具有统一vec3阵列的Qt3D着色器图 那么,关于如何在着色器图中正确使用统一数组的任何想法吗?

问题描述

更新

因此,通过从QShaderProgramBuilder打印已编译的着色器代码,我发现该着色器几乎可以工作,唯一的问题是对renderClicks调用。这行

fragColor = (((renderClicks(clicks[10],colors[10],(((((((phongFunction(ka,kd,ks,shininess,worldPosition,normalize(((eyePosition - worldPosition))),normalize(worldnormal)))))))))))));

应该看起来像这样

fragColor = (((renderClicks(clicks,colors,normalize(worldnormal)))))))))))));

但是由于制服的名称clicks[10]colors[10],所以我不确定是否可以解决


问题

我在项目中使用QSceneLoader自动加载对象。现在,我想可视化对象3D表面上的点击。为此,我将遍历由场景加载器创建的实体层次结构,直到到达QShaderProgramBuilder。接下来,我将使用setFragmentShadergraph替换着色器程序构建器中的片段着色器图-很遗憾,您不能提供包含正常着色器代码的文本文件

我以default phong graph from GitHub为起点,并添加了自己的制服-点击次数和点击次数的颜色,均为vec3数组。不幸的是,直到我从两者中删除了数组定义之后,着色器才起作用。

当我在任意位置删除数组定义(即,用vec3 clicks代替vec3 clicks[10]并通过QVector3D而不是QVector<QVector3D>时,我得到了渲染的普通场景

我也找不到Qt3D节点编辑器mentioned here,但我怀疑它能否解决我的问题,因为在YouTube上的视频中似乎没有任何声明数组的选项。 / p>

那么,关于如何在着色器图中正确使用统一数组的任何想法吗?


注意:我已经检查了OpenGL版本4.6,所以这应该不是问题。

注意2:如果有人需要一个示例项目,请告诉我。我开始创建一个,但是即使尝试将其缩小也变得很大。尚未完成,但我可以完成并将其上传到GitHub。


代码

这是我从C ++提供数据作为参数的方式:

Qt3DRender::QParameter *clicksParameter = new Qt3DRender::QParameter(QStringLiteral("clicks"),m_clicks.constData());

我更改了着色器图,以包括以下新的prototype

"prototypes": {
        "renderClicks": {
            "inputs": ["clicks[10]","colors[10]","currentColor"],"outputs": ["result"],"parameters": {
                "type": {
                    "type": "QShaderLanguage::VariableType","value": "QShaderLanguage::Vec4"
                 }
             },"rules": [{
                "format": {
                    "api": "OpenGLCoreProfile","major": 3,"minor": 0
                 },"headerSnippets": [
                    "#pragma include :shaders/poseeditor/clicksRendering.inc.frag"
                 ],"substitution": "vec4 $result = renderClicks($clicks,$colors,$currentColor);"
            }]
        }
    },"nodes": ...

引用了clicksRendering.inc.frag中的以下着色器代码

vec4 renderClicks(vec3 clicks[10],vec3 colors[10],vec4 currentColor) {
    return currentColor;
}

然后我添加了以下新的nodes

...
        {
            "uuid": "{00000000-0000-0000-0000-000000000026}","type": "input","parameters": {
                "name": "clicks[10]","qualifier": {
                    "type": "QShaderLanguage::StorageQualifier","value": "QShaderLanguage::Uniform"
                },"type": {
                    "type": "QShaderLanguage::VariableType","value": "QShaderLanguage::Vec3"
                }
            }
        },{
            "uuid": "{00000000-0000-0000-0000-000000000027}","parameters": {
                "name": "colors[10]",{
            "uuid": "{00000000-0000-0000-0000-000000000028}","type": "renderClicks"
        },...

我还更改了最后的边缘,以使最终的phong颜色通过我的自定义函数传递:

...
        {
            "sourceUuid": "{00000000-0000-0000-0000-000000000026}","sourcePort": "value","targetUuid": "{00000000-0000-0000-0000-000000000028}","targetPort": "clicks"
        },{
            "sourceUuid": "{00000000-0000-0000-0000-000000000027}","targetPort": "colors"
        },{
            "sourceUuid": "{00000000-0000-0000-0000-000000000024}","sourcePort": "outputColor","targetPort": "currentColor"
        },{
            "sourceUuid": "{00000000-0000-0000-0000-000000000028}","sourcePort": "result","targetUuid": "{00000000-0000-0000-0000-000000000025}","targetPort": "fragColor"
        }
...

其他信息

我尝试从新[10]的{​​{1}}中删除inputs部分。这将输出错误错误的着色器代码

prototype

因此,除了调用const int MAX_LIGHTS = 8; const int TYPE_POINT = 0; const int TYPE_DIRECTIONAL = 1; const int TYPE_SPOT = 2; struct Light { int type; vec3 position; vec3 color; float intensity; vec3 direction; float constantAttenuation; float linearattenuation; float quadraticAttenuation; float cutOffAngle; }; uniform Light lights[MAX_LIGHTS]; uniform int lightCount; // Pre-convolved environment maps struct EnvironmentLight { samplerCube irradiance; // For diffuse contribution samplerCube specular; // For specular contribution }; uniform EnvironmentLight envLight; uniform int envLightCount = 0; #line 52 void adsModel(const in vec3 worldPos,const in vec3 worldnormal,const in vec3 worldView,const in float shininess,out vec3 diffuseColor,out vec3 specularColor) { diffuseColor = vec3(0.0); specularColor = vec3(0.0); // We perform all work in world space vec3 n = normalize(worldnormal); vec3 s = vec3(0.0); for (int i = 0; i < lightCount; ++i) { float att = 1.0; float sDotN = 0.0; if (lights[i].type != TYPE_DIRECTIONAL) { // Point and Spot lights // Light position is already in world space vec3 sUnnormalized = lights[i].position - worldPos; s = normalize(sUnnormalized); // Light direction // Calculate the attenuation factor sDotN = dot(s,n); if (sDotN > 0.0) { if (lights[i].constantAttenuation != 0.0 || lights[i].linearattenuation != 0.0 || lights[i].quadraticAttenuation != 0.0) { float dist = length(sUnnormalized); att = 1.0 / (lights[i].constantAttenuation + lights[i].linearattenuation * dist + lights[i].quadraticAttenuation * dist * dist); } // The light direction is in world space already if (lights[i].type == TYPE_SPOT) { // Check if fragment is inside or outside of the spot light cone if (degrees(acos(dot(-s,lights[i].direction))) > lights[i].cutOffAngle) sDotN = 0.0; } } } else { // Directional lights // The light direction is in world space already s = normalize(-lights[i].direction); sDotN = dot(s,n); } // Calculate the diffuse factor float diffuse = max(sDotN,0.0); // Calculate the specular factor float specular = 0.0; if (diffuse > 0.0 && shininess > 0.0) { float normFactor = (shininess + 2.0) / 2.0; vec3 r = reflect(-s,n); // Reflection direction in world space specular = normFactor * pow(max(dot(r,worldView),0.0),shininess); } // Accumulate the diffuse and specular contributions diffuseColor += att * lights[i].intensity * diffuse * lights[i].color; specularColor += att * lights[i].intensity * specular * lights[i].color; } } vec4 phongFunction(const in vec4 ambient,const in vec4 diffuse,const in vec4 specular,const in vec3 worldPosition,const in vec3 worldnormal) { // Calculate the lighting model,keeping the specular component separate vec3 diffuseColor,specularColor; adsModel(worldPosition,worldnormal,worldView,diffuseColor,specularColor); // Combine spec with ambient+diffuse for final fragment color vec3 color = (ambient.rgb + diffuseColor) * diffuse.rgb + specularColor * specular.rgb; return vec4(color,diffuse.a); } #line 11 uniform vec3 clicks[10]; uniform vec3 colors[10]; vec4 renderClicks(vec3 clicks[10],vec4 currentColor) { return currentColor; } #line 15 out vec4 fragColor; void main() { fragColor = (((renderClicks(clicks[10],normalize(worldnormal))))))))))))); } 之外,着色器看起来还不错。但是我不知道是否可以摆脱renderClicks(clicks[10],...)部分,因为那是它们的名字。

解决方法

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