59 mColorTextureParameter =
new Qt3DRender::QParameter( QStringLiteral(
"colorTexture" ), forwardRenderView.
colorTexture() );
60 mDepthTextureParameter =
new Qt3DRender::QParameter( QStringLiteral(
"depthTexture" ), forwardRenderView.
depthTexture() );
61 mShadowMapParameter =
new Qt3DRender::QParameter( QStringLiteral(
"shadowTexture" ), shadowRenderView.
mapTexture() );
62 mAmbientOcclusionTextureParameter =
new Qt3DRender::QParameter( QStringLiteral(
"ssaoTexture" ), aoRenderView.
blurredFactorMapTexture() );
63 mMaterial->addParameter( mColorTextureParameter );
64 mMaterial->addParameter( mDepthTextureParameter );
65 mMaterial->addParameter( mShadowMapParameter );
66 mMaterial->addParameter( mAmbientOcclusionTextureParameter );
71 mFarPlaneParameter =
new Qt3DRender::QParameter( QStringLiteral(
"farPlane" ), mMainCamera->farPlane() );
72 mMaterial->addParameter( mFarPlaneParameter );
73 connect( mMainCamera, &Qt3DRender::QCamera::farPlaneChanged, mFarPlaneParameter, [&](
float farPlane ) {
74 mFarPlaneParameter->setValue( farPlane );
76 mNearPlaneParameter =
new Qt3DRender::QParameter( QStringLiteral(
"nearPlane" ), mMainCamera->nearPlane() );
77 mMaterial->addParameter( mNearPlaneParameter );
78 connect( mMainCamera, &Qt3DRender::QCamera::nearPlaneChanged, mNearPlaneParameter, [&](
float nearPlane ) {
79 mNearPlaneParameter->setValue( nearPlane );
82 mLightFarPlaneParameter =
new Qt3DRender::QParameter( QStringLiteral(
"lightFarPlane" ), mLightCamera->farPlane() );
83 mMaterial->addParameter( mLightFarPlaneParameter );
84 connect( mLightCamera, &Qt3DRender::QCamera::farPlaneChanged, mLightFarPlaneParameter, [&](
float farPlane ) {
85 mLightFarPlaneParameter->setValue( farPlane );
87 mLightNearPlaneParameter =
new Qt3DRender::QParameter( QStringLiteral(
"lightNearPlane" ), mLightCamera->nearPlane() );
88 mMaterial->addParameter( mLightNearPlaneParameter );
89 connect( mLightCamera, &Qt3DRender::QCamera::nearPlaneChanged, mLightNearPlaneParameter, [&](
float nearPlane ) {
90 mLightNearPlaneParameter->setValue( nearPlane );
93 mMainCameraInvViewMatrixParameter =
new Qt3DRender::QParameter( QStringLiteral(
"invertedCameraView" ), mMainCamera->viewMatrix().inverted() );
94 mMaterial->addParameter( mMainCameraInvViewMatrixParameter );
95 mMainCameraInvProjMatrixParameter =
new Qt3DRender::QParameter( QStringLiteral(
"invertedCameraProj" ), mMainCamera->projectionMatrix().inverted() );
96 mMaterial->addParameter( mMainCameraInvProjMatrixParameter );
97 connect( mMainCamera, &Qt3DRender::QCamera::projectionMatrixChanged, mMainCameraInvProjMatrixParameter, [&](
const QMatrix4x4 &projectionMatrix ) {
98 mMainCameraInvProjMatrixParameter->setValue( projectionMatrix.inverted() );
100 connect( mMainCamera, &Qt3DRender::QCamera::viewMatrixChanged, mMainCameraInvViewMatrixParameter, [&]() {
101 mMainCameraInvViewMatrixParameter->setValue( mMainCamera->viewMatrix().inverted() );
104 mShadowMinX =
new Qt3DRender::QParameter( QStringLiteral(
"shadowMinX" ), QVariant::fromValue( 0.0f ) );
105 mShadowMaxX =
new Qt3DRender::QParameter( QStringLiteral(
"shadowMaxX" ), QVariant::fromValue( 0.0f ) );
106 mShadowMinY =
new Qt3DRender::QParameter( QStringLiteral(
"shadowMinY" ), QVariant::fromValue( 0.0f ) );
107 mShadowMaxY =
new Qt3DRender::QParameter( QStringLiteral(
"shadowMaxY" ), QVariant::fromValue( 0.0f ) );
113 mRenderShadowsParameter =
new Qt3DRender::QParameter( QStringLiteral(
"renderShadows" ), QVariant::fromValue( 0 ) );
114 mMaterial->addParameter( mRenderShadowsParameter );
116 mShadowBiasParameter =
new Qt3DRender::QParameter( QStringLiteral(
"shadowBias" ), QVariant::fromValue( 0.00001f ) );
117 mMaterial->addParameter( mShadowBiasParameter );
119 mEyeDomeLightingEnabledParameter =
new Qt3DRender::QParameter( QStringLiteral(
"edlEnabled" ), QVariant::fromValue( 0 ) );
120 mEyeDomeLightingStrengthParameter =
new Qt3DRender::QParameter( QStringLiteral(
"edlStrength" ), QVariant::fromValue( 1000.0f ) );
121 mEyeDomeLightingDistanceParameter =
new Qt3DRender::QParameter( QStringLiteral(
"edlDistance" ), QVariant::fromValue( 2.0f ) );
122 mMaterial->addParameter( mEyeDomeLightingEnabledParameter );
123 mMaterial->addParameter( mEyeDomeLightingStrengthParameter );
124 mMaterial->addParameter( mEyeDomeLightingDistanceParameter );
126 mAmbientOcclusionEnabledParameter =
new Qt3DRender::QParameter( QStringLiteral(
"ssaoEnabled" ), QVariant::fromValue( 0 ) );
127 mMaterial->addParameter( mAmbientOcclusionEnabledParameter );
129 mLightPosition =
new Qt3DRender::QParameter( QStringLiteral(
"lightPosition" ), QVariant::fromValue( QVector3D() ) );
130 mLightDirection =
new Qt3DRender::QParameter( QStringLiteral(
"lightDirection" ), QVariant::fromValue( QVector3D() ) );
131 mMaterial->addParameter( mLightPosition );
132 mMaterial->addParameter( mLightDirection );
134 const QString vertexShaderPath = QStringLiteral(
"qrc:/shaders/postprocess.vert" );
135 const QString fragmentShaderPath = QStringLiteral(
"qrc:/shaders/postprocess.frag" );
137 mShader->setVertexShaderCode( Qt3DRender::QShaderProgram::loadSource( QUrl( vertexShaderPath ) ) );
138 mShader->setFragmentShaderCode( Qt3DRender::QShaderProgram::loadSource( QUrl( fragmentShaderPath ) ) );
157 float minX, maxX, minY, maxY, minZ, maxZ;
158 QVector3D lookingAt = mMainCamera->viewCenter();
159 const float d = 2 * ( mMainCamera->position() - mMainCamera->viewCenter() ).length();
164 lookingAt = QVector3D( 0.5f * ( minX + maxX ), 0.5f * ( minY + maxY ), mMainCamera->viewCenter().z() );
165 const QVector3D lightPosition = lookingAt + QVector3D( 0.0f, 0.0f, d );
166 mLightCamera->setPosition( lightPosition );
167 mLightCamera->setViewCenter( lookingAt );
168 mLightCamera->setUpVector( QVector3D( 0.0f, 1.0f, 0.0f ) );
169 mLightCamera->rotateAboutViewCenter( QQuaternion::rotationTo( QVector3D( 0.0f, 0.0f, -1.0f ), lightDirection ) );
171 mLightCamera->setProjectionType( Qt3DRender::QCameraLens::ProjectionType::OrthographicProjection );
172 mLightCamera->lens()->setOrthographicProjection(
173 -0.7f * ( maxX - minX ), 0.7f * ( maxX - minX ),
174 -0.7f * ( maxY - minY ), 0.7f * ( maxY - minY ),
175 1.0f, 2 * ( lookingAt - lightPosition ).length()