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236 lines
7.3 KiB
236 lines
7.3 KiB
/****************************************************************************
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**
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** Copyright (C) 2019 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of Qt Quick 3D.
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**
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** $QT_BEGIN_LICENSE:GPL$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 3 or (at your option) any later version
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** approved by the KDE Free Qt Foundation. The licenses are as published by
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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** included in the packaging of this file. Please review the following
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** information to ensure the GNU General Public License requirements will
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** be met: https://www.gnu.org/licenses/gpl-3.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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import QtQuick 2.15
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import QtQuick3D 1.15
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import QtQuick3D.Materials 1.15
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CustomMaterial {
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// These properties names need to match the ones in the shader code!
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property real roughness: 0.0
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property real blur_size: 8.0
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property real refract_depth: 5
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property bool uEnvironmentMappingEnabled: true
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property bool uShadowMappingEnabled: false
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property real glass_bfactor: 0.0
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property bool glass_binside: false
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property real uFresnelPower: 1.0
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property real reflectivity_amount: 1.0
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property real glass_ior: 1.5
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property real intLightFall: 2.0
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property real intLightRot: 0.0
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property real intLightBrt: 0.0
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property real bumpScale: 0.5
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property int bumpBands: 1
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property vector3d bumpCoords: Qt.vector3d(1.0, 1.0, 1.0)
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property vector2d intLightPos: Qt.vector2d(0.5, 0.0)
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property vector3d glass_color: Qt.vector3d(0.9, 0.9, 0.9)
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property vector3d intLightCol: Qt.vector3d(0.9, 0.9, 0.9)
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hasTransparency: true
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shaderInfo: ShaderInfo {
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version: "330"
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type: "GLSL"
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shaderKey: ShaderInfo.Refraction | ShaderInfo.Glossy
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}
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property TextureInput glass_bump: TextureInput {
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enabled: true
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texture: Texture {
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id: glassBumpMap
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source: "maps/spherical_checker.png"
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}
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}
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property TextureInput uEnvironmentTexture: TextureInput {
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enabled: uEnvironmentMappingEnabled
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texture: Texture {
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id: envImage
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source: "maps/spherical_checker.png"
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}
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}
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property TextureInput uBakedShadowTexture: TextureInput {
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enabled: uShadowMappingEnabled
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texture: Texture {
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id: shadowImage
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source: "maps/shadow.png"
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}
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}
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property TextureInput randomGradient1D: TextureInput {
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texture: Texture {
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tilingModeHorizontal: Texture.Repeat
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tilingModeVertical: Texture.Repeat
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source: "maps/randomGradient1D.png"
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}
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}
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property TextureInput randomGradient2D: TextureInput {
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texture: Texture {
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tilingModeHorizontal: Texture.Repeat
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tilingModeVertical: Texture.Repeat
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source: "maps/randomGradient2D.png"
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}
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}
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property TextureInput randomGradient3D: TextureInput {
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texture: Texture {
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tilingModeHorizontal: Texture.Repeat
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tilingModeVertical: Texture.Repeat
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source: "maps/randomGradient3D.png"
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}
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}
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property TextureInput randomGradient4D: TextureInput {
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texture: Texture {
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tilingModeHorizontal: Texture.Repeat
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tilingModeVertical: Texture.Repeat
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source: "maps/randomGradient4D.png"
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}
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}
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Shader {
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id: mainShader
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stage: Shader.Fragment
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shader: "shaders/frostedThinGlass.frag"
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}
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Shader {
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id: noopShader
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stage: Shader.Fragment
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shader: "shaders/frostedThinGlassNoop.frag"
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}
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Shader {
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id: preBlurShader
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stage: Shader.Fragment
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shader: "shaders/frostedThinGlassPreBlur.frag"
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}
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Shader {
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id: blurXShader
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stage: Shader.Fragment
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shader: "shaders/frostedThinGlassBlurX.frag"
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}
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Shader {
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id: blurYShader
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stage: Shader.Fragment
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shader: "shaders/frostedThinGlassBlurY.frag"
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}
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Buffer {
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id: frameBuffer
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name: "frameBuffer"
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format: Buffer.Unknown
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textureFilterOperation: Buffer.Linear
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textureCoordOperation: Buffer.ClampToEdge
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sizeMultiplier: 1.0
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bufferFlags: Buffer.None // aka frame
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}
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Buffer {
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id: dummyBuffer
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name: "dummyBuffer"
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format: Buffer.RGBA8
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textureFilterOperation: Buffer.Linear
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textureCoordOperation: Buffer.ClampToEdge
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sizeMultiplier: 1.0
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bufferFlags: Buffer.None // aka frame
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}
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Buffer {
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id: tempBuffer
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name: "tempBuffer"
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format: Buffer.RGBA16F
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textureFilterOperation: Buffer.Linear
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textureCoordOperation: Buffer.ClampToEdge
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sizeMultiplier: 0.5
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bufferFlags: Buffer.None // aka frame
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}
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Buffer {
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id: blurYBuffer
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name: "tempBlurY"
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format: Buffer.RGBA16F
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textureFilterOperation: Buffer.Linear
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textureCoordOperation: Buffer.ClampToEdge
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sizeMultiplier: 0.5
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bufferFlags: Buffer.None // aka frame
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}
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Buffer {
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id: blurXBuffer
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name: "tempBlurX"
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format: Buffer.RGBA16F
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textureFilterOperation: Buffer.Linear
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textureCoordOperation: Buffer.ClampToEdge
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sizeMultiplier: 0.5
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bufferFlags: Buffer.None // aka frame
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}
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passes: [ Pass {
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shaders: noopShader
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output: dummyBuffer
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commands: [ BufferBlit {
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destination: frameBuffer
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}
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]
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}, Pass {
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shaders: preBlurShader
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output: tempBuffer
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commands: [ BufferInput {
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buffer: frameBuffer
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param: "OriginBuffer"
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}
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]
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}, Pass {
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shaders: blurXShader
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output: blurXBuffer
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commands: [ BufferInput {
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buffer: tempBuffer
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param: "BlurBuffer"
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}
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]
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}, Pass {
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shaders: blurYShader
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output: blurYBuffer
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commands: [ BufferInput {
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buffer: blurXBuffer
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param: "BlurBuffer"
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}, BufferInput {
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buffer: tempBuffer
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param: "OriginBuffer"
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}
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]
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}, Pass {
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shaders: mainShader
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commands: [BufferInput {
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buffer: blurYBuffer
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param: "refractiveTexture"
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}, Blending {
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srcBlending: Blending.SrcAlpha
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destBlending: Blending.OneMinusSrcAlpha
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}
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]
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}
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]
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}
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