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Qt3D ShaderPrograme
Qt3D GLSL 渲染器
Shader示例可参考:
http://blog.****.net/candycat1992/article/details/44039077
https://www.shadertoy.com/
http://blog.****.net/candycat1992/article/details/44039077
faq: shader的输入参数怎么各家都不一样,到底是如何定义的
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概念
渲染代码可由ShaderProgram对象封装
参数的传递比ShaderEffect复杂得多,好麻烦
要求输出的参数是一致的(gl_Position, gl_FragColor)
Qt3D默认提供的参数
attribute highp vec4 vertexPosition; // 顶点位置
attribute highp vec3 vertexNormal; // 顶点法线
attribute highp vec2 vertexTexCoord; // 顶点纹理坐标
uniform highp mat4 mvp; // ?
uniform highp mat4 modelMatrix; // ?
uniform highp vec3 cameraPosition; // 相机位置
uniform mat4 modelView; // ?
uniform mat4 modelNormalMatrix; // ?
常用的方法
normalize
dot
min/mix/max/pow/
textureCube
highp vec4 surface = texture2D(surfaceTexture, texCoord);
highp vec3 reflectedDirection = reflect(viewDirection, normalize(normal));
textureCube(skyboxTexture, reflectedDirection).rgb
VertexShader
// Qt 3D默认提供的参数
attribute vec3 vertexPosition;
attribute vec3 vertexNormal;
uniform mat4 modelView;
uniform mat4 modelNormalMatrix;
uniform mat4 mvp;
// 自己提供的参数
uniform vec3 lightPosition;
varying vec3 reflectVec;
varying vec3 viewVec;
varying float NdotL;
void main( void )
{
vec3 ecPos = ( modelView * vec4( vertexPosition, 1.0 ) ).xyz;
vec3 normal = normalize( modelNormalMatrix * vec4( vertexNormal, 1.0 ) ).xyz;
vec3 lightVec = normalize( lightPosition - ecPos );
reflectVec = normalize( reflect( -lightVec, normal ) );
viewVec = normalize( -ecPos );
NdotL = ( dot( lightVec, normal ) + 1.0 ) * 0.5;
gl_Position = mvp * vec4( vertexPosition, 1.0 );
}
FragmentShader
// 自己提供的参数
uniform vec3 surfaceColor;
uniform vec3 warmColor;
uniform vec3 coolColor;
uniform float diffuseWarm;
uniform float diffuseCool;
varying vec3 reflectVec;
varying vec3 viewVec;
varying float NdotL;
void main( void )
{
vec3 kcool = min( coolColor + diffuseCool * surfaceColor, 1.0 );
vec3 kwarm = min( warmColor + diffuseWarm * surfaceColor, 1.0 );
vec3 kfinal = mix( kcool, kwarm, NdotL );
float spec = max( dot( reflectVec, viewVec ), 0.0 );
spec = pow( spec, 32.0 );
gl_FragColor = vec4( min( kfinal + spec, 1.0 ), 1.0 );
}
cinematic3d/BackgroundCubeMap.qml
ShaderProgram {
id: gles2SkyboxShader
vertexShaderCode: "
attribute vec3 vertexPosition;
varying vec3 texCoord0;
uniform mat4 mvp;
void main()
{
texCoord0 = vertexPosition.xyz;
gl_Position = vec4(mvp * vec4(vertexPosition, 1.0)).xyww; // Fail depth test always against any rendered pixel
}
"
fragmentShaderCode: "
varying highp vec3 texCoord0;
uniform samplerCube skyboxTexture;
void main()
{
gl_FragColor = textureCube(skyboxTexture, texCoord0);
}
"
}
// 二维贴图材质
Texture2D {
property alias source: image.source
minificationFilter: Texture.LinearMipMapLinear
magnificationFilter: Texture.Linear
generateMipMaps: true
wrapMode {
x: WrapMode.ClampToEdge
y: WrapMode.ClampToEdge
}
TextureImage {id: image}
}