- Qt 5.5
- Qt3D Module
- Qt3D: Deferred Renderer QML Example
- FinalEffect.qml Example File
- Qt 5.5.1 Reference Documentation

# FinalEffect.qml Example File

deferred-renderer-qml/FinalEffect.qml

    /****************************************************************************
    **
    ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
    ** Contact: http://www.qt-project.org/legal
    **
    ** This file is part of the Qt3D module of the Qt Toolkit.
    **
    ** $QT_BEGIN_LICENSE:LGPL3$
    ** 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 http://www.qt.io/terms-conditions. For further
    ** information use the contact form at http://www.qt.io/contact-us.
    **
    ** GNU Lesser General Public License Usage
    ** Alternatively, this file may be used under the terms of the GNU Lesser
    ** General Public License version 3 as published by the Free Software
    ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
    ** packaging of this file. Please review the following information to
    ** ensure the GNU Lesser General Public License version 3 requirements
    ** will be met: https://www.gnu.org/licenses/lgpl.html.
    **
    ** GNU General Public License Usage
    ** Alternatively, this file may be used under the terms of the GNU
    ** General Public License version 2.0 or later as published by the Free
    ** Software Foundation and appearing in the file LICENSE.GPL included in
    ** the packaging of this file. Please review the following information to
    ** ensure the GNU General Public License version 2.0 requirements will be
    ** met: http://www.gnu.org/licenses/gpl-2.0.html.
    **
    ** $QT_END_LICENSE$
    **
    ****************************************************************************/

    import Qt3D 2.0
    import Qt3D.Renderer 2.0

    Effect {
        techniques : [
            // OpenGL 3.1
            Technique {
                openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; 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 {
                openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.None; 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;
                            }
                        "
                    }
                }
            }]
    }