FinalEffect.qml Example File

deferred-renderer-qml/FinalEffect.qml

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  ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
  ** Contact: http://www.qt-project.org/legal
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  ** GNU General Public License Usage
  ** Alternatively, this file may be used under the terms of the GNU
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  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;
                          }
                      "
                  }
              }
          }]
  }