--------------------------------------------------- Qt3D ShaderPrograme Qt3D GLSL 渲染器 Shader示例可参考: http://blog.csdn.net/candycat1992/article/details/44039077 https://www.shadertoy.com/ http://blog.csdn.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 --------------------------------------------------- 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} }