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authorTomi Korpipää <tomi.korpipaa@digia.com>2014-04-15 10:32:03 +0300
committerTomi Korpipää <tomi.korpipaa@digia.com>2014-04-15 10:40:38 +0300
commita30c0c304e55ffe30545ab0838e4dbe11a99b8da (patch)
treece6ccc0e4de8e350aebec466ff0a70c0fd7710bc /src/datavisualization/engine/shaders
parent79646ac9664745701667104c19bbae8cba8fd2e3 (diff)
Add custom item support, part 1
Task-number: QTRD-2866 + Added API for adding and removing custom items + Added custom data and custom render items + Added shaders for textured objects + Added custom item rendering draft to scatter + Fixed some shaders - to be continued in part 2 Change-Id: I9735fd02fc9e86ae486cca4c06f6d7f2a4b0b7da Reviewed-by: Mika Salmela <mika.salmela@digia.com>
Diffstat (limited to 'src/datavisualization/engine/shaders')
-rw-r--r--src/datavisualization/engine/shaders/default.vert8
-rw-r--r--src/datavisualization/engine/shaders/shadow.vert8
-rw-r--r--src/datavisualization/engine/shaders/surfaceFlat.vert8
-rw-r--r--src/datavisualization/engine/shaders/surfaceShadowFlat.vert8
-rw-r--r--src/datavisualization/engine/shaders/texture.frag37
-rw-r--r--src/datavisualization/engine/shaders/texture_ES2.frag40
6 files changed, 93 insertions, 16 deletions
diff --git a/src/datavisualization/engine/shaders/default.vert b/src/datavisualization/engine/shaders/default.vert
index efb40862..e0718b20 100644
--- a/src/datavisualization/engine/shaders/default.vert
+++ b/src/datavisualization/engine/shaders/default.vert
@@ -17,10 +17,10 @@ varying highp vec2 coords_mdl;
void main() {
gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
coords_mdl = vertexPosition_mdl.xy;
- position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
- vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
- vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz;
lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
- normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
}
diff --git a/src/datavisualization/engine/shaders/shadow.vert b/src/datavisualization/engine/shaders/shadow.vert
index e29a8a30..0adcd43c 100644
--- a/src/datavisualization/engine/shaders/shadow.vert
+++ b/src/datavisualization/engine/shaders/shadow.vert
@@ -28,10 +28,10 @@ void main() {
gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
coords_mdl = vertexPosition_mdl.xy;
shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0);
- position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
- vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
- lightDirection_cmr = (V * vec4(lightPosition_wrld, 0.0)).xyz;
- normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ lightDirection_cmr = vec4(V * vec4(lightPosition_wrld, 0.0)).xyz;
+ normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
UV = vertexUV;
}
diff --git a/src/datavisualization/engine/shaders/surfaceFlat.vert b/src/datavisualization/engine/shaders/surfaceFlat.vert
index 0d39f6bc..102bea78 100644
--- a/src/datavisualization/engine/shaders/surfaceFlat.vert
+++ b/src/datavisualization/engine/shaders/surfaceFlat.vert
@@ -20,10 +20,10 @@ varying highp vec3 coords_mdl;
void main() {
gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
coords_mdl = vertexPosition_mdl;
- position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
- vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
- vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz;
lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
- normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
}
diff --git a/src/datavisualization/engine/shaders/surfaceShadowFlat.vert b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert
index 0a6e967f..8da7b196 100644
--- a/src/datavisualization/engine/shaders/surfaceShadowFlat.vert
+++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert
@@ -28,10 +28,10 @@ void main() {
gl_Position = MVP * vec4(vertexPosition_mdl, 1.0);
coords_mdl = vertexPosition_mdl;
shadowCoord = bias * depthMVP * vec4(vertexPosition_mdl, 1.0);
- position_wrld = (M * vec4(vertexPosition_mdl, 1.0)).xyz;
- vec3 vertexPosition_cmr = (V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ position_wrld = vec4(M * vec4(vertexPosition_mdl, 1.0)).xyz;
+ vec3 vertexPosition_cmr = vec4(V * M * vec4(vertexPosition_mdl, 1.0)).xyz;
eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr;
- vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz;
+ vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz;
lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr;
- normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
+ normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz;
}
diff --git a/src/datavisualization/engine/shaders/texture.frag b/src/datavisualization/engine/shaders/texture.frag
new file mode 100644
index 00000000..69509a3f
--- /dev/null
+++ b/src/datavisualization/engine/shaders/texture.frag
@@ -0,0 +1,37 @@
+#version 120
+
+varying highp vec2 UV;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp sampler2D textureSampler;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp vec3 lightColor;
+
+void main() {
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor;
+ highp vec3 materialSpecularColor = lightColor;
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = clamp(dot(n, l), 0.0, 1.0);
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = clamp(dot(E, R), 0.0, 1.0);
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * pow(cosTheta, 2) / distance +
+ materialSpecularColor * lightStrength * pow(cosAlpha, 10) / distance;
+ gl_FragColor.a = texture2D(textureSampler, UV).a;
+ gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0);
+}
+
diff --git a/src/datavisualization/engine/shaders/texture_ES2.frag b/src/datavisualization/engine/shaders/texture_ES2.frag
new file mode 100644
index 00000000..e749d763
--- /dev/null
+++ b/src/datavisualization/engine/shaders/texture_ES2.frag
@@ -0,0 +1,40 @@
+varying highp vec2 UV;
+varying highp vec2 coords_mdl;
+varying highp vec3 position_wrld;
+varying highp vec3 normal_cmr;
+varying highp vec3 eyeDirection_cmr;
+varying highp vec3 lightDirection_cmr;
+
+uniform highp vec3 lightPosition_wrld;
+uniform highp sampler2D textureSampler;
+uniform highp float lightStrength;
+uniform highp float ambientStrength;
+uniform highp vec3 lightColor;
+
+void main() {
+ highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).rgb;
+ highp vec3 materialAmbientColor = lightColor * ambientStrength * materialDiffuseColor;
+ highp vec3 materialSpecularColor = lightColor;
+
+ highp float distance = length(lightPosition_wrld - position_wrld);
+
+ highp vec3 n = normalize(normal_cmr);
+ highp vec3 l = normalize(lightDirection_cmr);
+ highp float cosTheta = dot(n, l);
+ if (cosTheta < 0.0) cosTheta = 0.0;
+ else if (cosTheta > 1.0) cosTheta = 1.0;
+
+ highp vec3 E = normalize(eyeDirection_cmr);
+ highp vec3 R = reflect(-l, n);
+ highp float cosAlpha = dot(E, R);
+ if (cosAlpha < 0.0) cosAlpha = 0.0;
+ else if (cosAlpha > 1.0) cosAlpha = 1.0;
+
+ gl_FragColor.rgb =
+ materialAmbientColor +
+ materialDiffuseColor * lightStrength * (cosTheta * cosTheta) / distance +
+ materialSpecularColor * lightStrength * (cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha * cosAlpha) / distance;
+ gl_FragColor.a = texture2D(textureSampler, UV).a;
+ gl_FragColor.rgb = clamp(gl_FragColor.rgb, 0.0, 1.0);
+}
+