/**************************************************************************** ** ** 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 Technique { annotations : [ Annotation { name : "RenderingStyle"; value : "forward"}, Annotation { name : "Enabled"; value : true} ] graphicsApiFilter {api : GraphicsApiFilter.OpenGL; profile : GraphicsApiFilter.CoreProfile; 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); } " } } ] }