diff options
author | Paul Lemire <paul.lemire.ecortex@kdab.com> | 2014-12-29 16:10:48 +0100 |
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committer | Sean Harmer <sean.harmer@kdab.com> | 2014-12-31 11:23:49 +0100 |
commit | bee25daf9efaa688a6954a5b31a07c51db49b8ba (patch) | |
tree | 5bc3f2982689c8908c9fbe440eff36cd1d15f6a1 /src/render/defaults/qdiffusespecularmapmaterial.cpp | |
parent | 2be97a74b23c66d385b1dd89df106c9be7be7696 (diff) |
Default cpp materials + material-cpp example
QDiffuseMapMaterial
QDiffuseSpecularMapMaterial
QNormalDiffuseMapMaterial
QNormalDiffuseAlphaMapMaterial
QNormalDiffuseSpecularMapMaterial
material-cpp is mostly inspired from materials (QML) but nicer :).
Note: there seems to be an issue with qrc and QUrl. The behavior is different
between QML and C++.
-In C++ we need to prefix with have qrc:/ and convert that to :/ (passing :/
directly returns "" when QUrl toString is called)
-From QML no prefix is needed.
-For QImage path, :/ should be used.
Change-Id: Ib56fb9546c95c2872686a46ed048a290ab4a5b6f
Task-number: QTBUG-41548
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'src/render/defaults/qdiffusespecularmapmaterial.cpp')
-rw-r--r-- | src/render/defaults/qdiffusespecularmapmaterial.cpp | 285 |
1 files changed, 285 insertions, 0 deletions
diff --git a/src/render/defaults/qdiffusespecularmapmaterial.cpp b/src/render/defaults/qdiffusespecularmapmaterial.cpp new file mode 100644 index 000000000..1784250b4 --- /dev/null +++ b/src/render/defaults/qdiffusespecularmapmaterial.cpp @@ -0,0 +1,285 @@ +/**************************************************************************** +** +** 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 "qdiffusespecularmapmaterial.h" +#include "qdiffusespecularmapmaterial_p.h" + +#include <Qt3DRenderer/qmaterial.h> +#include <Qt3DRenderer/qeffect.h> +#include <Qt3DRenderer/qtexture.h> +#include <Qt3DRenderer/qtechnique.h> +#include <Qt3DRenderer/qshaderprogram.h> +#include <Qt3DRenderer/qparameter.h> +#include <Qt3DRenderer/qrenderpass.h> +#include <Qt3DRenderer/qopenglfilter.h> +#include <QUrl> + +QT_BEGIN_NAMESPACE + +namespace Qt3D { + +QDiffuseSpecularMapMaterialPrivate::QDiffuseSpecularMapMaterialPrivate(QDiffuseSpecularMapMaterial *qq) + : QMaterialPrivate(qq) + , m_diffuseSpecularMapEffect(new QEffect()) + , m_diffuseTexture(new QTexture(QTexture::Target2D)) + , m_specularTexture(new QTexture(QTexture::Target2D)) + , m_ambientParameter(new QParameter(QStringLiteral("ka"), QColor::fromRgbF(0.05f, 0.05f, 0.05f, 1.0f))) + , m_diffuseParameter(new QParameter(QStringLiteral("diffuseTexture"), m_diffuseTexture)) + , m_specularParameter(new QParameter(QStringLiteral("specularTexture"), m_specularTexture)) + , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f)) + , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f)) + , m_diffuseSpecularMapGL3Technique(new QTechnique()) + , m_diffuseSpecularMapGL2Technique(new QTechnique()) + , m_diffuseSpecularMapES2Technique(new QTechnique()) + , m_diffuseSpecularMapGL3RenderPass(new QRenderPass()) + , m_diffuseSpecularMapGL2RenderPass(new QRenderPass()) + , m_diffuseSpecularMapES2RenderPass(new QRenderPass()) + , m_diffuseSpecularMapGL3Shader(new QShaderProgram()) + , m_diffuseSpecularMapGL2ES2Shader(new QShaderProgram()) +{ + m_diffuseTexture->setMagnificationFilter(QTexture::Linear); + m_diffuseTexture->setMinificationFilter(QTexture::LinearMipMapLinear); + m_diffuseTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat)); + m_diffuseTexture->setGenerateMipMaps(true); + m_diffuseTexture->setMaximumAnisotropy(16.0f); + + m_specularTexture->setMagnificationFilter(QTexture::Linear); + m_specularTexture->setMinificationFilter(QTexture::LinearMipMapLinear); + m_specularTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat)); + m_specularTexture->setGenerateMipMaps(true); + m_specularTexture->setMaximumAnisotropy(16.0f); +} + +void QDiffuseSpecularMapMaterialPrivate::init() +{ + m_diffuseSpecularMapGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/diffusespecularmap.vert")))); + m_diffuseSpecularMapGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/diffusespecularmap.frag")))); + m_diffuseSpecularMapGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/diffusespecularmap.vert")))); + m_diffuseSpecularMapGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/diffusespecularmap.frag")))); + + m_diffuseSpecularMapGL3Technique->openGLFilter()->setApi(QOpenGLFilter::Desktop); + m_diffuseSpecularMapGL3Technique->openGLFilter()->setMajorVersion(3); + m_diffuseSpecularMapGL3Technique->openGLFilter()->setMinorVersion(1); + m_diffuseSpecularMapGL3Technique->openGLFilter()->setProfile(QOpenGLFilter::Core); + + m_diffuseSpecularMapGL2Technique->openGLFilter()->setApi(QOpenGLFilter::Desktop); + m_diffuseSpecularMapGL2Technique->openGLFilter()->setMajorVersion(2); + m_diffuseSpecularMapGL2Technique->openGLFilter()->setMinorVersion(0); + m_diffuseSpecularMapGL2Technique->openGLFilter()->setProfile(QOpenGLFilter::None); + + m_diffuseSpecularMapES2Technique->openGLFilter()->setApi(QOpenGLFilter::ES); + m_diffuseSpecularMapES2Technique->openGLFilter()->setMajorVersion(2); + m_diffuseSpecularMapES2Technique->openGLFilter()->setMinorVersion(0); + m_diffuseSpecularMapES2Technique->openGLFilter()->setProfile(QOpenGLFilter::None); + + m_diffuseSpecularMapGL3RenderPass->setShaderProgram(m_diffuseSpecularMapGL3Shader); + m_diffuseSpecularMapGL2RenderPass->setShaderProgram(m_diffuseSpecularMapGL2ES2Shader); + m_diffuseSpecularMapES2RenderPass->setShaderProgram(m_diffuseSpecularMapGL2ES2Shader); + + m_diffuseSpecularMapGL3Technique->addPass(m_diffuseSpecularMapGL3RenderPass); + m_diffuseSpecularMapGL2Technique->addPass(m_diffuseSpecularMapGL2RenderPass); + m_diffuseSpecularMapES2Technique->addPass(m_diffuseSpecularMapES2RenderPass); + + m_diffuseSpecularMapEffect->addTechnique(m_diffuseSpecularMapGL3Technique); + m_diffuseSpecularMapEffect->addTechnique(m_diffuseSpecularMapGL2Technique); + m_diffuseSpecularMapEffect->addTechnique(m_diffuseSpecularMapES2Technique); + + m_diffuseSpecularMapEffect->addParameter(m_ambientParameter); + m_diffuseSpecularMapEffect->addParameter(m_diffuseParameter); + m_diffuseSpecularMapEffect->addParameter(m_specularParameter); + m_diffuseSpecularMapEffect->addParameter(m_shininessParameter); + m_diffuseSpecularMapEffect->addParameter(m_textureScaleParameter); + + static_cast<QMaterial *>(q_ptr)->setEffect(m_diffuseSpecularMapEffect); +} + +/*! + \class Qt3D::QDiffuseSpecularMapMaterial + \brief The QDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components + are read from texture maps. + \inmodule Qt3DRender + \since 5.5 + + The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. + The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets: + + \list + \li Ambient is the color that is emitted by an object without any other light source. + \li Diffuse is the color that is emitted for rought surface reflections with the lights. + \li Specular is the color emitted for shiny surface reflections with the lights. + \li The shininess of a surface is controlled by a float property. + \endlist + + This material uses an effect with a single render pass approach and performs per fragment lighting. + Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. +*/ + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::QDiffuseSpecularMapMaterial() + Constructs a new Qt3D::QDiffuseSpecularMapMaterial instance with parent object \a parent. +*/ +QDiffuseSpecularMapMaterial::QDiffuseSpecularMapMaterial(QNode *parent) + : QMaterial(*new QDiffuseSpecularMapMaterialPrivate(this), parent) +{ + Q_D(QDiffuseSpecularMapMaterial); + QObject::connect(d->m_ambientParameter, SIGNAL(valueChanged()), this, SIGNAL(ambientChanged())); + QObject::connect(d->m_diffuseParameter, SIGNAL(valueChanged()), this, SIGNAL(diffuseChanged())); + QObject::connect(d->m_specularParameter, SIGNAL(valueChanged()), this, SIGNAL(specularChanged())); + QObject::connect(d->m_shininessParameter, SIGNAL(valueChanged()), this, SIGNAL(shininessChanged())); + QObject::connect(d->m_textureScaleParameter, SIGNAL(valueChanged()), this, SIGNAL(textureScaleChanged())); + d->init(); +} + +QDiffuseSpecularMapMaterial::~QDiffuseSpecularMapMaterial() +{ +} + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::ambient() const + \return the current QColor ambient value. + */ +QColor QDiffuseSpecularMapMaterial::ambient() const +{ + Q_D(const QDiffuseSpecularMapMaterial); + return d->m_ambientParameter->value().value<QColor>(); +} + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::diffuse() const + \return the current diffuse map texture. + \b {Note:} By default the diffuse texture has a linear + magnification filter, a linear mipmap linear minification filter, + the wrap mode is repeat, the maximum anisotropy is set to 16.0 + and mipmapping is enabled. + */ +QTexture *QDiffuseSpecularMapMaterial::diffuse() const +{ + Q_D(const QDiffuseSpecularMapMaterial); + return d->m_diffuseParameter->value().value<QTexture *>(); +} + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::specular() const + \return the current specular map texture. + \b {Note:} By default the specular texture has a linear + magnification filter, a linear mipmap linear minification filter, + the wrap mode is repeat, the maximum anisotropy is set to 16.0 + and mipmapping is enabled. + */ +QTexture *QDiffuseSpecularMapMaterial::specular() const +{ + Q_D(const QDiffuseSpecularMapMaterial); + return d->m_specularParameter->value().value<QTexture *>(); +} + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::shininess() const + \return the current shininess as a float value. + */ +float QDiffuseSpecularMapMaterial::shininess() const +{ + Q_D(const QDiffuseSpecularMapMaterial); + return d->m_shininessParameter->value().toFloat(); +} + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::textureScale() const + \return the current texture scale. + */ +float QDiffuseSpecularMapMaterial::textureScale() const +{ + Q_D(const QDiffuseSpecularMapMaterial); + return d->m_textureScaleParameter->value().toFloat(); +} + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::setAmbient(const QColor &ambient) + Sets the current ambient color to \a ambient + */ +void QDiffuseSpecularMapMaterial::setAmbient(const QColor &ambient) +{ + Q_D(QDiffuseSpecularMapMaterial); + d->m_ambientParameter->setValue(ambient); +} + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::setDiffuse(QTexture *diffuse) + Sets the current diffuse map to \a diffuse. + */ +void QDiffuseSpecularMapMaterial::setDiffuse(QTexture *diffuse) +{ + Q_D(QDiffuseSpecularMapMaterial); + d->m_diffuseParameter->setValue(QVariant::fromValue(diffuse)); +} + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::setSpecular(QTexture *specular) + Sets the current specular map to \a specular. + */ +void QDiffuseSpecularMapMaterial::setSpecular(QTexture *specular) +{ + Q_D(QDiffuseSpecularMapMaterial); + d->m_specularParameter->setValue(QVariant::fromValue(specular)); +} + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::setShininess(float shininess) + Sets the current shininess value to \a shininess. + */ +void QDiffuseSpecularMapMaterial::setShininess(float shininess) +{ + Q_D(QDiffuseSpecularMapMaterial); + d->m_shininessParameter->setValue(shininess); +} + +/*! + \fn Qt3D::QDiffuseSpecularMapMaterial::setTextureScale(float textureScale) + Sets the current texture scale to \a textureScale. + */ +void QDiffuseSpecularMapMaterial::setTextureScale(float textureScale) +{ + Q_D(QDiffuseSpecularMapMaterial); + d->m_textureScaleParameter->setValue(textureScale); +} + +} // Qt3D + +QT_END_NAMESPACE |