From 6e4fb232702fa128b5efa3eef5dfaff4870a9fd0 Mon Sep 17 00:00:00 2001 From: Mika Salmela Date: Fri, 4 Jul 2014 09:58:12 +0300 Subject: Texture to surface API for setting a texture to surface. Task-number: QTRD-3232 Change-Id: Icd9de61882b54b9c1fc84a742e49980926ca681d Reviewed-by: Miikka Heikkinen --- .../engine/shaders/surfaceFlat.vert | 3 + .../engine/shaders/surfaceShadowFlat.vert | 3 + .../engine/shaders/surfaceTexturedFlat.frag | 39 ++++++++++++ .../engine/shaders/surfaceTexturedShadowFlat.frag | 72 ++++++++++++++++++++++ 4 files changed, 117 insertions(+) create mode 100644 src/datavisualization/engine/shaders/surfaceTexturedFlat.frag create mode 100644 src/datavisualization/engine/shaders/surfaceTexturedShadowFlat.frag (limited to 'src/datavisualization/engine/shaders') diff --git a/src/datavisualization/engine/shaders/surfaceFlat.vert b/src/datavisualization/engine/shaders/surfaceFlat.vert index 102bea78..0f953f4c 100644 --- a/src/datavisualization/engine/shaders/surfaceFlat.vert +++ b/src/datavisualization/engine/shaders/surfaceFlat.vert @@ -4,6 +4,7 @@ attribute highp vec3 vertexPosition_mdl; attribute highp vec3 vertexNormal_mdl; +attribute highp vec2 vertexUV; uniform highp mat4 MVP; uniform highp mat4 V; @@ -11,6 +12,7 @@ uniform highp mat4 M; uniform highp mat4 itM; uniform highp vec3 lightPosition_wrld; +varying highp vec2 UV; varying highp vec3 position_wrld; flat varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; @@ -26,4 +28,5 @@ void main() { vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz; lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; + UV = vertexUV; } diff --git a/src/datavisualization/engine/shaders/surfaceShadowFlat.vert b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert index 8da7b196..d80e062e 100644 --- a/src/datavisualization/engine/shaders/surfaceShadowFlat.vert +++ b/src/datavisualization/engine/shaders/surfaceShadowFlat.vert @@ -4,6 +4,7 @@ attribute highp vec3 vertexPosition_mdl; attribute highp vec3 vertexNormal_mdl; +attribute highp vec2 vertexUV; uniform highp mat4 MVP; uniform highp mat4 V; @@ -12,6 +13,7 @@ uniform highp mat4 itM; uniform highp mat4 depthMVP; uniform highp vec3 lightPosition_wrld; +varying highp vec2 UV; varying highp vec3 position_wrld; flat varying highp vec3 normal_cmr; varying highp vec3 eyeDirection_cmr; @@ -34,4 +36,5 @@ void main() { vec3 lightPosition_cmr = vec4(V * vec4(lightPosition_wrld, 1.0)).xyz; lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; normal_cmr = vec4(V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; + UV = vertexUV; } diff --git a/src/datavisualization/engine/shaders/surfaceTexturedFlat.frag b/src/datavisualization/engine/shaders/surfaceTexturedFlat.frag new file mode 100644 index 00000000..7c654e0c --- /dev/null +++ b/src/datavisualization/engine/shaders/surfaceTexturedFlat.frag @@ -0,0 +1,39 @@ +#version 120 + +#extension GL_EXT_gpu_shader4 : require + +varying highp vec3 coords_mdl; +varying highp vec3 position_wrld; +flat varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; +varying highp vec2 UV; + +uniform sampler2D textureSampler; +uniform highp vec3 lightPosition_wrld; +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp vec4 lightColor; + +void main() { + highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).xyz; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; + + 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 = 1.0; +} + diff --git a/src/datavisualization/engine/shaders/surfaceTexturedShadowFlat.frag b/src/datavisualization/engine/shaders/surfaceTexturedShadowFlat.frag new file mode 100644 index 00000000..421fe342 --- /dev/null +++ b/src/datavisualization/engine/shaders/surfaceTexturedShadowFlat.frag @@ -0,0 +1,72 @@ +#version 120 + +#extension GL_EXT_gpu_shader4 : require + +varying highp vec3 coords_mdl; +varying highp vec3 position_wrld; +flat varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; +varying highp vec2 UV; + +uniform highp sampler2DShadow shadowMap; +uniform sampler2D textureSampler; +varying highp vec4 shadowCoord; +uniform highp vec3 lightPosition_wrld; +uniform highp float lightStrength; +uniform highp float ambientStrength; +uniform highp float shadowQuality; +uniform highp vec4 lightColor; + +highp vec2 poissonDisk[16] = vec2[16](vec2(-0.94201624, -0.39906216), + vec2(0.94558609, -0.76890725), + vec2(-0.094184101, -0.92938870), + vec2(0.34495938, 0.29387760), + vec2(-0.91588581, 0.45771432), + vec2(-0.81544232, -0.87912464), + vec2(-0.38277543, 0.27676845), + vec2(0.97484398, 0.75648379), + vec2(0.44323325, -0.97511554), + vec2(0.53742981, -0.47373420), + vec2(-0.26496911, -0.41893023), + vec2(0.79197514, 0.19090188), + vec2(-0.24188840, 0.99706507), + vec2(-0.81409955, 0.91437590), + vec2(0.19984126, 0.78641367), + vec2(0.14383161, -0.14100790)); + +void main() { + highp vec3 materialDiffuseColor = texture2D(textureSampler, UV).xyz; + highp vec3 materialAmbientColor = lightColor.rgb * ambientStrength * materialDiffuseColor; + highp vec3 materialSpecularColor = lightColor.rgb; + + 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); + + highp float bias = 0.005 * tan(acos(cosTheta)); + bias = clamp(bias, 0.0, 0.01); + + vec4 shadCoords = shadowCoord; + shadCoords.z -= bias; + + highp float visibility = 0.6; + for (int i = 0; i < 15; i++) { + vec4 shadCoordsPD = shadCoords; + shadCoordsPD.x += cos(poissonDisk[i].x) / shadowQuality; + shadCoordsPD.y += sin(poissonDisk[i].y) / shadowQuality; + visibility += 0.025 * shadow2DProj(shadowMap, shadCoordsPD).r; + } + + gl_FragColor.rgb = + (materialAmbientColor + + materialDiffuseColor * lightStrength * cosTheta + + materialSpecularColor * lightStrength * pow(cosAlpha, 10)); + gl_FragColor.a = 1.0; + gl_FragColor.rgb = visibility * clamp(gl_FragColor.rgb, 0.0, 1.0); +} + -- cgit v1.2.3