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authorSean Harmer <sean.harmer@kdab.com>2014-09-21 12:17:21 +0100
committerSean Harmer <sean.harmer@kdab.com>2014-09-21 16:59:33 +0200
commit6d9febedb5b734541c037521c39f705c0fdbbc95 (patch)
treead2a7ee57ed73d21c66a9e38fdec5cbcc1d7a9be
parentbb7d6c2b10b291a93b04dc9a1753a6eec29b68c7 (diff)
Add an example to exercise tessellation shader support
Also extended Renderer and friends to support setting the number of vertices per patch with glPathParameteri(GL_PATCH_VERTICES, n). To support this QMeshData now also stores the vertices per patch. This demonstrates how to tessellate using quad tessellation mode. Follow-up commits will add objects to show triangle and isoline modes. Change-Id: I68afb31815db430d0b4d8d9cc525efcfb9a216fc Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
-rw-r--r--examples/examples.pro7
-rw-r--r--examples/tessellation-modes/BasicCamera.qml76
-rw-r--r--examples/tessellation-modes/ForwardRenderer.qml70
-rw-r--r--examples/tessellation-modes/TessellatedQuad.qml75
-rw-r--r--examples/tessellation-modes/TessellatedWireframeEffect.qml119
-rw-r--r--examples/tessellation-modes/TessellatedWireframeMaterial.qml82
-rw-r--r--examples/tessellation-modes/main.cpp75
-rw-r--r--examples/tessellation-modes/main.qml121
-rw-r--r--examples/tessellation-modes/shaders/flat.frag12
-rw-r--r--examples/tessellation-modes/shaders/isolines.tcs15
-rw-r--r--examples/tessellation-modes/shaders/isolines.tes74
-rw-r--r--examples/tessellation-modes/shaders/passthru.vert10
-rw-r--r--examples/tessellation-modes/shaders/phongwireframe.frag108
-rw-r--r--examples/tessellation-modes/shaders/quads.tcs21
-rw-r--r--examples/tessellation-modes/shaders/quads.tes40
-rw-r--r--examples/tessellation-modes/shaders/robustwireframe.geom131
-rw-r--r--examples/tessellation-modes/shaders/triangles.tcs19
-rw-r--r--examples/tessellation-modes/shaders/triangles.tes39
-rw-r--r--examples/tessellation-modes/tessellatedquadmesh.cpp93
-rw-r--r--examples/tessellation-modes/tessellatedquadmesh.h59
-rw-r--r--examples/tessellation-modes/tessellation-modes.pro24
-rw-r--r--examples/tessellation-modes/tessellation-modes.qrc20
-rw-r--r--src/core/io/qabstractmeshdata.cpp13
-rw-r--r--src/core/io/qabstractmeshdata.h3
-rw-r--r--src/core/io/qabstractmeshdata_p.h2
-rw-r--r--src/render/backend/qgraphicscontext.cpp5
-rw-r--r--src/render/backend/qgraphicscontext_p.h1
-rw-r--r--src/render/backend/qgraphicshelperes2.cpp8
-rw-r--r--src/render/backend/qgraphicshelperes2_p.h1
-rw-r--r--src/render/backend/qgraphicshelpergl2.cpp8
-rw-r--r--src/render/backend/qgraphicshelpergl2_p.h1
-rw-r--r--src/render/backend/qgraphicshelpergl3.cpp23
-rw-r--r--src/render/backend/qgraphicshelpergl3_p.h5
-rw-r--r--src/render/backend/qgraphicshelperinterface_p.h5
-rw-r--r--src/render/backend/renderer.cpp8
-rw-r--r--src/render/io/qmeshdata.cpp7
36 files changed, 1369 insertions, 11 deletions
diff --git a/examples/examples.pro b/examples/examples.pro
index c6abffcc4..6a1703e48 100644
--- a/examples/examples.pro
+++ b/examples/examples.pro
@@ -47,6 +47,10 @@ src_wireframe.subdir = $$PWD/wireframe
src_wireframe.target = sub-wireframe
src_wireframe.depends = src_exampleresources
+src_tessellationmodes.subdir = $$PWD/tessellation-modes
+src_tessellationmodes.target = sub-tessellationmodes
+src_tessellationmodes.depends = src_exampleresources
+
SUBDIRS += \
src_exampleresources \
src_simpleqml \
@@ -58,7 +62,8 @@ SUBDIRS += \
src_toruscpp \
src_bigmodelqml \
src_deferredrenderer \
- src_wireframe
+ src_wireframe \
+ src_tessellationmodes
# TODO Port the old examples to new APIs
#SUBDIRS += qt3d
diff --git a/examples/tessellation-modes/BasicCamera.qml b/examples/tessellation-modes/BasicCamera.qml
new file mode 100644
index 000000000..2f9f8b7b1
--- /dev/null
+++ b/examples/tessellation-modes/BasicCamera.qml
@@ -0,0 +1,76 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Render 2.0
+
+// For Qt.vector3d() and friends. For some reason this is provided by
+// QQuickValueTypeProvider in QtQuick rather than the default value
+// type provider in QtQml. So we will need to replicate this in Qt3D
+// for the types that we wish to support. Otherwise we'll have to import
+// QtQuick 2.1 all over the place.
+import QtQuick 2.1 as QQ2
+
+Camera {
+ id: mainCamera
+ objectName: "mainCamera"
+
+ property alias position: lookAtTransform.position
+ property alias viewCenter: lookAtTransform.viewCenter
+ property alias upVector: lookAtTransform.upVector
+
+ lens: CameraLens {
+ projectionType: CameraLens.PerspectiveProjection
+ fieldOfView: 22.5
+ aspectRatio: _window.width / _window.height
+ onAspectRatioChanged: console.log( "aspectRatio = " + aspectRatio )
+ nearPlane: 0.01
+ farPlane: 1000.0
+ }
+
+ transform: Transform {
+ LookAt {
+ id: lookAtTransform
+ viewCenter: Qt.vector3d( 0.0, 0.0, 0.0 )
+ upVector: Qt.vector3d( 0.0, 1.0, 0.0 )
+ }
+ }
+}
diff --git a/examples/tessellation-modes/ForwardRenderer.qml b/examples/tessellation-modes/ForwardRenderer.qml
new file mode 100644
index 000000000..7a100bf4d
--- /dev/null
+++ b/examples/tessellation-modes/ForwardRenderer.qml
@@ -0,0 +1,70 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Render 2.0
+
+TechniqueFilter {
+ id: root
+ objectName : "techniqueFilter"
+
+ // Expose camera to allow user to choose which camera to use for rendering
+ property alias camera: cameraSelector.camera
+
+ // Select the forward rendering Technique of any used Effect
+ criteria: [ Criterion { name: "renderingStyle"; value: "forward" } ]
+
+ // Use the whole viewport
+ Viewport {
+ id: viewport
+ objectName : "viewport"
+ rect: Qt.rect(0.0, 0.0, 1.0, 1.0)
+
+ // Use the specified camera
+ CameraSelector {
+ id : cameraSelector
+ objectName : "cameraSelector"
+ ClearBuffer {
+ buffers : ClearBuffer.ColorDepthBuffer
+ }
+ }
+ }
+}
diff --git a/examples/tessellation-modes/TessellatedQuad.qml b/examples/tessellation-modes/TessellatedQuad.qml
new file mode 100644
index 000000000..8842a4539
--- /dev/null
+++ b/examples/tessellation-modes/TessellatedQuad.qml
@@ -0,0 +1,75 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Render 2.0
+import Qt3D.Examples 1.0
+
+// For Qt.vector3d() and friends. For some reason this is provided by
+// QQuickValueTypeProvider in QtQuick rather than the default value
+// type provider in QtQml. So we will need to replicate this in Qt3D
+// for the types that we wish to support. Otherwise we'll have to import
+// QtQuick 2.1 all over the place.
+import QtQuick 2.1 as QQ2
+
+Entity {
+ id: root
+
+ property real x: 0.0
+ property real y: 0.0
+ property real z: 0.0
+ property real scale: 1.0
+ property real theta: 0.0
+ property Material material
+
+ components: [ transform, mesh, root.material ]
+
+ Transform {
+ id: transform
+ Translate { dx: root.x; dy: root.y; dz: root.z }
+ Scale { scale: root.scale }
+ Rotate{ angle: root.theta; axis: Qt.vector3d(0.0, 1.0, 0.0) }
+ }
+
+ TessellatedQuadMesh {
+ id: mesh
+ }
+}
diff --git a/examples/tessellation-modes/TessellatedWireframeEffect.qml b/examples/tessellation-modes/TessellatedWireframeEffect.qml
new file mode 100644
index 000000000..0449563d1
--- /dev/null
+++ b/examples/tessellation-modes/TessellatedWireframeEffect.qml
@@ -0,0 +1,119 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Render 2.0
+
+// For Qt.vector3d() and friends. For some reason this is provided by
+// QQuickValueTypeProvider in QtQuick rather than the default value
+// type provider in QtQml. So we will need to replicate this in Qt3D
+// for the types that we wish to support. Otherwise we'll have to import
+// QtQuick 2.1 all over the place.
+import QtQuick 2.1
+
+Effect {
+ id: root
+
+ // It's expected that users of this will specify the tessellation control and evaluation
+ // shaders and if necessary suitable replacements for the other stages
+ property alias vertexShaderSourceFile: program.vertexShaderSourceFile
+ property alias tessellationControlShaderSourceFile: program.tessellationControlShaderSourceFile
+ property alias tessellationEvaluationShaderSourceFile: program.tessellationEvaluationShaderSourceFile
+ property alias geometryShaderSourceFile: program.geometryShaderSourceFile
+ property alias fragmentShaderSourceFile: program.fragmentShaderSourceFile
+
+ parameters: [
+ Parameter { name: "ambient"; value: Qt.vector3d( 0.1, 0.1, 0.1 ) },
+ Parameter { name: "diffuse"; value: Qt.vector3d( 0.7, 0.7, 0.7 ) },
+ Parameter { name: "specular"; value: Qt.vector3d( 0.95, 0.95, 0.95 ) },
+ Parameter { name: "shininess"; value: 150.0 }
+ ]
+
+ techniques: [
+ Technique {
+ openGLFilter {
+ api: OpenGLFilter.Desktop
+ profile: OpenGLFilter.Core
+ majorVersion: 4
+ minorVersion: 0
+ }
+
+ criteria: [ Criterion { name: "renderingStyle"; value: "forward" } ]
+
+ parameters: [
+ Parameter { name: "light.position"; value: Qt.vector4d(0.0, 0.0, 0.0, 1.0) },
+ Parameter { name: "light.intensity"; value: Qt.vector3d(1.0, 1.0, 1.0) },
+ Parameter { name: "line.width"; value: 0.8 },
+ Parameter { name: "line.color"; value: Qt.vector4d(1.0, 1.0, 1.0, 1.0) }
+ ]
+
+ renderPasses: [
+ RenderPass {
+ name: "lighting"
+
+ bindings: [
+ ParameterMapper { parameterName: "ambient"; shaderVariableName: "ka"; bindingType: ParameterMapper.Uniform },
+ ParameterMapper { parameterName: "diffuse"; shaderVariableName: "kd"; bindingType: ParameterMapper.Uniform },
+ ParameterMapper { parameterName: "specular"; shaderVariableName: "ks"; bindingType: ParameterMapper.Uniform },
+
+ // TODO: Support uniform arrays. We want to be able to do (or something similar) and map vectors or lists of values
+ // through to the uniforms
+ //ParameterMapper { parameterName: "innerTessLevel"; shaderVariableName: "inner"; bindingType: ParameterMapper.Uniform }
+ //ParameterMapper { parameterName: "outerTessLevel"; shaderVariableName: "outer"; bindingType: ParameterMapper.Uniform }
+ ParameterMapper { parameterName: "innerTessLevel0"; shaderVariableName: "inner[0]"; bindingType: ParameterMapper.Uniform },
+ ParameterMapper { parameterName: "innerTessLevel1"; shaderVariableName: "inner[1]"; bindingType: ParameterMapper.Uniform },
+ ParameterMapper { parameterName: "outerTessLevel0"; shaderVariableName: "outer[0]"; bindingType: ParameterMapper.Uniform },
+ ParameterMapper { parameterName: "outerTessLevel1"; shaderVariableName: "outer[1]"; bindingType: ParameterMapper.Uniform },
+ ParameterMapper { parameterName: "outerTessLevel2"; shaderVariableName: "outer[2]"; bindingType: ParameterMapper.Uniform },
+ ParameterMapper { parameterName: "outerTessLevel3"; shaderVariableName: "outer[3]"; bindingType: ParameterMapper.Uniform }
+ ]
+
+ shaderProgram: ShaderProgram {
+ id: program
+ vertexShaderSourceFile: ":/shaders/passthru.vert"
+ geometryShaderSourceFile: ":/shaders/robustwireframe.geom"
+ fragmentShaderSourceFile: ":/shaders/phongwireframe.frag"
+ }
+ }
+ ]
+ }
+ ]
+}
diff --git a/examples/tessellation-modes/TessellatedWireframeMaterial.qml b/examples/tessellation-modes/TessellatedWireframeMaterial.qml
new file mode 100644
index 000000000..edd24795c
--- /dev/null
+++ b/examples/tessellation-modes/TessellatedWireframeMaterial.qml
@@ -0,0 +1,82 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Render 2.0
+
+// For Qt.vector3d() and friends. For some reason this is provided by
+// QQuickValueTypeProvider in QtQuick rather than the default value
+// type provider in QtQml. So we will need to replicate this in Qt3D
+// for the types that we wish to support. Otherwise we'll have to import
+// QtQuick 2.1 all over the place.
+import QtQuick 2.1 as QQ2
+
+Material {
+ id: root
+
+ property color ambient: Qt.rgba( 0.05, 0.05, 0.05, 1.0 )
+ property color diffuse: Qt.rgba( 0.7, 0.7, 0.7, 1.0 )
+ property color specular: Qt.rgba( 0.95, 0.95, 0.95, 1.0 )
+ property real shininess: 150.0
+ property real lineWidth: 1.0
+ property color lineColor: Qt.rgba( 1.0, 1.0, 1.0, 1.0 )
+ property real innerTessLevel0: 1.0
+ property real innerTessLevel1: 1.0
+ property real outerTessLevel0: 1.0
+ property real outerTessLevel1: 1.0
+ property real outerTessLevel2: 1.0
+ property real outerTessLevel3: 1.0
+
+ parameters: [
+ Parameter { name: "ambient"; value: Qt.vector3d(root.ambient.r, root.ambient.g, root.ambient.b) },
+ Parameter { name: "diffuse"; value: Qt.vector3d(root.diffuse.r, root.diffuse.g, root.diffuse.b) },
+ Parameter { name: "specular"; value: Qt.vector3d(root.specular.r, root.specular.g, root.specular.b) },
+ Parameter { name: "shininess"; value: root.shininess },
+ Parameter { name: "line.width"; value: root.lineWidth },
+ Parameter { name: "line.color"; value: root.lineColor },
+ Parameter { name: "innerTessLevel0"; value: root.innerTessLevel0 },
+ Parameter { name: "innerTessLevel1"; value: root.innerTessLevel1 },
+ Parameter { name: "outerTessLevel0"; value: root.outerTessLevel0 },
+ Parameter { name: "outerTessLevel1"; value: root.outerTessLevel1 },
+ Parameter { name: "outerTessLevel2"; value: root.outerTessLevel2 },
+ Parameter { name: "outerTessLevel3"; value: root.outerTessLevel3 }
+ ]
+}
diff --git a/examples/tessellation-modes/main.cpp b/examples/tessellation-modes/main.cpp
new file mode 100644
index 000000000..c543bdbf9
--- /dev/null
+++ b/examples/tessellation-modes/main.cpp
@@ -0,0 +1,75 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "tessellatedquadmesh.h"
+
+#include <Qt3DQuick/quickwindow.h>
+#include <Qt3DRenderer/rendereraspect.h>
+
+#include <exampleresources.h>
+
+#include <QGuiApplication>
+#include <QtQml>
+
+int main(int argc, char* argv[])
+{
+ QGuiApplication app(argc, argv);
+
+ initializeAssetResources("../exampleresources/example-assets.qrb");
+
+ Qt3D::Quick::QuickWindow view;
+ view.registerAspect(new Qt3D::RendererAspect());
+
+ // Register our custom types
+ qmlRegisterType<TessellatedQuadMesh>("Qt3D.Examples", 1, 0, "TessellatedQuadMesh");
+
+ // Expose the window as a context property so we can set the aspect ratio
+ view.engine()->rootContext()->setContextProperty("_window", &view);
+
+ // There should be some synchronising mechanism to make sure
+ // the source is set after all aspects have been completely initialized
+ // Otherwise we might encounter cases where an Aspect's QML elements have
+ // not yet been registered
+ view.setSource(QUrl("qrc:/main.qml"));
+ view.show();
+
+ return app.exec();
+}
diff --git a/examples/tessellation-modes/main.qml b/examples/tessellation-modes/main.qml
new file mode 100644
index 000000000..5ff86361e
--- /dev/null
+++ b/examples/tessellation-modes/main.qml
@@ -0,0 +1,121 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+import Qt3D 2.0
+import Qt3D.Render 2.0
+
+// For Qt.vector3d() and friends. For some reason this is provided by
+// QQuickValueTypeProvider in QtQuick rather than the default value
+// type provider in QtQml. So we will need to replicate this in Qt3D
+// for the types that we wish to support. Otherwise we'll have to import
+// QtQuick 2.1 all over the place.
+import QtQuick 2.1 as QQ2
+
+Entity {
+ id: root
+ objectName: "root"
+
+ // Use the renderer configuration specified in ForwardRenderer.qml
+ // and render from the mainCamera
+ components: [
+ FrameGraph {
+ activeFrameGraph: ForwardRenderer {
+ id: renderer
+ camera: mainCamera
+ }
+ }
+ ]
+
+ BasicCamera {
+ id: mainCamera
+ position: Qt.vector3d( 0.0, 0.0, 10.0 )
+ }
+
+ Configuration {
+ controlledCamera: mainCamera
+ }
+
+ TessellatedWireframeMaterial {
+ id: quadMaterial
+ ambient: Qt.rgba( 0.2, 0.0, 0.0, 1.0 )
+ diffuse: Qt.rgba( 0.8, 0.0, 0.0, 1.0 )
+
+ innerTessLevel0: 1.0
+ innerTessLevel1: 1.0
+ outerTessLevel0: 1.0
+ outerTessLevel1: 1.0
+ outerTessLevel2: 1.0
+ outerTessLevel3: 1.0
+
+ effect: TessellatedWireframeEffect {
+ tessellationControlShaderSourceFile: ":/shaders/quads.tcs"
+ tessellationEvaluationShaderSourceFile: ":/shaders/quads.tes"
+ }
+
+ QQ2.SequentialAnimation {
+ loops: QQ2.Animation.Infinite
+ running: true
+
+ QQ2.NumberAnimation {
+ target: quadMaterial;
+ properties: "innerTessLevel0,innerTessLevel1,outerTessLevel0,outerTessLevel1,outerTessLevel2,outerTessLevel3";
+ duration: 1000;
+ from: 1.0
+ to: 20.0
+ }
+
+ QQ2.NumberAnimation {
+ target: quadMaterial;
+ properties: "innerTessLevel0,innerTessLevel1,outerTessLevel0,outerTessLevel1,outerTessLevel2,outerTessLevel3";
+ duration: 1000;
+ from: 20.0
+ to: 1.0
+ }
+ }
+ }
+
+ TessellatedQuad {
+ id: quad
+ material: quadMaterial
+ }
+
+ // TODO: Add examples for triangle and isoline tessellation modes
+}
diff --git a/examples/tessellation-modes/shaders/flat.frag b/examples/tessellation-modes/shaders/flat.frag
new file mode 100644
index 000000000..6e596d4d6
--- /dev/null
+++ b/examples/tessellation-modes/shaders/flat.frag
@@ -0,0 +1,12 @@
+#version 400 core
+
+in Vertex {
+ vec3 color;
+} fs_in;
+
+out vec4 fragColor;
+
+void main()
+{
+ fragColor = vec4( fs_in.color, 1.0 );
+}
diff --git a/examples/tessellation-modes/shaders/isolines.tcs b/examples/tessellation-modes/shaders/isolines.tcs
new file mode 100644
index 000000000..624af51cc
--- /dev/null
+++ b/examples/tessellation-modes/shaders/isolines.tcs
@@ -0,0 +1,15 @@
+#version 400 core
+
+layout( vertices = 4 ) out;
+
+uniform float outer[4] = float[]( 1.0, 1.0, 1.0, 1.0 );
+
+void main()
+{
+ // Pass along the vertex position unmodified
+ gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
+
+ // Set the tessellation levels
+ gl_TessLevelOuter[0] = outer[0]; // number of isolines
+ gl_TessLevelOuter[1] = outer[1]; // divisions along isoline
+}
diff --git a/examples/tessellation-modes/shaders/isolines.tes b/examples/tessellation-modes/shaders/isolines.tes
new file mode 100644
index 000000000..f6b984bc8
--- /dev/null
+++ b/examples/tessellation-modes/shaders/isolines.tes
@@ -0,0 +1,74 @@
+#version 400 core
+
+layout( isolines, fractional_even_spacing, ccw ) in;
+
+out Vertex {
+ vec3 color;
+} te_out;
+
+uniform mat4 modelViewMatrix;
+uniform mat3 normalMatrix;
+uniform mat4 projectionMatrix;
+uniform mat4 mvp;
+
+// Calculate RGB triplet from HSV
+vec3 hsvToRGB( float h, float s, float v )
+{
+ if ( s <= 0.0 )
+ return vec3( v );
+
+ h = h * 6.0;
+ float c = v * s;
+ float x = ( 1.0 - abs( ( mod( h, 2 ) - 1 ) ) ) * c;
+ float m = v - c;
+ float r = 0.0;
+ float g = 0.0;
+ float b = 0.0;
+
+ if ( h < 1.0 ) { r = c; g = x; b = 0.0;}
+ else if ( h < 2.0 ) { r = x; g = c; b = 0.0; }
+ else if ( h < 3.0 ) { r = 0.0; g = c; b = x; }
+ else if ( h < 4.0 ) { r = 0.0; g = x; b = c; }
+ else if ( h < 5.0 ) { r = x; g = 0.0; b = c; }
+ else { r = c; g = 0.0; b = x; }
+
+ return vec3( r + m, g + m, b + m );
+}
+
+void main()
+{
+ float u = gl_TessCoord.x;
+ float v = gl_TessCoord.y;
+
+ vec4 a = gl_in[0].gl_Position;
+ vec4 b = gl_in[1].gl_Position;
+ vec4 c = gl_in[2].gl_Position;
+ vec4 d = gl_in[3].gl_Position;
+
+ // Use the (u,v) parametric coords to calculate the vertex.
+ // u is the position along an isoline
+ // v is isoline number
+
+ // Let's make a sinusoidal curve as a function of u that varies
+ // in the v direction which we will define as orthogonal to u
+
+ // Interpolate in u along top and bottom edges of the patch
+ vec4 q0 = mix( a, b, u );
+ vec4 q1 = mix( d, c, u );
+
+ // Interpolate in v between the above positions. This gives the
+ // nominal position for our vertex
+ vec4 p = mix( q0, q1, v );
+
+ // Find "vertical" direction
+ vec4 vBasis = normalize( q1 - q0 );
+
+ // Offset vertex in this direction using sinusoid
+ vec4 pos = p + 0.2 * vBasis * sin( 20.0 * u );
+
+ // Use a hue value based on v
+ te_out.color = hsvToRGB( v, 1.0, 1.0 );
+
+ // Transform to clip-space
+ gl_Position = mvp * pos;
+}
diff --git a/examples/tessellation-modes/shaders/passthru.vert b/examples/tessellation-modes/shaders/passthru.vert
new file mode 100644
index 000000000..71875a55f
--- /dev/null
+++ b/examples/tessellation-modes/shaders/passthru.vert
@@ -0,0 +1,10 @@
+#version 400 core
+
+in vec3 vertexPosition;
+
+void main()
+{
+ // We do the transformations later in the
+ // tessellation evaluation shader
+ gl_Position = vec4( vertexPosition, 1.0 );
+}
diff --git a/examples/tessellation-modes/shaders/phongwireframe.frag b/examples/tessellation-modes/shaders/phongwireframe.frag
new file mode 100644
index 000000000..4fd62007d
--- /dev/null
+++ b/examples/tessellation-modes/shaders/phongwireframe.frag
@@ -0,0 +1,108 @@
+#version 400 core
+
+uniform struct LightInfo {
+ vec4 position;
+ vec3 intensity;
+} light;
+
+uniform struct LineInfo {
+ float width;
+ vec4 color;
+} line;
+
+uniform vec3 ka; // Ambient reflectivity
+uniform vec3 kd; // Diffuse reflectivity
+uniform vec3 ks; // Specular reflectivity
+uniform float shininess; // Specular shininess factor
+
+in WireframeVertex {
+ vec3 position;
+ vec3 normal;
+ noperspective vec4 edgeA;
+ noperspective vec4 edgeB;
+ flat int configuration;
+} fs_in;
+
+out vec4 fragColor;
+
+vec3 adsModel( const in vec3 pos, const in vec3 n )
+{
+ // Calculate the vector from the light to the fragment
+ vec3 s = normalize( vec3( light.position ) - pos );
+
+ // Calculate the vector from the fragment to the eye position (the
+ // origin since this is in "eye" or "camera" space
+ vec3 v = normalize( -pos );
+
+ // Refleft the light beam using the normal at this fragment
+ vec3 r = reflect( -s, n );
+
+ // Calculate the diffus component
+ vec3 diffuse = vec3( max( dot( s, n ), 0.0 ) );
+
+ // Calculate the specular component
+ vec3 specular = vec3( pow( max( dot( r, v ), 0.0 ), shininess ) );
+
+ // Combine the ambient, diffuse and specular contributions
+ return light.intensity * ( ka + kd * diffuse + ks * specular );
+}
+
+vec4 shadeLine( const in vec4 color )
+{
+ // Find the smallest distance between the fragment and a triangle edge
+ float d;
+ if ( fs_in.configuration == 0 )
+ {
+ // Common configuration
+ d = min( fs_in.edgeA.x, fs_in.edgeA.y );
+ d = min( d, fs_in.edgeA.z );
+ }
+ else
+ {
+ // Handle configuration where screen space projection breaks down
+ // Compute and compare the squared distances
+ vec2 AF = gl_FragCoord.xy - fs_in.edgeA.xy;
+ float sqAF = dot( AF, AF );
+ float AFcosA = dot( AF, fs_in.edgeA.zw );
+ d = abs( sqAF - AFcosA * AFcosA );
+
+ vec2 BF = gl_FragCoord.xy - fs_in.edgeB.xy;
+ float sqBF = dot( BF, BF );
+ float BFcosB = dot( BF, fs_in.edgeB.zw );
+ d = min( d, abs( sqBF - BFcosB * BFcosB ) );
+
+ // Only need to care about the 3rd edge for some configurations.
+ if ( fs_in.configuration == 1 || fs_in.configuration == 2 || fs_in.configuration == 4 )
+ {
+ float AFcosA0 = dot( AF, normalize( fs_in.edgeB.xy - fs_in.edgeA.xy ) );
+ d = min( d, abs( sqAF - AFcosA0 * AFcosA0 ) );
+ }
+
+ d = sqrt( d );
+ }
+
+ // Blend between line color and phong color
+ float mixVal;
+ if ( d < line.width - 1.0 )
+ {
+ mixVal = 1.0;
+ }
+ else if ( d > line.width + 1.0 )
+ {
+ mixVal = 0.0;
+ }
+ else
+ {
+ float x = d - ( line.width - 1.0 );
+ mixVal = exp2( -2.0 * ( x * x ) );
+ }
+
+ return mix( color, line.color, mixVal );
+}
+
+void main()
+{
+ // Calculate the color from the phong model
+ vec4 color = vec4( adsModel( fs_in.position, normalize( fs_in.normal ) ), 1.0 );
+ fragColor = shadeLine( color );
+}
diff --git a/examples/tessellation-modes/shaders/quads.tcs b/examples/tessellation-modes/shaders/quads.tcs
new file mode 100644
index 000000000..367195522
--- /dev/null
+++ b/examples/tessellation-modes/shaders/quads.tcs
@@ -0,0 +1,21 @@
+#version 400 core
+
+layout( vertices = 4 ) out;
+
+uniform float inner[2] = float[]( 10.0, 10.0 );
+uniform float outer[4] = float[]( 1.0, 1.0, 1.0, 1.0 );
+
+void main()
+{
+ // Pass along the vertex position unmodified
+ gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
+
+ // Set the tessellation levels from the uniforms
+ gl_TessLevelOuter[0] = outer[0];
+ gl_TessLevelOuter[1] = outer[1];
+ gl_TessLevelOuter[2] = outer[2];
+ gl_TessLevelOuter[3] = outer[3];
+
+ gl_TessLevelInner[0] = inner[0];
+ gl_TessLevelInner[1] = inner[1];
+}
diff --git a/examples/tessellation-modes/shaders/quads.tes b/examples/tessellation-modes/shaders/quads.tes
new file mode 100644
index 000000000..a3fd48441
--- /dev/null
+++ b/examples/tessellation-modes/shaders/quads.tes
@@ -0,0 +1,40 @@
+#version 400 core
+
+layout( quads, fractional_even_spacing, ccw ) in;
+
+out EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} te_out;
+
+uniform mat4 modelView;
+uniform mat3 modelViewNormal;
+uniform mat4 projectionMatrix;
+uniform mat4 mvp;
+
+void main()
+{
+ float u = gl_TessCoord.x;
+ float v = gl_TessCoord.y;
+
+ vec4 p00 = gl_in[0].gl_Position;
+ vec4 p10 = gl_in[1].gl_Position;
+ vec4 p11 = gl_in[2].gl_Position;
+ vec4 p01 = gl_in[3].gl_Position;
+
+ // Linearly interpolate to the vertex position using the
+ // (u,v) barycentric coords
+ vec4 pos = p00 * ( 1.0 - u ) * ( 1.0 - v )
+ + p10 * u * ( 1.0 - v )
+ + p01 * v * ( 1.0 - u )
+ + p11 * u * v;
+
+ // Transform to eye space (for lighting calcs)
+ te_out.position = vec3( modelView * pos );
+
+ // Assume normal points along z
+ te_out.normal = normalize( modelViewNormal * vec3( 0.0, 0.0, 1.0 ) );
+
+ // Transform to clip-space
+ gl_Position = mvp * pos;
+}
diff --git a/examples/tessellation-modes/shaders/robustwireframe.geom b/examples/tessellation-modes/shaders/robustwireframe.geom
new file mode 100644
index 000000000..02eaaf398
--- /dev/null
+++ b/examples/tessellation-modes/shaders/robustwireframe.geom
@@ -0,0 +1,131 @@
+#version 400 core
+
+layout( triangles ) in;
+layout( triangle_strip, max_vertices = 3 ) out;
+
+in EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} gs_in[];
+
+out WireframeVertex {
+ vec3 position;
+ vec3 normal;
+ noperspective vec4 edgeA;
+ noperspective vec4 edgeB;
+ flat int configuration;
+} gs_out;
+
+uniform mat4 viewportMatrix;
+
+const int infoA[] = int[]( 0, 0, 0, 0, 1, 1, 2 );
+const int infoB[] = int[]( 1, 1, 2, 0, 2, 1, 2 );
+const int infoAd[] = int[]( 2, 2, 1, 1, 0, 0, 0 );
+const int infoBd[] = int[]( 2, 2, 1, 2, 0, 2, 1 );
+
+vec2 transformToViewport( const in vec4 p )
+{
+ return vec2( viewportMatrix * ( p / p.w ) );
+}
+
+void main()
+{
+ gs_out.configuration = int(gl_in[0].gl_Position.z < 0) * int(4)
+ + int(gl_in[1].gl_Position.z < 0) * int(2)
+ + int(gl_in[2].gl_Position.z < 0);
+
+ // If all vertices are behind us, cull the primitive
+ if (gs_out.configuration == 7)
+ return;
+
+ // Transform each vertex into viewport space
+ vec2 p[3];
+ p[0] = transformToViewport( gl_in[0].gl_Position );
+ p[1] = transformToViewport( gl_in[1].gl_Position );
+ p[2] = transformToViewport( gl_in[2].gl_Position );
+
+ if (gs_out.configuration == 0)
+ {
+ // Common configuration where all vertices are within the viewport
+ gs_out.edgeA = vec4(0.0);
+ gs_out.edgeB = vec4(0.0);
+
+ // Calculate lengths of 3 edges of triangle
+ float a = length( p[1] - p[2] );
+ float b = length( p[2] - p[0] );
+ float c = length( p[1] - p[0] );
+
+ // Calculate internal angles using the cosine rule
+ float alpha = acos( ( b * b + c * c - a * a ) / ( 2.0 * b * c ) );
+ float beta = acos( ( a * a + c * c - b * b ) / ( 2.0 * a * c ) );
+
+ // Calculate the perpendicular distance of each vertex from the opposing edge
+ float ha = abs( c * sin( beta ) );
+ float hb = abs( c * sin( alpha ) );
+ float hc = abs( b * sin( alpha ) );
+
+ // Now add this perpendicular distance as a per-vertex property in addition to
+ // the position and normal calculated in the vertex shader.
+
+ // Vertex 0 (a)
+ gs_out.edgeA = vec4( ha, 0.0, 0.0, 0.0 );
+ gs_out.normal = gs_in[0].normal;
+ gs_out.position = gs_in[0].position;
+ gl_Position = gl_in[0].gl_Position;
+ EmitVertex();
+
+ // Vertex 1 (b)
+ gs_out.edgeA = vec4( 0.0, hb, 0.0, 0.0 );
+ gs_out.normal = gs_in[1].normal;
+ gs_out.position = gs_in[1].position;
+ gl_Position = gl_in[1].gl_Position;
+ EmitVertex();
+
+ // Vertex 2 (c)
+ gs_out.edgeA = vec4( 0.0, 0.0, hc, 0.0 );
+ gs_out.normal = gs_in[2].normal;
+ gs_out.position = gs_in[2].position;
+ gl_Position = gl_in[2].gl_Position;
+ EmitVertex();
+
+ // Finish the primitive off
+ EndPrimitive();
+ }
+ else
+ {
+ // Viewport projection breaks down for one or two vertices.
+ // Caclulate what we can here and defer rest to fragment shader.
+ // Since this is coherent for the entire primitive the conditional
+ // in the fragment shader is still cheap as all concurrent
+ // fragment shader invocations will take the same code path.
+
+ // Copy across the viewport-space points for the (up to) two vertices
+ // in the viewport
+ gs_out.edgeA.xy = p[infoA[gs_out.configuration]];
+ gs_out.edgeB.xy = p[infoB[gs_out.configuration]];
+
+ // Copy across the viewport-space edge vectors for the (up to) two vertices
+ // in the viewport
+ gs_out.edgeA.zw = normalize( gs_out.edgeA.xy - p[ infoAd[gs_out.configuration] ] );
+ gs_out.edgeB.zw = normalize( gs_out.edgeB.xy - p[ infoBd[gs_out.configuration] ] );
+
+ // Pass through the other vertex attributes
+ gs_out.normal = gs_in[0].normal;
+ gs_out.position = gs_in[0].position;
+ gl_Position = gl_in[0].gl_Position;
+ EmitVertex();
+
+ gs_out.normal = gs_in[1].normal;
+ gs_out.position = gs_in[1].position;
+ gl_Position = gl_in[1].gl_Position;
+ EmitVertex();
+
+ gs_out.normal = gs_in[2].normal;
+ gs_out.position = gs_in[2].position;
+ gl_Position = gl_in[2].gl_Position;
+ EmitVertex();
+
+ // Finish the primitive off
+ EndPrimitive();
+ }
+}
diff --git a/examples/tessellation-modes/shaders/triangles.tcs b/examples/tessellation-modes/shaders/triangles.tcs
new file mode 100644
index 000000000..c311796fd
--- /dev/null
+++ b/examples/tessellation-modes/shaders/triangles.tcs
@@ -0,0 +1,19 @@
+#version 400 core
+
+layout( vertices = 3 ) out;
+
+uniform float inner[2] = float[]( 1.0, 1.0 );
+uniform float outer[4] = float[]( 1.0, 1.0, 1.0, 1.0 );
+
+void main()
+{
+ // Pass along the vertex position unmodified
+ gl_out[gl_InvocationID].gl_Position = gl_in[gl_InvocationID].gl_Position;
+
+ // Set the tessellation levels from the uniforms
+ gl_TessLevelOuter[0] = outer[0];
+ gl_TessLevelOuter[1] = outer[1];
+ gl_TessLevelOuter[2] = outer[2];
+
+ gl_TessLevelInner[0] = inner[0];
+}
diff --git a/examples/tessellation-modes/shaders/triangles.tes b/examples/tessellation-modes/shaders/triangles.tes
new file mode 100644
index 000000000..c833e9587
--- /dev/null
+++ b/examples/tessellation-modes/shaders/triangles.tes
@@ -0,0 +1,39 @@
+#version 400 core
+
+layout( triangles, fractional_even_spacing, ccw ) in;
+
+out EyeSpaceVertex {
+ vec3 position;
+ vec3 normal;
+} te_out;
+
+uniform mat4 modelViewMatrix;
+uniform mat3 normalMatrix;
+uniform mat4 projectionMatrix;
+uniform mat4 mvp;
+
+void main()
+{
+ float u = gl_TessCoord.x;
+ float v = gl_TessCoord.y;
+ float w = gl_TessCoord.z;
+
+ vec4 p0 = gl_in[0].gl_Position;
+ vec4 p1 = gl_in[1].gl_Position;
+ vec4 p2 = gl_in[2].gl_Position;
+
+ // Linearly interpolate to the vertex position using the
+ // (u,v) barycentric coords
+ vec4 pos = (u * p0)
+ + (v * p1)
+ + (w * p2);
+
+ // Transform to eye space (for lighting calcs)
+ te_out.position = vec3( modelViewMatrix * pos );
+
+ // Assume normal points along z
+ te_out.normal = normalize( normalMatrix * vec3( 0.0, 0.0, 1.0 ) );
+
+ // Transform to clip-space
+ gl_Position = mvp * pos;
+}
diff --git a/examples/tessellation-modes/tessellatedquadmesh.cpp b/examples/tessellation-modes/tessellatedquadmesh.cpp
new file mode 100644
index 000000000..de524073a
--- /dev/null
+++ b/examples/tessellation-modes/tessellatedquadmesh.cpp
@@ -0,0 +1,93 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "tessellatedquadmesh.h"
+
+#include <Qt3DRenderer/qattribute.h>
+#include <Qt3DRenderer/qbuffer.h>
+#include <Qt3DRenderer/qmeshdata.h>
+
+TessellatedQuadMesh::TessellatedQuadMesh(Qt3D::QNode *parent)
+ : Qt3D::QAbstractShapeMesh(parent)
+{
+}
+
+TessellatedQuadMesh *TessellatedQuadMesh::doClone(Qt3D::QNode *clonedParent) const
+{
+ return new TessellatedQuadMesh(clonedParent);
+}
+
+class TessellatedQuadMeshFunctor : public Qt3D::QAbstractMeshFunctor
+{
+public:
+ TessellatedQuadMeshFunctor() {}
+
+ Qt3D::QAbstractMeshDataPtr operator ()() Q_DECL_OVERRIDE
+ {
+ const float positionData[] = {
+ -0.8f, -0.8f, 0.0f,
+ 0.8f, -0.8f, 0.0f,
+ 0.8f, 0.8f, 0.0f,
+ -0.8f, 0.8f, 0.0f
+ };
+
+ const int nVerts = 4;
+ const int size = nVerts * 3 * sizeof(float);
+ QByteArray positionBytes;
+ positionBytes.resize(size);
+ memcpy(positionBytes.data(), positionData, size);
+
+ Qt3D::BufferPtr vertexBuffer(new Qt3D::Buffer(QOpenGLBuffer::VertexBuffer));
+ vertexBuffer->setUsage(QOpenGLBuffer::StaticDraw);
+ vertexBuffer->setData(positionBytes);
+
+ Qt3D::QMeshDataPtr mesh(new Qt3D::QMeshData(GL_PATCHES));
+ mesh->addAttribute(Qt3D::QAbstractMeshData::defaultPositionAttributeName(),
+ Qt3D::AttributePtr(new Qt3D::Attribute(vertexBuffer, GL_FLOAT_VEC3, nVerts)));
+ mesh->setVerticesPerPatch(4);
+ return mesh;
+ }
+};
+
+Qt3D::QAbstractMeshFunctorPtr TessellatedQuadMesh::meshFunctor() const
+{
+ return Qt3D::QAbstractMeshFunctorPtr(new TessellatedQuadMeshFunctor);
+}
diff --git a/examples/tessellation-modes/tessellatedquadmesh.h b/examples/tessellation-modes/tessellatedquadmesh.h
new file mode 100644
index 000000000..f2b04fd54
--- /dev/null
+++ b/examples/tessellation-modes/tessellatedquadmesh.h
@@ -0,0 +1,59 @@
+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/contact-us.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#ifndef TESSELLATEDQUAD_H
+#define TESSELLATEDQUAD_H
+
+#include <Qt3DRenderer/qabstractshapemesh.h>
+
+class TessellatedQuadMesh : public Qt3D::QAbstractShapeMesh
+{
+ Q_OBJECT
+public:
+ explicit TessellatedQuadMesh(Qt3D::QNode *parent = 0);
+
+ Qt3D::QAbstractMeshFunctorPtr meshFunctor() const Q_DECL_OVERRIDE;
+
+protected:
+ TessellatedQuadMesh *doClone(QNode *clonedParent) const Q_DECL_OVERRIDE;
+};
+
+#endif // TESSELLATEDQUAD_H
diff --git a/examples/tessellation-modes/tessellation-modes.pro b/examples/tessellation-modes/tessellation-modes.pro
new file mode 100644
index 000000000..ab4ca80f5
--- /dev/null
+++ b/examples/tessellation-modes/tessellation-modes.pro
@@ -0,0 +1,24 @@
+TEMPLATE = app
+
+QT += 3dcore 3drenderer 3dquick qml quick
+
+include("../exampleresources/exampleresources.pri")
+
+HEADERS += \
+ tessellatedquadmesh.h
+
+SOURCES += \
+ main.cpp \
+ tessellatedquadmesh.cpp
+
+OTHER_FILES += \
+ main.qml \
+ BasicCamera.qml \
+ TessellatedWireframeEffect.qml \
+ TessellatedWireframeMaterial.qml \
+ TessellatedQuad.qml \
+ ForwardRenderer.qml \
+ shaders/*
+
+RESOURCES += \
+ tessellation-modes.qrc
diff --git a/examples/tessellation-modes/tessellation-modes.qrc b/examples/tessellation-modes/tessellation-modes.qrc
new file mode 100644
index 000000000..705616de4
--- /dev/null
+++ b/examples/tessellation-modes/tessellation-modes.qrc
@@ -0,0 +1,20 @@
+<RCC>
+ <qresource prefix="/">
+ <file>main.qml</file>
+ <file>ForwardRenderer.qml</file>
+ <file>BasicCamera.qml</file>
+ <file>TessellatedWireframeEffect.qml</file>
+ <file>TessellatedWireframeMaterial.qml</file>
+ <file>shaders/flat.frag</file>
+ <file>shaders/isolines.tcs</file>
+ <file>shaders/isolines.tes</file>
+ <file>shaders/passthru.vert</file>
+ <file>shaders/phongwireframe.frag</file>
+ <file>shaders/quads.tcs</file>
+ <file>shaders/quads.tes</file>
+ <file>shaders/triangles.tcs</file>
+ <file>shaders/triangles.tes</file>
+ <file>shaders/robustwireframe.geom</file>
+ <file>TessellatedQuad.qml</file>
+ </qresource>
+</RCC>
diff --git a/src/core/io/qabstractmeshdata.cpp b/src/core/io/qabstractmeshdata.cpp
index 698350369..0e2804837 100644
--- a/src/core/io/qabstractmeshdata.cpp
+++ b/src/core/io/qabstractmeshdata.cpp
@@ -50,6 +50,7 @@ namespace Qt3D {
QAbstractMeshDataPrivate::QAbstractMeshDataPrivate(QAbstractMeshData *qq)
: q_ptr(qq)
+ , m_verticesPerPatch(0)
{
}
@@ -97,6 +98,18 @@ QAbstractAttributePtr QAbstractMeshData::indexAttribute() const
return d->m_indexAttr;
}
+void QAbstractMeshData::setVerticesPerPatch(int verticesPerPatch)
+{
+ Q_D(QAbstractMeshData);
+ d->m_verticesPerPatch = verticesPerPatch;
+}
+
+int QAbstractMeshData::verticesPerPatch() const
+{
+ Q_D(const QAbstractMeshData);
+ return d->m_verticesPerPatch;
+}
+
int QAbstractMeshData::primitiveCount() const
{
Q_D(const QAbstractMeshData);
diff --git a/src/core/io/qabstractmeshdata.h b/src/core/io/qabstractmeshdata.h
index 811cea698..e4cc5352a 100644
--- a/src/core/io/qabstractmeshdata.h
+++ b/src/core/io/qabstractmeshdata.h
@@ -79,6 +79,9 @@ public:
virtual void setPrimitiveType(int primitiveType) = 0;
virtual int primitiveType() const = 0;
+ void setVerticesPerPatch(int verticesPerPatch);
+ int verticesPerPatch() const;
+
int primitiveCount() const;
QList<QAbstractBufferPtr> buffers() const;
diff --git a/src/core/io/qabstractmeshdata_p.h b/src/core/io/qabstractmeshdata_p.h
index 097b53119..cc2f353b0 100644
--- a/src/core/io/qabstractmeshdata_p.h
+++ b/src/core/io/qabstractmeshdata_p.h
@@ -66,10 +66,10 @@ public:
Q_DECLARE_PUBLIC(QAbstractMeshData)
QAbstractMeshData *q_ptr;
-
QMap<QString, QAbstractAttributePtr> m_attributes;
QAbstractAttributePtr m_indexAttr;
AxisAlignedBoundingBox m_bbox;
+ int m_verticesPerPatch;
};
} // Qt3D
diff --git a/src/render/backend/qgraphicscontext.cpp b/src/render/backend/qgraphicscontext.cpp
index d6115bcbf..e9ebfa086 100644
--- a/src/render/backend/qgraphicscontext.cpp
+++ b/src/render/backend/qgraphicscontext.cpp
@@ -480,6 +480,11 @@ void QGraphicsContext::drawArrays(GLenum primitiveType,
count);
}
+void QGraphicsContext::setVerticesPerPatch(GLint verticesPerPatch)
+{
+ m_glHelper->setVerticesPerPatch(verticesPerPatch);
+}
+
void QGraphicsContext::blendEquation(GLenum mode)
{
m_glHelper->blendEquation(mode);
diff --git a/src/render/backend/qgraphicscontext_p.h b/src/render/backend/qgraphicscontext_p.h
index bd91f35b3..edad0ec5f 100644
--- a/src/render/backend/qgraphicscontext_p.h
+++ b/src/render/backend/qgraphicscontext_p.h
@@ -163,6 +163,7 @@ public:
void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances);
void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices);
void drawArrays(GLenum primitiveType, GLint first, GLsizei count);
+ void setVerticesPerPatch(GLint verticesPerPatch);
void blendEquation(GLenum mode);
void alphaTest(GLenum mode1, GLenum mode2);
void depthTest(GLenum mode);
diff --git a/src/render/backend/qgraphicshelperes2.cpp b/src/render/backend/qgraphicshelperes2.cpp
index e222580ea..36062560b 100644
--- a/src/render/backend/qgraphicshelperes2.cpp
+++ b/src/render/backend/qgraphicshelperes2.cpp
@@ -116,6 +116,12 @@ void QGraphicsHelperES2::drawArrays(GLenum primitiveType,
count);
}
+void QGraphicsHelperES2::setVerticesPerPatch(GLint verticesPerPatch)
+{
+ Q_UNUSED(verticesPerPatch);
+ qWarning() << "Tessellation not supported with OpenGL ES 2";
+}
+
void QGraphicsHelperES2::useProgram(GLuint programId)
{
m_funcs->glUseProgram(programId);
@@ -254,6 +260,8 @@ bool QGraphicsHelperES2::supportsFeature(QGraphicsHelperInterface::Feature featu
switch (feature) {
case MRT:
return false;
+ case Tessellation:
+ return false;
default:
return false;
}
diff --git a/src/render/backend/qgraphicshelperes2_p.h b/src/render/backend/qgraphicshelperes2_p.h
index 66dfbff68..fe7acc6b3 100644
--- a/src/render/backend/qgraphicshelperes2_p.h
+++ b/src/render/backend/qgraphicshelperes2_p.h
@@ -66,6 +66,7 @@ public:
void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances) Q_DECL_OVERRIDE;
void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void *indices) Q_DECL_OVERRIDE;
void drawArrays(GLenum primitiveType, GLint first, GLsizei count) Q_DECL_OVERRIDE;
+ void setVerticesPerPatch(GLint verticesPerPatch) Q_DECL_OVERRIDE;
void useProgram(GLuint programId) Q_DECL_OVERRIDE;
QVector<QPair<QString, int> > programUniformsAndLocations(GLuint programId) Q_DECL_OVERRIDE;
QVector<QPair<QString, int> > programAttributesAndLocations(GLuint programId) Q_DECL_OVERRIDE;
diff --git a/src/render/backend/qgraphicshelpergl2.cpp b/src/render/backend/qgraphicshelpergl2.cpp
index b7b30a52c..68be92cf2 100644
--- a/src/render/backend/qgraphicshelpergl2.cpp
+++ b/src/render/backend/qgraphicshelpergl2.cpp
@@ -120,6 +120,12 @@ void QGraphicsHelperGL2::drawArrays(GLenum primitiveType,
count);
}
+void QGraphicsHelperGL2::setVerticesPerPatch(GLint verticesPerPatch)
+{
+ Q_UNUSED(verticesPerPatch);
+ qWarning() << "Tessellation not supported with OpenGL 2";
+}
+
void QGraphicsHelperGL2::useProgram(GLuint programId)
{
m_funcs->glUseProgram(programId);
@@ -270,6 +276,8 @@ bool QGraphicsHelperGL2::supportsFeature(QGraphicsHelperInterface::Feature featu
switch (feature) {
case MRT:
return (m_fboFuncs != Q_NULLPTR);
+ case Tessellation:
+ return false;
default:
return false;
}
diff --git a/src/render/backend/qgraphicshelpergl2_p.h b/src/render/backend/qgraphicshelpergl2_p.h
index 964df3364..388e034b1 100644
--- a/src/render/backend/qgraphicshelpergl2_p.h
+++ b/src/render/backend/qgraphicshelpergl2_p.h
@@ -65,6 +65,7 @@ public:
void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances) Q_DECL_OVERRIDE;
void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void *indices) Q_DECL_OVERRIDE;
void drawArrays(GLenum primitiveType, GLint first, GLsizei count) Q_DECL_OVERRIDE;
+ void setVerticesPerPatch(GLint verticesPerPatch) Q_DECL_OVERRIDE;
void useProgram(GLuint programId) Q_DECL_OVERRIDE;
QVector<QPair<QString, int> > programUniformsAndLocations(GLuint programId) Q_DECL_OVERRIDE;
QVector<QPair<QString, int> > programAttributesAndLocations(GLuint programId) Q_DECL_OVERRIDE;
diff --git a/src/render/backend/qgraphicshelpergl3.cpp b/src/render/backend/qgraphicshelpergl3.cpp
index f5b118e50..c67b5c09f 100644
--- a/src/render/backend/qgraphicshelpergl3.cpp
+++ b/src/render/backend/qgraphicshelpergl3.cpp
@@ -43,6 +43,7 @@
#include "qgraphicshelpergl3_p.h"
#include <QOpenGLFunctions_3_2_Core>
+#include <QtOpenGLExtensions/qopenglextensions.h>
#include "renderlogging.h"
#include <private/attachmentpack_p.h>
@@ -51,8 +52,9 @@ QT_BEGIN_NAMESPACE
namespace Qt3D {
namespace Render {
-QGraphicsHelperGL3::QGraphicsHelperGL3() :
- m_funcs(0)
+QGraphicsHelperGL3::QGraphicsHelperGL3()
+ : m_funcs(Q_NULLPTR)
+ , m_tessFuncs()
{
}
@@ -64,6 +66,11 @@ void QGraphicsHelperGL3::initializeHelper(QOpenGLContext *context,
const bool ok = m_funcs->initializeOpenGLFunctions();
Q_ASSERT(ok);
Q_UNUSED(ok);
+
+ if (context->hasExtension(QByteArrayLiteral("GL_ARB_tessellation_shader"))) {
+ m_tessFuncs.reset(new QOpenGLExtension_ARB_tessellation_shader);
+ m_tessFuncs->initializeOpenGLFunctions();
+ }
}
void QGraphicsHelperGL3::drawElementsInstanced(GLenum primitiveType,
@@ -112,6 +119,16 @@ void QGraphicsHelperGL3::drawArrays(GLenum primitiveType,
count);
}
+void QGraphicsHelperGL3::setVerticesPerPatch(GLint verticesPerPatch)
+{
+ if (!m_tessFuncs) {
+ qWarning() << "Tessellation not supported with OpenGL 3 without GL_ARB_tessellation_shader";
+ return;
+ }
+
+ m_tessFuncs->glPatchParameteri(GL_PATCH_VERTICES, verticesPerPatch);
+}
+
void QGraphicsHelperGL3::useProgram(GLuint programId)
{
m_funcs->glUseProgram(programId);
@@ -253,6 +270,8 @@ bool QGraphicsHelperGL3::supportsFeature(QGraphicsHelperInterface::Feature featu
switch (feature) {
case MRT:
return true;
+ case Tessellation:
+ return !m_tessFuncs.isNull();
default:
return false;
}
diff --git a/src/render/backend/qgraphicshelpergl3_p.h b/src/render/backend/qgraphicshelpergl3_p.h
index 737429bb7..e98399a33 100644
--- a/src/render/backend/qgraphicshelpergl3_p.h
+++ b/src/render/backend/qgraphicshelpergl3_p.h
@@ -46,9 +46,12 @@
#include <Qt3DRenderer/private/qgraphicshelperinterface_p.h>
+#include <QtCore/qscopedpointer.h>
+
QT_BEGIN_NAMESPACE
class QOpenGLFunctions_3_2_Core;
+class QOpenGLExtension_ARB_tessellation_shader;
namespace Qt3D {
namespace Render {
@@ -64,6 +67,7 @@ public:
void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances) Q_DECL_OVERRIDE;
void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void *indices) Q_DECL_OVERRIDE;
void drawArrays(GLenum primitiveType, GLint first, GLsizei count) Q_DECL_OVERRIDE;
+ void setVerticesPerPatch(GLint verticesPerPatch) Q_DECL_OVERRIDE;
void useProgram(GLuint programId) Q_DECL_OVERRIDE;
QVector<QPair<QString, int> > programUniformsAndLocations(GLuint programId) Q_DECL_OVERRIDE;
QVector<QPair<QString, int> > programAttributesAndLocations(GLuint programId) Q_DECL_OVERRIDE;
@@ -86,6 +90,7 @@ public:
private:
QOpenGLFunctions_3_2_Core *m_funcs;
+ QScopedPointer<QOpenGLExtension_ARB_tessellation_shader> m_tessFuncs;
};
} // Render
diff --git a/src/render/backend/qgraphicshelperinterface_p.h b/src/render/backend/qgraphicshelperinterface_p.h
index 71afcb18b..e1d28e448 100644
--- a/src/render/backend/qgraphicshelperinterface_p.h
+++ b/src/render/backend/qgraphicshelperinterface_p.h
@@ -57,9 +57,9 @@ class Attachment;
class QGraphicsHelperInterface
{
public:
-
enum Feature {
- MRT = 0
+ MRT = 0,
+ Tessellation
};
virtual ~QGraphicsHelperInterface() {}
@@ -68,6 +68,7 @@ public:
virtual void drawArraysInstanced(GLenum primitiveType, GLint first, GLsizei count, GLsizei instances) = 0;
virtual void drawElements(GLenum primitiveType, GLsizei primitiveCount, GLint indexType, void * indices) = 0;
virtual void drawArrays(GLenum primitiveType, GLint first, GLsizei count) = 0;
+ virtual void setVerticesPerPatch(GLint verticesPerPatch) = 0;
virtual void useProgram(GLuint programId) = 0;
virtual QVector<QPair<QString, int> > programUniformsAndLocations(GLuint programId) = 0;
virtual QVector<QPair<QString, int> > programAttributesAndLocations(GLuint programId) = 0;
diff --git a/src/render/backend/renderer.cpp b/src/render/backend/renderer.cpp
index 4f5db8d3a..c89adfc81 100644
--- a/src/render/backend/renderer.cpp
+++ b/src/render/backend/renderer.cpp
@@ -611,13 +611,17 @@ void Renderer::executeCommands(const QVector<RenderCommand *> &commands)
GLint primCount = meshData->primitiveCount();
GLint indexType = drawIndexed ? meshData->indexAttribute()->type() : 0;
- if (drawIndexed)
+ if (primType == GL_PATCHES && meshData->verticesPerPatch() != 0)
+ m_graphicsContext->setVerticesPerPatch(meshData->verticesPerPatch());
+
+ if (drawIndexed) {
m_graphicsContext->drawElements(primType,
primCount,
indexType,
reinterpret_cast<void*>(meshData->indexAttribute()->byteOffset()));
- else
+ } else {
m_graphicsContext->drawArrays(primType, 0, primCount);
+ }
int err = glGetError();
if (err)
diff --git a/src/render/io/qmeshdata.cpp b/src/render/io/qmeshdata.cpp
index 11f625770..00c7c3a05 100644
--- a/src/render/io/qmeshdata.cpp
+++ b/src/render/io/qmeshdata.cpp
@@ -75,9 +75,10 @@ QMeshData::QMeshData(int primitiveType)
void QMeshData::setPrimitiveType(int primitiveType)
{
Q_D(QMeshData);
- Q_ASSERT((d->m_primitiveType == GL_TRIANGLES) ||
- (d->m_primitiveType == GL_LINES) ||
- (d->m_primitiveType == GL_POINTS));
+ Q_ASSERT((primitiveType == GL_TRIANGLES) ||
+ (primitiveType == GL_LINES) ||
+ (primitiveType == GL_POINTS) ||
+ (primitiveType == GL_PATCHES));
d->m_primitiveType = primitiveType;
}