/**************************************************************************** ** ** Copyright (C) 2014 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." ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import Qt3D.Core 2.0 import Qt3D.Render 2.0 Effect { techniques : [ // OpenGL 3.1 Technique { graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; 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 { graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.NoProfile; 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; } " } } }] }