| Commit message (Collapse) | Author | Age | Files | Lines |
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Allow a QByteArray to be used to create a custom material instead
reading it from a file.
Task-number: QT3DS-2906
Change-Id: I2718240186b62c0ff2bf36e5313bed6754472066
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
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Change-Id: Iecb4f6bacd2e142ebf449432cdb39836332833bb
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Eventually most (perhaps all) classes in the runtime will become
private since the user-facing API is Studio3D and the
yet-to-be-implemented 3DS1-style C++ APIs.
Start some progress on this.
Change-Id: Ia145f114d1b57ecc8aa0902859d8715474563031
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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While we are at it, be nice and make desc optional as well since it only
makes sense when reader is given as well.
Change-Id: I6e65882f62f9bbda8fa99e6c37f02f2467c05783
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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...instead of exposing the shared code string in the API.
Applies also to custom materials.
Parse also VertexShaderShared and FragmentShaderShared elements.
Use the default void vert(){} and void frag(){} for empty vertex or
fragment shader elements.
Also add the ifdef VERTEX_SHADER lines.
Task-number: QT3DS-606
Change-Id: Ida8457238854e1a8b5d39177e79fb87ae9d2441c
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This is where the material generation code was previously.
Also removed the now useless test associated with material generation by
the Q3DSCustomMaterial.
Change-Id: Ia9460396cf45f2ba72535c27b2c302c57e218afa
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I811885bcfdb88151d7747791a26a2484b17ff496
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Task-number: QT3DS-589
Change-Id: I1d4584ba69e0b755121b2dccdf0907a14214773e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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This supports generating shader code for Custom Materials. This does not
generate materials or passes yet (just example code). It also does not
parse and generate uniforms based on the material parameters yet (which
is needed to make this linkable shader code).
Change-Id: I67d713868d6245fed23b869e2d850dc30370a58a
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Task-number: QT3DS-618
Change-Id: I397d2df2ccae7204f9f77bae14906fc3471a36a2
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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- qWaitForWindowExposed must have its return value checked
- switch to int for layerCount, no real need for an explicit size
Change-Id: I9532fa498597d4d6cd7bc15d63d4a20f44c220b4
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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and fix them up for effects. Having maps with value type of PassBuffer
would lead to slicing instances of the subclasses (e.g. an ImageBuffer)
when placing such objects into the container. Avoid this.
Task-number: QT3DS-586
Change-Id: Iaf68345cc34cd51a0c8af691dd80d6ad3149a89e
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
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Parse Passes completely, with the exception of Buffer that is to be added
later.
Task-number: QT3DS-586
Change-Id: I5e4d94f0c824d5ce7cf406c1b9320efbb10f2710
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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A.k.a. Qt 3D Studio Runtime 2.0
Change-Id: I459564fe47dc3d4b294346a42b1b387c21bb4088
Reviewed-by: Qt CI Bot <qt_ci_bot@qt-project.org>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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