qt3d/examples/deferred-renderer/main.qml

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/****************************************************************************
**
** 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.
**
** $QT_BEGIN_LICENSE:LGPL$
** 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 Digia. For licensing terms and
** conditions see http://qt.digia.com/licensing. For further information
** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software
** Foundation and appearing in the file LICENSE.LGPL included in the
** packaging of this file. Please review the following information to
** ensure the GNU Lesser General Public License version 2.1 requirements
** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
**
** In addition, as a special exception, Digia gives you certain additional
** rights. These rights are described in the Digia Qt LGPL Exception
** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
**
** GNU General Public License Usage
** Alternatively, this file may be used under the terms of the GNU
** General Public License version 3.0 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 3.0 requirements will be
** met: http://www.gnu.org/copyleft/gpl.html.
**
**
** $QT_END_LICENSE$
**
****************************************************************************/
import QtQuick 2.2 as QQ2
import Qt3D 2.0
import Qt3D.Render 2.0
Entity {
id : root
RenderTarget {
id : gBuffer
attachments : [
RenderAttachment {
name : "color"
type : RenderAttachment.ColorAttachment0
texture : Texture {
id : colorAttachment
target : Texture.Target2D
width : 1024
height : 768
format : Texture.RGBA32F
generateMipMaps : false
magnificationFilter : Texture.Linear
minificationFilter : Texture.Linear
wrapMode : Texture.ClampToEdge
}
},
RenderAttachment {
name : "position"
type : RenderAttachment.ColorAttachment1
texture : Texture {
id : positionAttachment
target : Texture.Target2D
width : 1024
height : 768
format : Texture.RGB32F
generateMipMaps : false
magnificationFilter : Texture.Linear
minificationFilter : Texture.Linear
wrapMode : Texture.ClampToEdge
}
},
RenderAttachment {
name : "normal"
type : RenderAttachment.ColorAttachment2
texture : Texture {
id : normalAttachment
target : Texture.Target2D
width : 1024
height : 768
format : Texture.RGB16F
generateMipMaps : false
magnificationFilter : Texture.Linear
minificationFilter : Texture.Linear
wrapMode : Texture.ClampToEdge
}
},
RenderAttachment {
name : "depth"
type : RenderAttachment.DepthAttachment
texture : Texture {
id : depthAttachment
target : Texture.Target2D
width : 1024
height : 768
format : Texture.D32F
generateMipMaps : false
magnificationFilter : Texture.Linear
minificationFilter : Texture.Linear
wrapMode : Texture.ClampToEdge
}
}
] // attachments
}
components : FrameGraph {
id : deferredFrameGraphComponent
activeFrameGraph: DeferredRenderer {
gBuffer : gBuffer
camera : camera
}
}
Configuration {
controlledCamera: camera
}
Entity {
id : screenQuadEntity
components : [
Layer {
name : "screenQuad"
},
PlaneMesh {
width: 2.0
height: 2.0
meshResolution: Qt.size(2, 2)
},
Transform { // We rotate the plane so that it faces us
Rotate {
axis : Qt.vector3d(1.0, 0.0, 0.0)
angle : 90
}
},
Material {
parameters : [
Parameter { name : "color"; value : colorAttachment },
Parameter { name : "position"; value : positionAttachment },
Parameter { name : "normal"; value : normalAttachment },
Parameter { name : "winSize"; value : Qt.size(1024, 768) }
]
effect : Effect {
techniques : Technique {
openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 }
renderPasses : RenderPass {
criteria : Criterion { name : "pass"; value : "final" }
shaderProgram : ShaderProgram {
id : finalShader
vertexShader:
"
#version 140
in vec4 vertexPosition;
uniform mat4 modelMatrix;
void main()
{
gl_Position = modelMatrix * vertexPosition;
}
"
fragmentShader:
"
#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 = 3;
uniform PointLight pointLights[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 < 3; i++) {
vec3 s = normalize(pointLights[i].position - pos);
lightColor += pointLights[i].color * (pointLights[i].intensity * max(dot(s, norm), 0.0));
}
lightColor /= float(lightCount);
fragColor = col * lightColor;
}
"
}
}
}
}
}
]
}
Entity {
id : sceneEntity
components : PointLight {
color : "red"
intensity : 3.0
}
Camera {
id: camera
lens : CameraLens {
projectionType: CameraLens.PerspectiveProjection
fieldOfView: 45
aspectRatio: 16/9
nearPlane : 0.01
farPlane : 1000.0
}
transform : Transform {
LookAt {
position: Qt.vector3d( 10.0, 10.0, -25.0 )
upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
viewCenter: Qt.vector3d( 0.0, 0.0, 10.0 )
}
}
}
Layer {
id : sceneLayer
name : "scene"
}
SphereMesh {
id : sphereMesh
rings: 50
slices: 100
}
Effect {
id : sceneMaterialEffect
techniques : Technique {
openGLFilter {api : OpenGLFilter.Desktop; profile : OpenGLFilter.Core; minorVersion : 1; majorVersion : 3 }
renderPasses : RenderPass {
criteria : Criterion { name : "pass"; value : "geometry" }
shaderProgram : ShaderProgram {
id : sceneShader
vertexShader:
"
#version 140
in vec4 vertexPosition;
in vec3 vertexNormal;
out vec4 color0;
out vec3 position0;
out vec3 normal0;
uniform mat4 mvp;
uniform mat4 modelView;
uniform mat3 modelViewNormal;
uniform vec4 meshColor;
void main()
{
color0 = meshColor;
position0 = vec3(modelView * vertexPosition);
normal0 = normalize(modelViewNormal * vertexNormal);
gl_Position = mvp * vertexPosition;
}
"
fragmentShader:
"
#version 140
in vec4 color0;
in vec3 position0;
in vec3 normal0;
out vec4 color;
out vec3 position;
out vec3 normal;
void main()
{
color = color0;
position = position0;
normal = normal0;
}
"
}
}
}
}
Entity {
id : sphere1
property Material material : Material {
effect : sceneMaterialEffect
parameters : Parameter { name : "meshColor"; value : "dodgerblue" }
}
property Transform transform : Transform {
Translate{ dx: -10; dy: 0; dz : 25 }
}
property PointLight light : PointLight {
color : "yellow"
intensity : 1.0
}
components : [
sphereMesh,
material,
transform,
light,
sceneLayer
]
}
Entity {
id : sphere2
property Material material : Material {
effect : sceneMaterialEffect
parameters : Parameter { name : "meshColor"; value : "green" }
}
property PointLight light : PointLight {
color : "white"
intensity : 3.0
}
components : [
sphereMesh,
material,
light,
sceneLayer
]
}
}
}