragColor = texture(texture, texCoord) * color; }" } }, RenderPass { annotations : [Annotation {name : "Name"; value : "Texture" }] shaderProgram : ShaderProgram { vertexShaderCode : " #version 140 in vec4 vertexPosition; in vec2 vertexTexCoord; out vec2 texCoord; uniform mat4 mvp; void main() { texCoord = vertexTexCoord; gl_Position = mvp * vertexPosition; }" fragmentShaderCode: " #version 140 in vec2 texCoord; out vec4 fragColor; uniform sampler2D tex; void main() { fragColor = texture(tex, texCoord); } " } }, RenderPass { annotations : [Annotation {name : "Name"; value : "Lighting" }] renderStates : [BlendState {srcRGB: BlendState.One; dstRGB : BlendState.One}, BlendEquation {mode: BlendEquation.FuncAdd}, CullFace { mode : CullFace.Back }, DepthTest { func : DepthTest.LessOrEqual} ] shaderProgram : ShaderProgram { vertexShaderCode: " #version 140 in vec4 vertexPosition; in vec3 vertexNormal; out vec3 worldPosition; out vec3 normal; uniform mat4 modelViewProjection; uniform mat4 modelView; uniform mat3 modelViewNormal; void main() { worldPosition = vec3(modelView * vertexPosition); normal = normalize(modelViewNormal * vertexNormal); gl_Position = modelViewProjection * vertexPosition; } " fragmentShaderCode: " #version 140 in vec3 worldPosition; in vec3 normal; out vec4 fragColor; struct PointLight { vec3 position; vec3 direction; vec4 color; float intensity; }; const int lightCount = 3; uniform PointLight pointLights[lightCount]; void main() { vec4 color; for (int i = 0; i < lightCount; i++) { vec3 s = normalize(pointLights[i].position - worldPosition); color += pointLights[i].color * (pointLights[i].intensity * max(dot(s, normal), 0.0)); } color /= float(lightCount); fragColor = color; }" } }, RenderPass { annotations : Annotation {name : "Name"; value : "Final" } shaderProgram : ShaderProgram { vertexShaderCode: " #version 140 in vec4 vertexPosition; in vec2 vertexTexCoord; out vec2 texCoord; uniform mat4 modelViewProjection; void main() { texCoord = vertexTexCoord; gl_Position = modelViewProjection * vertexPosition; } " fragmentShaderCode: " #version 140 in vec2 texCoord; out vec4 fragColor; uniform sampler2D gBuffer; void main() { fragColor = texture(gBuffer, texCoord); } " } } ] }