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authorSean Harmer <sean.harmer@kdab.com>2015-07-30 11:44:59 +0100
committerSean Harmer <sean.harmer@kdab.com>2015-07-30 11:46:48 +0000
commit162543b1d55d680cbe630a7ed25d9bc6c72a5437 (patch)
tree8c0f1f7411369c827b85cc89856fefa815e94d69
parent936b8a7c1bece78d7f8b8e99aa0809520ac3c8cf (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.pri3
-rw-r--r--src/quick3d/imports/render/defaults/qml/TextureMaterial.qml112
-rw-r--r--src/quick3d/imports/render/qt3dquick3drendererplugin.cpp1
-rw-r--r--src/render/render.qrc4
-rw-r--r--src/render/shaders/es2/unlittexture.frag11
-rw-r--r--src/render/shaders/es2/unlittexture.vert17
-rw-r--r--src/render/shaders/gl3/unlittexture.frag13
-rw-r--r--src/render/shaders/gl3/unlittexture.vert19
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 );
+}