From 585e66106203dd011ec0777e64d6e4cfc6e9c5ed Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Tomi=20Korpip=C3=A4=C3=A4?= Date: Wed, 18 Sep 2013 08:34:05 +0300 Subject: ES2 shader support for surface Task-number: QTRD-2290 Change-Id: I52a7fbd8d72e6cd4f73dd3072103cdbf518df321 Change-Id: I52a7fbd8d72e6cd4f73dd3072103cdbf518df321 Reviewed-by: Miikka Heikkinen --- src/datavisualization/engine/engine.qrc | 1 + src/datavisualization/engine/selectionpointer.cpp | 4 +- src/datavisualization/engine/shaders/surface.vert | 2 - .../engine/shaders/surfaceGrid.frag | 10 --- .../engine/shaders/surfaceGrid.vert | 20 ------ .../engine/shaders/surface_ES2.frag | 39 +++++++++++ src/datavisualization/engine/surface3drenderer.cpp | 77 ++++++++++++---------- 7 files changed, 86 insertions(+), 67 deletions(-) create mode 100644 src/datavisualization/engine/shaders/surface_ES2.frag (limited to 'src/datavisualization/engine') diff --git a/src/datavisualization/engine/engine.qrc b/src/datavisualization/engine/engine.qrc index af6e899d..7420ae51 100644 --- a/src/datavisualization/engine/engine.qrc +++ b/src/datavisualization/engine/engine.qrc @@ -56,6 +56,7 @@ shaders/surfaceGrid.vert shaders/surfaceFlat.vert shaders/surfaceFlat.frag + shaders/surface_ES2.frag diff --git a/src/datavisualization/engine/selectionpointer.cpp b/src/datavisualization/engine/selectionpointer.cpp index 3ea6c83c..ecd47b93 100644 --- a/src/datavisualization/engine/selectionpointer.cpp +++ b/src/datavisualization/engine/selectionpointer.cpp @@ -42,9 +42,9 @@ SelectionPointer::SelectionPointer(Surface3DController *controller, Drawer *draw m_pointObj(0), m_textureHelper(0), m_isInitialized(false), - m_cachedScene(0), m_labelTransparency(QDataVis::TransparencyFromTheme), - m_drawer(drawer) + m_drawer(drawer), + m_cachedScene(0) { initializeOpenGL(); diff --git a/src/datavisualization/engine/shaders/surface.vert b/src/datavisualization/engine/shaders/surface.vert index cbfb7569..a44d413b 100644 --- a/src/datavisualization/engine/shaders/surface.vert +++ b/src/datavisualization/engine/shaders/surface.vert @@ -1,5 +1,3 @@ -#version 120 - attribute highp vec3 vertexPosition_mdl; attribute highp vec2 vertexUV; attribute highp vec3 vertexNormal_mdl; diff --git a/src/datavisualization/engine/shaders/surfaceGrid.frag b/src/datavisualization/engine/shaders/surfaceGrid.frag index 20b923fb..1658b316 100644 --- a/src/datavisualization/engine/shaders/surfaceGrid.frag +++ b/src/datavisualization/engine/shaders/surfaceGrid.frag @@ -1,14 +1,4 @@ -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 vec3 color_mdl; -uniform highp float lightStrength; -uniform highp float ambientStrength; void main() { gl_FragColor.rgb = color_mdl; diff --git a/src/datavisualization/engine/shaders/surfaceGrid.vert b/src/datavisualization/engine/shaders/surfaceGrid.vert index efb40862..5582d633 100644 --- a/src/datavisualization/engine/shaders/surfaceGrid.vert +++ b/src/datavisualization/engine/shaders/surfaceGrid.vert @@ -1,26 +1,6 @@ attribute highp vec3 vertexPosition_mdl; -attribute highp vec2 vertexUV; -attribute highp vec3 vertexNormal_mdl; - uniform highp mat4 MVP; -uniform highp mat4 V; -uniform highp mat4 M; -uniform highp mat4 itM; -uniform highp vec3 lightPosition_wrld; - -varying highp vec3 position_wrld; -varying highp vec3 normal_cmr; -varying highp vec3 eyeDirection_cmr; -varying highp vec3 lightDirection_cmr; -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; - eyeDirection_cmr = vec3(0.0, 0.0, 0.0) - vertexPosition_cmr; - vec3 lightPosition_cmr = (V * vec4(lightPosition_wrld, 1.0)).xyz; - lightDirection_cmr = lightPosition_cmr + eyeDirection_cmr; - normal_cmr = (V * itM * vec4(vertexNormal_mdl, 0.0)).xyz; } diff --git a/src/datavisualization/engine/shaders/surface_ES2.frag b/src/datavisualization/engine/shaders/surface_ES2.frag new file mode 100644 index 00000000..a9aec528 --- /dev/null +++ b/src/datavisualization/engine/shaders/surface_ES2.frag @@ -0,0 +1,39 @@ +varying highp vec2 UV; +varying highp vec3 coords_mdl; +varying highp vec3 position_wrld; +varying highp vec3 normal_cmr; +varying highp vec3 eyeDirection_cmr; +varying highp vec3 lightDirection_cmr; + +uniform sampler2D textureSampler; +uniform highp vec3 lightPosition_wrld; +uniform highp float lightStrength; +uniform highp float ambientStrength; + +void main() { + highp vec2 gradientUV = vec2(0.5, (coords_mdl.y + 1.0) / 2.0); + highp vec3 materialDiffuseColor = texture2D(textureSampler, gradientUV).xyz; + highp vec3 materialAmbientColor = vec3(ambientStrength, ambientStrength, ambientStrength) * materialDiffuseColor; + highp vec3 materialSpecularColor = vec3(1.0, 1.0, 1.0); + + 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 = 1.0; +} + diff --git a/src/datavisualization/engine/surface3drenderer.cpp b/src/datavisualization/engine/surface3drenderer.cpp index 4023c4ce..64e18c27 100644 --- a/src/datavisualization/engine/surface3drenderer.cpp +++ b/src/datavisualization/engine/surface3drenderer.cpp @@ -570,15 +570,16 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) // Draw grid lines if (m_cachedIsGridEnabled && m_surfaceObj /*&& m_heightNormalizer*/) { + ShaderHelper *lineShader = m_backgroundShader; // Bind shader - m_shader->bind(); + lineShader->bind(); // Set unchanging shader bindings QVector3D color = Utils::vectorFromColor(m_cachedTheme.m_gridLine); - m_shader->setUniformValue(m_shader->lightP(), lightPos); - m_shader->setUniformValue(m_shader->view(), viewMatrix); - m_shader->setUniformValue(m_shader->color(), color); - m_shader->setUniformValue(m_shader->ambientS(), m_cachedTheme.m_ambientStrength); + lineShader->setUniformValue(lineShader->lightP(), lightPos); + lineShader->setUniformValue(lineShader->view(), viewMatrix); + lineShader->setUniformValue(lineShader->color(), color); + lineShader->setUniformValue(lineShader->ambientS(), m_cachedTheme.m_ambientStrength); GLfloat yPos = -backgroundBottom; if (m_yFlipped) @@ -603,17 +604,17 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_shader->setUniformValue(m_shader->model(), modelMatrix); - m_shader->setUniformValue(m_shader->nModel(), + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), itModelMatrix.inverted().transposed()); - m_shader->setUniformValue(m_shader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_shader->setUniformValue(m_shader->shadowQ(), m_shadowQualityToShader); - m_shader->setUniformValue(m_shader->depth(), depthMVPMatrix); - m_shader->setUniformValue(m_shader->lightS(), + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 10.0f); // Draw the object @@ -622,7 +623,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) #endif { // Set shadowless shader bindings - m_shader->setUniformValue(m_shader->lightS(), + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object @@ -653,17 +654,17 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_shader->setUniformValue(m_shader->model(), modelMatrix); - m_shader->setUniformValue(m_shader->nModel(), + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), itModelMatrix.inverted().transposed()); - m_shader->setUniformValue(m_shader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_shader->setUniformValue(m_shader->shadowQ(), m_shadowQualityToShader); - m_shader->setUniformValue(m_shader->depth(), depthMVPMatrix); - m_shader->setUniformValue(m_shader->lightS(), + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 10.0f); // Draw the object @@ -672,7 +673,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) #endif { // Set shadowless shader bindings - m_shader->setUniformValue(m_shader->lightS(), + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object @@ -707,17 +708,17 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_shader->setUniformValue(m_shader->model(), modelMatrix); - m_shader->setUniformValue(m_shader->nModel(), + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), itModelMatrix.inverted().transposed()); - m_shader->setUniformValue(m_shader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_shader->setUniformValue(m_shader->shadowQ(), m_shadowQualityToShader); - m_shader->setUniformValue(m_shader->depth(), depthMVPMatrix); - m_shader->setUniformValue(m_shader->lightS(), + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 10.0f); // Draw the object @@ -726,7 +727,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) #endif { // Set shadowless shader bindings - m_shader->setUniformValue(m_shader->lightS(), + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object @@ -758,17 +759,17 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) depthMVPMatrix = depthProjectionMatrix * depthViewMatrix * modelMatrix; // Set the rest of the shader bindings - m_shader->setUniformValue(m_shader->model(), modelMatrix); - m_shader->setUniformValue(m_shader->nModel(), + lineShader->setUniformValue(lineShader->model(), modelMatrix); + lineShader->setUniformValue(lineShader->nModel(), itModelMatrix.inverted().transposed()); - m_shader->setUniformValue(m_shader->MVP(), MVPMatrix); + lineShader->setUniformValue(lineShader->MVP(), MVPMatrix); #if !defined(QT_OPENGL_ES_2) if (m_cachedShadowQuality > QDataVis::ShadowNone) { // Set shadow shader bindings - m_shader->setUniformValue(m_shader->shadowQ(), m_shadowQualityToShader); - m_shader->setUniformValue(m_shader->depth(), depthMVPMatrix); - m_shader->setUniformValue(m_shader->lightS(), + lineShader->setUniformValue(lineShader->shadowQ(), m_shadowQualityToShader); + lineShader->setUniformValue(lineShader->depth(), depthMVPMatrix); + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength / 10.0f); // Draw the object @@ -777,7 +778,7 @@ void Surface3DRenderer::drawScene(GLuint defaultFboHandle) #endif { // Set shadowless shader bindings - m_shader->setUniformValue(m_shader->lightS(), + lineShader->setUniformValue(lineShader->lightS(), m_cachedTheme.m_lightStrength); // Draw the object @@ -1347,7 +1348,9 @@ void Surface3DRenderer::updateShadowQuality(QDataVis::ShadowQuality quality) break; } +#if !defined(QT_OPENGL_ES_2) updateDepthBuffer(); +#endif } void Surface3DRenderer::loadLabelMesh() @@ -1388,6 +1391,8 @@ void Surface3DRenderer::initSurfaceShaders() { if (m_surfaceShader) delete m_surfaceShader; + +#if !defined(QT_OPENGL_ES_2) if (m_cachedSmoothSurface) { m_surfaceShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSurface"), QStringLiteral(":/shaders/fragmentSurface")); @@ -1395,12 +1400,18 @@ void Surface3DRenderer::initSurfaceShaders() m_surfaceShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSurfaceFlat"), QStringLiteral(":/shaders/fragmentSurfaceFlat")); } +#else + m_surfaceShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSurface"), + QStringLiteral(":/shaders/fragmentSurfaceES2")); +#endif m_surfaceShader->initialize(); if (m_surfaceGridShader) delete m_surfaceGridShader; + m_surfaceGridShader = new ShaderHelper(this, QStringLiteral(":/shaders/vertexSurfaceGrid"), QStringLiteral(":/shaders/fragmentSurfaceGrid")); + m_surfaceGridShader->initialize(); } -- cgit v1.2.3