Qt 5.6 | Qt 3D | Qt 3D: Deferred Renderer QML Example | FinalEffect.qml Example File

Qt 5.6.3 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
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      ** 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
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      **
      ** $QT_END_LICENSE$
      **
      ****************************************************************************/

      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;
                              }
                          "
                      }
                  }
              }]
      }