mirror of https://github.com/qt/qt3d.git
rhi: fix shadow map example
Change-Id: I7c91d265d1eecaceff434b88311a8f0ea9c1c51d Reviewed-by: Mike Krus <mike.krus@kdab.com>
This commit is contained in:
parent
308fd2598e
commit
db611272f5
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@ -139,6 +139,38 @@ Effect {
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}
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}
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]
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},
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Technique {
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graphicsApiFilter {
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api: GraphicsApiFilter.RHI
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majorVersion: 1
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minorVersion: 0
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}
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renderPasses: [
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RenderPass {
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filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ]
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shaderProgram: ShaderProgram {
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vertexShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.vert")
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fragmentShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.frag")
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}
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renderStates: [
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PolygonOffset { scaleFactor: 4; depthSteps: 4 },
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DepthTest { depthFunction: DepthTest.Less }
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]
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},
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RenderPass {
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filterKeys: [ FilterKey { name : "pass"; value : "forward" } ]
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shaderProgram: ShaderProgram {
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vertexShaderCode: loadSource("qrc:/shaders/rhi/ads.vert")
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fragmentShaderCode: loadSource("qrc:/shaders/rhi/ads.frag")
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}
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}
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]
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}
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]
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}
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@ -48,6 +48,10 @@ set(shadow-map-qml_resource_files
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"shaders/es3/ads.vert"
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"shaders/es3/shadowmap.frag"
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"shaders/es3/shadowmap.vert"
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"shaders/rhi/ads.frag"
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"shaders/rhi/ads.vert"
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"shaders/rhi/shadowmap.frag"
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"shaders/rhi/shadowmap.vert"
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"shaders/shadowmap.frag"
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"shaders/shadowmap.vert"
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)
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@ -58,7 +58,7 @@ Entity {
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Mesh {
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id: toyplaneMesh
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source: "assets/obj/toyplane.obj"
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source: "qrc:///assets/obj/toyplane.obj"
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}
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Transform {
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@ -58,7 +58,7 @@ Entity {
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Mesh {
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id: trefoilMesh
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source: "assets/obj/trefoil.obj"
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source: "qrc:///assets/obj/trefoil.obj"
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}
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Transform {
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@ -0,0 +1,136 @@
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/****************************************************************************
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**
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** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** 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 https://www.qt.io/terms-conditions. For further
|
||||
** information use the contact form at https://www.qt.io/contact-us.
|
||||
**
|
||||
** BSD License Usage
|
||||
** Alternatively, you may use this file under the terms of the BSD license
|
||||
** as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#version 450
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layout(location = 0) in vec4 positionInLightSpace;
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layout(location = 1) in vec3 position;
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layout(location = 2) in vec3 normal;
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layout(location = 0) out vec4 fragColor;
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layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
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mat4 viewMatrix;
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mat4 projectionMatrix;
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mat4 viewProjectionMatrix;
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mat4 inverseViewMatrix;
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mat4 inverseProjectionMatrix;
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mat4 inverseViewProjectionMatrix;
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mat4 viewportMatrix;
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mat4 inverseViewportMatrix;
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vec4 textureTransformMatrix;
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vec3 eyePosition;
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float aspectRatio;
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float gamma;
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float exposure;
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float time;
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};
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layout(std140, binding = 1) uniform qt3d_command_uniforms {
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mat4 modelMatrix;
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mat4 inverseModelMatrix;
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mat4 modelView;
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mat3 modelNormalMatrix;
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mat4 inverseModelViewMatrix;
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mat4 mvp;
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mat4 inverseModelViewProjectionMatrix;
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mat3 modelViewNormal;
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};
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layout(std140, binding = 2) uniform qt3d_custom_uniforms {
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mat4 lightViewProjection;
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vec3 lightPosition;
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vec3 lightIntensity;
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vec3 ka; // Ambient reflectivity
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vec3 kd; // Diffuse reflectivity
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vec3 ks; // Specular reflectivity
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float shininess; // Specular shininess factor
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};
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layout(binding = 3) uniform sampler2DShadow shadowMapTexture;
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vec3 dsModel(const in vec3 pos, const in vec3 n)
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{
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// Calculate the vector from the light to the fragment
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vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - pos);
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// Calculate the vector from the fragment to the eye position
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// (origin since this is in "eye" or "camera" space)
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vec3 v = normalize(-pos);
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// Reflect the light beam using the normal at this fragment
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vec3 r = reflect(-s, n);
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// Calculate the diffuse component
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float diffuse = max(dot(s, n), 0.0);
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// Calculate the specular component
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float specular = 0.0;
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if (dot(s, n) > 0.0)
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specular = pow(max(dot(r, v), 0.0), shininess);
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// Combine the diffuse and specular contributions (ambient is taken into account by the caller)
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return lightIntensity * (kd * diffuse + ks * specular);
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}
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void main()
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{
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float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
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vec3 ambient = lightIntensity * ka;
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vec3 result = ambient;
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if (shadowMapSample > 0)
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result += dsModel(position, normalize(normal));
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fragColor = vec4(result, 1.0);
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}
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@ -0,0 +1,114 @@
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/****************************************************************************
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**
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** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** 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 https://www.qt.io/terms-conditions. For further
|
||||
** information use the contact form at https://www.qt.io/contact-us.
|
||||
**
|
||||
** BSD License Usage
|
||||
** Alternatively, you may use this file under the terms of the BSD license
|
||||
** as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#version 450
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layout(location = 0) in vec3 vertexPosition;
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layout(location = 1) in vec3 vertexNormal;
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layout(location = 0) out vec4 positionInLightSpace;
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layout(location = 1) out vec3 position;
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layout(location = 2) out vec3 normal;
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layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
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mat4 viewMatrix;
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mat4 projectionMatrix;
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mat4 viewProjectionMatrix;
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mat4 inverseViewMatrix;
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mat4 inverseProjectionMatrix;
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mat4 inverseViewProjectionMatrix;
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mat4 viewportMatrix;
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mat4 inverseViewportMatrix;
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vec4 textureTransformMatrix;
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vec3 eyePosition;
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float aspectRatio;
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float gamma;
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float exposure;
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float time;
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};
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layout(std140, binding = 1) uniform qt3d_command_uniforms {
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mat4 modelMatrix;
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mat4 inverseModelMatrix;
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mat4 modelView;
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mat3 modelNormalMatrix;
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mat4 inverseModelViewMatrix;
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mat4 mvp;
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mat4 inverseModelViewProjectionMatrix;
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mat3 modelViewNormal;
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};
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layout(std140, binding = 2) uniform qt3d_custom_uniforms {
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mat4 lightViewProjection;
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vec3 lightPosition;
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vec3 lightIntensity;
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vec3 ka; // Ambient reflectivity
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vec3 kd; // Diffuse reflectivity
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vec3 ks; // Specular reflectivity
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float shininess; // Specular shininess factor
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};
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void main()
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{
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// positionInLightSpace = lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
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const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
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0.0, 0.5, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.5, 0.5, 0.5, 1.0);
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positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
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normal = normalize(modelViewNormal * vertexNormal);
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position = vec3(modelView * vec4(vertexPosition, 1.0));
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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@ -0,0 +1,55 @@
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/****************************************************************************
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**
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** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
|
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** Contact: https://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt3D module of the Qt Toolkit.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** 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 https://www.qt.io/terms-conditions. For further
|
||||
** information use the contact form at https://www.qt.io/contact-us.
|
||||
**
|
||||
** BSD License Usage
|
||||
** Alternatively, you may use this file under the terms of the BSD license
|
||||
** as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
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#version 450
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void main()
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{
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}
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|
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@ -0,0 +1,69 @@
|
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/****************************************************************************
|
||||
**
|
||||
** Copyright (C) 2020 Klaralvdalens Datakonsult AB (KDAB).
|
||||
** Contact: https://www.qt.io/licensing/
|
||||
**
|
||||
** This file is part of the Qt3D module of the Qt Toolkit.
|
||||
**
|
||||
** $QT_BEGIN_LICENSE:BSD$
|
||||
** 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 https://www.qt.io/terms-conditions. For further
|
||||
** information use the contact form at https://www.qt.io/contact-us.
|
||||
**
|
||||
** BSD License Usage
|
||||
** Alternatively, you may use this file under the terms of the BSD license
|
||||
** as follows:
|
||||
**
|
||||
** "Redistribution and use in source and binary forms, with or without
|
||||
** modification, are permitted provided that the following conditions are
|
||||
** met:
|
||||
** * Redistributions of source code must retain the above copyright
|
||||
** notice, this list of conditions and the following disclaimer.
|
||||
** * Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in
|
||||
** the documentation and/or other materials provided with the
|
||||
** distribution.
|
||||
** * Neither the name of The Qt Company Ltd nor the names of its
|
||||
** contributors may be used to endorse or promote products derived
|
||||
** from this software without specific prior written permission.
|
||||
**
|
||||
**
|
||||
** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
||||
** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
||||
** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
||||
** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
|
||||
** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
|
||||
** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
|
||||
** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
||||
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
|
||||
**
|
||||
** $QT_END_LICENSE$
|
||||
**
|
||||
****************************************************************************/
|
||||
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec3 vertexPosition;
|
||||
|
||||
layout(std140, binding = 1) uniform qt3d_command_uniforms {
|
||||
mat4 modelMatrix;
|
||||
mat4 inverseModelMatrix;
|
||||
mat4 modelView;
|
||||
mat3 modelNormalMatrix;
|
||||
mat4 inverseModelViewMatrix;
|
||||
mat4 mvp;
|
||||
mat4 inverseModelViewProjectionMatrix;
|
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mat3 modelViewNormal;
|
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};
|
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|
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void main()
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{
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gl_Position = mvp * vec4(vertexPosition, 1.0);
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}
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@ -5,11 +5,9 @@
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<file>AdsEffect.qml</file>
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<file>ShadowMapLight.qml</file>
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<file>ShadowMapFrameGraph.qml</file>
|
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<file>Trefoil.qml</file>
|
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<file>Toyplane.qml</file>
|
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<file>GroundPlane.qml</file>
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|
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<file>shaders/ads.frag</file>
|
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<file>shaders/ads.vert</file>
|
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<file>shaders/shadowmap.frag</file>
|
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|
|
@ -18,6 +16,9 @@
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<file>shaders/es3/ads.vert</file>
|
||||
<file>shaders/es3/shadowmap.frag</file>
|
||||
<file>shaders/es3/shadowmap.vert</file>
|
||||
<file>shaders/rhi/ads.frag</file>
|
||||
<file>shaders/rhi/ads.vert</file>
|
||||
<file>shaders/rhi/shadowmap.frag</file>
|
||||
<file>shaders/rhi/shadowmap.vert</file>
|
||||
</qresource>
|
||||
</RCC>
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue