mirror of https://github.com/qt/qt3d.git
315 lines
12 KiB
C++
315 lines
12 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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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 Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
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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 2.0 or (at your option) the GNU General
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** Public license version 3 or any later version approved by the KDE Free
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** Qt Foundation. The licenses are as published by the Free Software
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** Foundation and appearing in the file LICENSE.GPL2 and 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-2.0.html and
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** 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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#include "qdiffusemapmaterial.h"
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#include "qdiffusemapmaterial_p.h"
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#include <Qt3DRender/qannotation.h>
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#include <Qt3DRender/qmaterial.h>
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#include <Qt3DRender/qeffect.h>
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#include <Qt3DRender/qtexture.h>
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#include <Qt3DRender/qtechnique.h>
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#include <Qt3DRender/qshaderprogram.h>
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#include <Qt3DRender/qparameter.h>
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#include <Qt3DRender/qrenderpass.h>
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#include <Qt3DRender/qgraphicsapifilter.h>
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#include <QUrl>
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#include <QVector3D>
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#include <QVector4D>
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QT_BEGIN_NAMESPACE
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namespace Qt3DRender {
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QDiffuseMapMaterialPrivate::QDiffuseMapMaterialPrivate()
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: QMaterialPrivate()
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, m_diffuseMapEffect(new QEffect())
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, m_diffuseTexture(new QTexture2D())
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, m_ambientParameter(new QParameter(QStringLiteral("ka"), QColor::fromRgbF(0.05f, 0.05f, 0.05f, 1.0f)))
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, m_diffuseParameter(new QParameter(QStringLiteral("diffuseTexture"), m_diffuseTexture))
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, m_specularParameter(new QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.01f, 0.01f, 0.01f, 1.0f)))
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, m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
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, m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
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, m_diffuseMapGL3Technique(new QTechnique())
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, m_diffuseMapGL2Technique(new QTechnique())
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, m_diffuseMapES2Technique(new QTechnique())
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, m_diffuseMapGL3RenderPass(new QRenderPass())
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, m_diffuseMapGL2RenderPass(new QRenderPass())
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, m_diffuseMapES2RenderPass(new QRenderPass())
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, m_diffuseMapGL3Shader(new QShaderProgram())
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, m_diffuseMapGL2ES2Shader(new QShaderProgram())
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, m_annotation(new QAnnotation)
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{
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m_diffuseTexture->setMagnificationFilter(QAbstractTextureProvider::Linear);
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m_diffuseTexture->setMinificationFilter(QAbstractTextureProvider::LinearMipMapLinear);
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m_diffuseTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat));
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m_diffuseTexture->setGenerateMipMaps(true);
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m_diffuseTexture->setMaximumAnisotropy(16.0f);
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}
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void QDiffuseMapMaterialPrivate::init()
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{
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connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged,
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this, &QDiffuseMapMaterialPrivate::handleAmbientChanged);
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connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
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this, &QDiffuseMapMaterialPrivate::handleDiffuseChanged);
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connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
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this, &QDiffuseMapMaterialPrivate::handleSpecularChanged);
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connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
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this, &QDiffuseMapMaterialPrivate::handleShininessChanged);
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connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged,
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this, &QDiffuseMapMaterialPrivate::handleTextureScaleChanged);
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m_diffuseMapGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/diffusemap.vert"))));
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m_diffuseMapGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/diffusemap.frag"))));
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m_diffuseMapGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/diffusemap.vert"))));
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m_diffuseMapGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/diffusemap.frag"))));
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m_diffuseMapGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
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m_diffuseMapGL3Technique->graphicsApiFilter()->setMajorVersion(3);
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m_diffuseMapGL3Technique->graphicsApiFilter()->setMinorVersion(1);
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m_diffuseMapGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
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m_diffuseMapGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
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m_diffuseMapGL2Technique->graphicsApiFilter()->setMajorVersion(2);
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m_diffuseMapGL2Technique->graphicsApiFilter()->setMinorVersion(0);
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m_diffuseMapGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
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m_diffuseMapES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
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m_diffuseMapES2Technique->graphicsApiFilter()->setMajorVersion(2);
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m_diffuseMapES2Technique->graphicsApiFilter()->setMinorVersion(0);
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m_diffuseMapES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
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Q_Q(QDiffuseMapMaterial);
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m_annotation->setParent(q);
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m_annotation->setName(QStringLiteral("renderingStyle"));
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m_annotation->setValue(QStringLiteral("forward"));
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m_diffuseMapGL3Technique->addAnnotation(m_annotation);
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m_diffuseMapGL2Technique->addAnnotation(m_annotation);
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m_diffuseMapES2Technique->addAnnotation(m_annotation);
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m_diffuseMapGL3RenderPass->setShaderProgram(m_diffuseMapGL3Shader);
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m_diffuseMapGL2RenderPass->setShaderProgram(m_diffuseMapGL2ES2Shader);
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m_diffuseMapES2RenderPass->setShaderProgram(m_diffuseMapGL2ES2Shader);
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m_diffuseMapGL3Technique->addRenderPass(m_diffuseMapGL3RenderPass);
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m_diffuseMapGL2Technique->addRenderPass(m_diffuseMapGL2RenderPass);
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m_diffuseMapES2Technique->addRenderPass(m_diffuseMapES2RenderPass);
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m_diffuseMapEffect->addTechnique(m_diffuseMapGL3Technique);
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m_diffuseMapEffect->addTechnique(m_diffuseMapGL2Technique);
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m_diffuseMapEffect->addTechnique(m_diffuseMapES2Technique);
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m_diffuseMapEffect->addParameter(m_ambientParameter);
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m_diffuseMapEffect->addParameter(m_diffuseParameter);
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m_diffuseMapEffect->addParameter(m_specularParameter);
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m_diffuseMapEffect->addParameter(m_shininessParameter);
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m_diffuseMapEffect->addParameter(m_textureScaleParameter);
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q->setEffect(m_diffuseMapEffect);
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}
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void QDiffuseMapMaterialPrivate::handleAmbientChanged(const QVariant &var)
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{
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Q_Q(QDiffuseMapMaterial);
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emit q->ambientChanged(var.value<QColor>());
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}
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void QDiffuseMapMaterialPrivate::handleDiffuseChanged(const QVariant &var)
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{
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Q_Q(QDiffuseMapMaterial);
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emit q->diffuseChanged(var.value<QAbstractTextureProvider *>());
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}
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void QDiffuseMapMaterialPrivate::handleSpecularChanged(const QVariant &var)
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{
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Q_Q(QDiffuseMapMaterial);
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emit q->specularChanged(var.value<QColor>());
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}
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void QDiffuseMapMaterialPrivate::handleShininessChanged(const QVariant &var)
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{
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Q_Q(QDiffuseMapMaterial);
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emit q->shininessChanged(var.toFloat());
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}
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void QDiffuseMapMaterialPrivate::handleTextureScaleChanged(const QVariant &var)
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{
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Q_Q(QDiffuseMapMaterial);
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emit q->textureScaleChanged(var.toFloat());
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}
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/*!
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\class Qt3DRender::QDiffuseMapMaterial
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\brief The QDiffuseMapMaterial provides a default implementation of the phong lighting effect where the diffuse light component
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is read from a texture map.
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\inmodule Qt3DRender
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\since 5.5
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The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular.
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The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets:
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\list
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\li Ambient is the color that is emitted by an object without any other light source.
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\li Diffuse is the color that is emitted for rought surface reflections with the lights.
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\li Specular is the color emitted for shiny surface reflections with the lights.
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\li The shininess of a surface is controlled by a float property.
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\endlist
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This material uses an effect with a single render pass approach and performs per fragment lighting.
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Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
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*/
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/*!
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Constructs a new Qt3DRender::QDiffuseMapMaterial instance with parent object \a parent.
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*/
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QDiffuseMapMaterial::QDiffuseMapMaterial(QNode *parent)
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: QMaterial(*new QDiffuseMapMaterialPrivate, parent)
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{
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Q_D(QDiffuseMapMaterial);
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d->init();
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}
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/*!
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Destroys the QDiffuseMapMaterial instance.
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*/
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QDiffuseMapMaterial::~QDiffuseMapMaterial()
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{
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}
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/*!
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\property Qt3DRender::QDiffuseMapMaterial::ambient
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Holds the current ambient color.
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*/
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QColor QDiffuseMapMaterial::ambient() const
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{
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Q_D(const QDiffuseMapMaterial);
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return d->m_ambientParameter->value().value<QColor>();
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}
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/*!
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\property Qt3DRender::QDiffuseMapMaterial::specular
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Holds the current specular color.
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*/
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QColor QDiffuseMapMaterial::specular() const
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{
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Q_D(const QDiffuseMapMaterial);
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return d->m_specularParameter->value().value<QColor>();
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}
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/*!
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\property Qt3DRender::QDiffuseMapMaterial::shininess
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Holds the current shininess as a float value.
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*/
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float QDiffuseMapMaterial::shininess() const
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{
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Q_D(const QDiffuseMapMaterial);
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return d->m_shininessParameter->value().toFloat();
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}
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/*!
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\property Qt3DRender::QDiffuseMapMaterial::diffuse
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Holds the current QTexture used as the diffuse map.
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By default, the diffuse texture has the following properties:
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\list
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\li Linear minification and magnification filters
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\li Linear mipmap with mipmapping enabled
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\li Repeat wrap mode
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\li Maximum anisotropy of 16.0
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\endlist
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*/
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QAbstractTextureProvider *QDiffuseMapMaterial::diffuse() const
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{
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Q_D(const QDiffuseMapMaterial);
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return d->m_diffuseParameter->value().value<QAbstractTextureProvider *>();
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}
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/*!
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\property Qt3DRender::QDiffuseMapMaterial::textureScale
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Holds the current texture scale as a float value.
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*/
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float QDiffuseMapMaterial::textureScale() const
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{
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Q_D(const QDiffuseMapMaterial);
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return d->m_textureScaleParameter->value().toFloat();
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}
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void QDiffuseMapMaterial::setAmbient(const QColor &ambient)
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{
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Q_D(const QDiffuseMapMaterial);
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d->m_ambientParameter->setValue(ambient);
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}
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void QDiffuseMapMaterial::setSpecular(const QColor &specular)
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{
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Q_D(QDiffuseMapMaterial);
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d->m_specularParameter->setValue(specular);
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}
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void QDiffuseMapMaterial::setShininess(float shininess)
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{
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Q_D(QDiffuseMapMaterial);
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d->m_shininessParameter->setValue(shininess);
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}
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void QDiffuseMapMaterial::setDiffuse(QAbstractTextureProvider *diffuseMap)
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{
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Q_D(QDiffuseMapMaterial);
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d->m_diffuseParameter->setValue(QVariant::fromValue(diffuseMap));
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}
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void QDiffuseMapMaterial::setTextureScale(float textureScale)
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{
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Q_D(QDiffuseMapMaterial);
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d->m_textureScaleParameter->setValue(textureScale);
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}
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} // namespace Qt3DRender
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QT_END_NAMESPACE
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