rhi: fix shadow map example

Change-Id: I7c91d265d1eecaceff434b88311a8f0ea9c1c51d
Reviewed-by: Mike Krus <mike.krus@kdab.com>
This commit is contained in:
Jean-Michaël Celerier 2020-06-24 18:03:02 +02:00 committed by Paul Lemire
parent 308fd2598e
commit db611272f5
9 changed files with 416 additions and 5 deletions

View File

@ -139,6 +139,38 @@ Effect {
}
}
]
},
Technique {
graphicsApiFilter {
api: GraphicsApiFilter.RHI
majorVersion: 1
minorVersion: 0
}
renderPasses: [
RenderPass {
filterKeys: [ FilterKey { name: "pass"; value: "shadowmap" } ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.vert")
fragmentShaderCode: loadSource("qrc:/shaders/rhi/shadowmap.frag")
}
renderStates: [
PolygonOffset { scaleFactor: 4; depthSteps: 4 },
DepthTest { depthFunction: DepthTest.Less }
]
},
RenderPass {
filterKeys: [ FilterKey { name : "pass"; value : "forward" } ]
shaderProgram: ShaderProgram {
vertexShaderCode: loadSource("qrc:/shaders/rhi/ads.vert")
fragmentShaderCode: loadSource("qrc:/shaders/rhi/ads.frag")
}
}
]
}
]
}

View File

@ -48,6 +48,10 @@ set(shadow-map-qml_resource_files
"shaders/es3/ads.vert"
"shaders/es3/shadowmap.frag"
"shaders/es3/shadowmap.vert"
"shaders/rhi/ads.frag"
"shaders/rhi/ads.vert"
"shaders/rhi/shadowmap.frag"
"shaders/rhi/shadowmap.vert"
"shaders/shadowmap.frag"
"shaders/shadowmap.vert"
)

View File

@ -58,7 +58,7 @@ Entity {
Mesh {
id: toyplaneMesh
source: "assets/obj/toyplane.obj"
source: "qrc:///assets/obj/toyplane.obj"
}
Transform {

View File

@ -58,7 +58,7 @@ Entity {
Mesh {
id: trefoilMesh
source: "assets/obj/trefoil.obj"
source: "qrc:///assets/obj/trefoil.obj"
}
Transform {

View File

@ -0,0 +1,136 @@
/****************************************************************************
**
** 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 vec4 positionInLightSpace;
layout(location = 1) in vec3 position;
layout(location = 2) in vec3 normal;
layout(location = 0) out vec4 fragColor;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelView;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 mvp;
mat4 inverseModelViewProjectionMatrix;
mat3 modelViewNormal;
};
layout(std140, binding = 2) uniform qt3d_custom_uniforms {
mat4 lightViewProjection;
vec3 lightPosition;
vec3 lightIntensity;
vec3 ka; // Ambient reflectivity
vec3 kd; // Diffuse reflectivity
vec3 ks; // Specular reflectivity
float shininess; // Specular shininess factor
};
layout(binding = 3) uniform sampler2DShadow shadowMapTexture;
vec3 dsModel(const in vec3 pos, const in vec3 n)
{
// Calculate the vector from the light to the fragment
vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - pos);
// Calculate the vector from the fragment to the eye position
// (origin since this is in "eye" or "camera" space)
vec3 v = normalize(-pos);
// Reflect the light beam using the normal at this fragment
vec3 r = reflect(-s, n);
// Calculate the diffuse component
float diffuse = max(dot(s, n), 0.0);
// Calculate the specular component
float specular = 0.0;
if (dot(s, n) > 0.0)
specular = pow(max(dot(r, v), 0.0), shininess);
// Combine the diffuse and specular contributions (ambient is taken into account by the caller)
return lightIntensity * (kd * diffuse + ks * specular);
}
void main()
{
float shadowMapSample = textureProj(shadowMapTexture, positionInLightSpace);
vec3 ambient = lightIntensity * ka;
vec3 result = ambient;
if (shadowMapSample > 0)
result += dsModel(position, normalize(normal));
fragColor = vec4(result, 1.0);
}

View File

@ -0,0 +1,114 @@
/****************************************************************************
**
** 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(location = 1) in vec3 vertexNormal;
layout(location = 0) out vec4 positionInLightSpace;
layout(location = 1) out vec3 position;
layout(location = 2) out vec3 normal;
layout(std140, binding = 0) uniform qt3d_render_view_uniforms {
mat4 viewMatrix;
mat4 projectionMatrix;
mat4 viewProjectionMatrix;
mat4 inverseViewMatrix;
mat4 inverseProjectionMatrix;
mat4 inverseViewProjectionMatrix;
mat4 viewportMatrix;
mat4 inverseViewportMatrix;
vec4 textureTransformMatrix;
vec3 eyePosition;
float aspectRatio;
float gamma;
float exposure;
float time;
};
layout(std140, binding = 1) uniform qt3d_command_uniforms {
mat4 modelMatrix;
mat4 inverseModelMatrix;
mat4 modelView;
mat3 modelNormalMatrix;
mat4 inverseModelViewMatrix;
mat4 mvp;
mat4 inverseModelViewProjectionMatrix;
mat3 modelViewNormal;
};
layout(std140, binding = 2) uniform qt3d_custom_uniforms {
mat4 lightViewProjection;
vec3 lightPosition;
vec3 lightIntensity;
vec3 ka; // Ambient reflectivity
vec3 kd; // Diffuse reflectivity
vec3 ks; // Specular reflectivity
float shininess; // Specular shininess factor
};
void main()
{
// positionInLightSpace = lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
const mat4 shadowMatrix = mat4(0.5, 0.0, 0.0, 0.0,
0.0, 0.5, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.5, 0.5, 0.5, 1.0);
positionInLightSpace = shadowMatrix * lightViewProjection * modelMatrix * vec4(vertexPosition, 1.0);
normal = normalize(modelViewNormal * vertexNormal);
position = vec3(modelView * vec4(vertexPosition, 1.0));
gl_Position = mvp * vec4(vertexPosition, 1.0);
}

View File

@ -0,0 +1,55 @@
/****************************************************************************
**
** 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
void main()
{
}

View File

@ -0,0 +1,69 @@
/****************************************************************************
**
** 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;
mat3 modelViewNormal;
};
void main()
{
gl_Position = mvp * vec4(vertexPosition, 1.0);
}

View File

@ -5,11 +5,9 @@
<file>AdsEffect.qml</file>
<file>ShadowMapLight.qml</file>
<file>ShadowMapFrameGraph.qml</file>
<file>Trefoil.qml</file>
<file>Toyplane.qml</file>
<file>GroundPlane.qml</file>
<file>shaders/ads.frag</file>
<file>shaders/ads.vert</file>
<file>shaders/shadowmap.frag</file>
@ -18,6 +16,9 @@
<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>