/**************************************************************************** ** ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: http://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "q3dstextmaterialgenerator_p.h" #include "q3dsdefaultmaterialgenerator_p.h" #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE Qt3DRender::QMaterial *Q3DSTextMaterialGenerator::generateMaterial(const QVector ¶ms) { Qt3DRender::QMaterial *material = new Qt3DRender::QMaterial; Qt3DRender::QEffect *effect = new Qt3DRender::QEffect; Qt3DRender::QTechnique *technique = new Qt3DRender::QTechnique; Q3DSSceneManager::markAsMainTechnique(technique); bool isGLES = false; Q3DSDefaultMaterialGenerator::addDefaultApiFilter(technique, &isGLES); Qt3DRender::QShaderProgram *shaderProgram = new Qt3DRender::QShaderProgram; if (isGLES) { shaderProgram->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QLatin1String("qrc:/q3ds/shaders/text.vert")))); shaderProgram->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QLatin1String("qrc:/q3ds/shaders/text.frag")))); } else { shaderProgram->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QLatin1String("qrc:/q3ds/shaders/text_core.vert")))); shaderProgram->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QLatin1String("qrc:/q3ds/shaders/text_core.frag")))); } Qt3DRender::QRenderPass *renderPass = new Qt3DRender::QRenderPass; Qt3DRender::QFilterKey *transFilterKey = new Qt3DRender::QFilterKey; transFilterKey->setName(QLatin1String("pass")); transFilterKey->setValue(QLatin1String("transparent")); renderPass->addFilterKey(transFilterKey); Qt3DRender::QDepthTest *depthTest = new Qt3DRender::QDepthTest; depthTest->setDepthFunction(Qt3DRender::QDepthTest::LessOrEqual); renderPass->addRenderState(depthTest); Qt3DRender::QNoDepthMask *noDepthWrite = new Qt3DRender::QNoDepthMask; renderPass->addRenderState(noDepthWrite); Qt3DRender::QBlendEquation *blendFunc = new Qt3DRender::QBlendEquation; blendFunc->setBlendFunction(Qt3DRender::QBlendEquation::Add); Qt3DRender::QBlendEquationArguments *blendArgs = new Qt3DRender::QBlendEquationArguments; blendArgs->setSourceRgb(Qt3DRender::QBlendEquationArguments::One); blendArgs->setDestinationRgb(Qt3DRender::QBlendEquationArguments::OneMinusSourceAlpha); blendArgs->setSourceAlpha(Qt3DRender::QBlendEquationArguments::One); blendArgs->setDestinationAlpha(Qt3DRender::QBlendEquationArguments::OneMinusSourceAlpha); renderPass->addRenderState(blendFunc); renderPass->addRenderState(blendArgs); renderPass->setShaderProgram(shaderProgram); technique->addRenderPass(renderPass); effect->addTechnique(technique); for (Qt3DRender::QParameter *param : params) effect->addParameter(param); material->setEffect(effect); return material; } QT_END_NAMESPACE