diff options
author | Sean Harmer <sean.harmer@kdab.com> | 2015-07-30 11:44:59 +0100 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2015-07-30 11:46:48 +0000 |
commit | 162543b1d55d680cbe630a7ed25d9bc6c72a5437 (patch) | |
tree | 8c0f1f7411369c827b85cc89856fefa815e94d69 | |
parent | 936b8a7c1bece78d7f8b8e99aa0809520ac3c8cf (diff) |
Add a simple unlit textured material
This is useful for backgrounds or other simple texturing use cases
where lighting is not desired.
Also includes a texture coordinate offset property so the texture
coordinates can easily be animated.
C++ version to follow later.
Change-Id: I8f6eba1ce28402bf59a18989884640018f473320
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
-rw-r--r-- | src/quick3d/imports/render/defaults/defaults.pri | 3 | ||||
-rw-r--r-- | src/quick3d/imports/render/defaults/qml/TextureMaterial.qml | 112 | ||||
-rw-r--r-- | src/quick3d/imports/render/qt3dquick3drendererplugin.cpp | 1 | ||||
-rw-r--r-- | src/render/render.qrc | 4 | ||||
-rw-r--r-- | src/render/shaders/es2/unlittexture.frag | 11 | ||||
-rw-r--r-- | src/render/shaders/es2/unlittexture.vert | 17 | ||||
-rw-r--r-- | src/render/shaders/gl3/unlittexture.frag | 13 | ||||
-rw-r--r-- | src/render/shaders/gl3/unlittexture.vert | 19 |
8 files changed, 179 insertions, 1 deletions
diff --git a/src/quick3d/imports/render/defaults/defaults.pri b/src/quick3d/imports/render/defaults/defaults.pri index 8bfe8f126..cd658cf2a 100644 --- a/src/quick3d/imports/render/defaults/defaults.pri +++ b/src/quick3d/imports/render/defaults/defaults.pri @@ -15,4 +15,5 @@ QML_FILES = \ $$PWD/qml/PerVertexColorMaterial.qml \ $$PWD/qml/SkyboxEntity.qml \ $$PWD/qml/GoochMaterial.qml \ - $$PWD/qml/PhongAlphaMaterial.qml + $$PWD/qml/PhongAlphaMaterial.qml \ + $$PWD/qml/TextureMaterial.qml diff --git a/src/quick3d/imports/render/defaults/qml/TextureMaterial.qml b/src/quick3d/imports/render/defaults/qml/TextureMaterial.qml new file mode 100644 index 000000000..fbe9afb29 --- /dev/null +++ b/src/quick3d/imports/render/defaults/qml/TextureMaterial.qml @@ -0,0 +1,112 @@ +/**************************************************************************** +** +** Copyright (C) 2015 Klaralvdalens Datakonsult AB (KDAB). +** Contact: http://www.qt-project.org/legal +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL3$ +** 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 http://www.qt.io/terms-conditions. For further +** information use the contact form at http://www.qt.io/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 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPLv3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or later 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 2.0 requirements will be +** met: http://www.gnu.org/licenses/gpl-2.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +import Qt3D 2.0 +import Qt3D.Renderer 2.0 + +Material { + id: root + property Texture2D texture: Texture2D {} + property alias textureOffset: texCoordOffset.offset + + ShaderProgram { + id: gl3Shader + vertexShaderCode: loadSource("qrc:/shaders/gl3/unlittexture.vert") + fragmentShaderCode: loadSource("qrc:/shaders/gl3/unlittexture.frag") + } + + ShaderProgram { + id: gl2es2Shader + vertexShaderCode: loadSource("qrc:/shaders/es2/unlittexture.vert") + fragmentShaderCode: loadSource("qrc:/shaders/es2/unlittexture.frag") + } + + effect: Effect { + parameters: [ + Parameter { + name: "diffuseTexture" + value: root.texture + }, + Parameter { + id: texCoordOffset + property vector2d offset: Qt.vector2d(0, 0) + name: "texCoordOffset" + value: offset + } + + ] + + techniques: [ + // OpenGL 3.1 + Technique { + openGLFilter { + api: OpenGLFilter.Desktop + profile: OpenGLFilter.Core + majorVersion: 3 + minorVersion: 1 + } + renderPasses: RenderPass { + shaderProgram: gl3Shader + } + }, + + // GL 2 Technique + Technique { + openGLFilter { + api: OpenGLFilter.Desktop + majorVersion: 2 + minorVersion: 0 + } + renderPasses: RenderPass { + shaderProgram: gl2es2Shader + } + }, + + // ES 2 Technique + Technique { + openGLFilter { + api: OpenGLFilter.ES + profile: OpenGLFilter.None + majorVersion: 2 + minorVersion: 0 + } + renderPasses: RenderPass { + shaderProgram: gl2es2Shader + } + } + ] + } +} diff --git a/src/quick3d/imports/render/qt3dquick3drendererplugin.cpp b/src/quick3d/imports/render/qt3dquick3drendererplugin.cpp index bb01333f8..d9c2dff3a 100644 --- a/src/quick3d/imports/render/qt3dquick3drendererplugin.cpp +++ b/src/quick3d/imports/render/qt3dquick3drendererplugin.cpp @@ -130,6 +130,7 @@ static const struct { { "NormalDiffuseSpecularMapMaterial", 2, 0 }, { "PerVertexColorMaterial", 2, 0 }, { "GoochMaterial", 2, 0 }, + { "TextureMaterial", 2, 0 }, // FrameGraphs { "ForwardRenderer", 2, 0 }, // Entities diff --git a/src/render/render.qrc b/src/render/render.qrc index 0675f9662..2cd716dad 100644 --- a/src/render/render.qrc +++ b/src/render/render.qrc @@ -57,5 +57,9 @@ <file>shaders/gl3/phongalpha.vert</file> <file>shaders/es2/phongalpha.frag</file> <file>shaders/es2/phongalpha.vert</file> + <file>shaders/gl3/unlittexture.vert</file> + <file>shaders/gl3/unlittexture.frag</file> + <file>shaders/es2/unlittexture.frag</file> + <file>shaders/es2/unlittexture.vert</file> </qresource> </RCC> diff --git a/src/render/shaders/es2/unlittexture.frag b/src/render/shaders/es2/unlittexture.frag new file mode 100644 index 000000000..66752ed32 --- /dev/null +++ b/src/render/shaders/es2/unlittexture.frag @@ -0,0 +1,11 @@ +#define FP highp + +uniform sampler2D diffuseTexture; + +varying FP vec3 position; +varying FP vec2 texCoord; + +void main() +{ + gl_FragColor = texture2D( diffuseTexture, texCoord ); +} diff --git a/src/render/shaders/es2/unlittexture.vert b/src/render/shaders/es2/unlittexture.vert new file mode 100644 index 000000000..050b2b7e2 --- /dev/null +++ b/src/render/shaders/es2/unlittexture.vert @@ -0,0 +1,17 @@ +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; + +varying vec3 position; +varying vec2 texCoord; + +uniform mat4 modelView; +uniform mat4 mvp; +uniform vec2 texCoordOffset; + +void main() +{ + texCoord = vertexTexCoord + texCoordOffset; + position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); + + gl_Position = mvp * vec4( vertexPosition, 1.0 ); +} diff --git a/src/render/shaders/gl3/unlittexture.frag b/src/render/shaders/gl3/unlittexture.frag new file mode 100644 index 000000000..8abbeee8f --- /dev/null +++ b/src/render/shaders/gl3/unlittexture.frag @@ -0,0 +1,13 @@ +#version 150 core + +uniform sampler2D diffuseTexture; + +in vec3 position; +in vec2 texCoord; + +out vec4 fragColor; + +void main() +{ + fragColor = texture( diffuseTexture, texCoord ); +} diff --git a/src/render/shaders/gl3/unlittexture.vert b/src/render/shaders/gl3/unlittexture.vert new file mode 100644 index 000000000..4aaa10a8f --- /dev/null +++ b/src/render/shaders/gl3/unlittexture.vert @@ -0,0 +1,19 @@ +#version 150 core + +in vec3 vertexPosition; +in vec2 vertexTexCoord; + +out vec3 position; +out vec2 texCoord; + +uniform mat4 modelView; +uniform mat4 mvp; +uniform vec2 texCoordOffset; + +void main() +{ + texCoord = vertexTexCoord + texCoordOffset; + position = vec3( modelView * vec4( vertexPosition, 1.0 ) ); + + gl_Position = mvp * vec4( vertexPosition, 1.0 ); +} |