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authorSean Harmer <sean.harmer@kdab.com>2017-08-03 14:15:32 +0100
committerSean Harmer <sean.harmer@kdab.com>2017-08-09 13:04:54 +0000
commitb44682a625ae23410b8269cb74b22b8871f3d5d4 (patch)
treead1c6e44f98b59837b4d6ccf13407fb6e0b3e7bf /tests/manual/skinned-mesh
parent91783b495928b5896aa2e4246ea8748b5fd7aaf8 (diff)
Use a custom material in skined mesh manual test
In preparation for when the renderer can populate the skinning matrix palette. Change-Id: I0abd57397cb905aa3b5cc237364a5b8edb817174 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Diffstat (limited to 'tests/manual/skinned-mesh')
-rw-r--r--tests/manual/skinned-mesh/main.qml40
-rw-r--r--tests/manual/skinned-mesh/skinned-mesh.pro3
-rw-r--r--tests/manual/skinned-mesh/skinned-mesh.qrc1
-rw-r--r--tests/manual/skinned-mesh/skinnedPbr.vert79
4 files changed, 118 insertions, 5 deletions
diff --git a/tests/manual/skinned-mesh/main.qml b/tests/manual/skinned-mesh/main.qml
index cd553f03c..c07ab5eeb 100644
--- a/tests/manual/skinned-mesh/main.qml
+++ b/tests/manual/skinned-mesh/main.qml
@@ -71,11 +71,41 @@ DefaultSceneEntity {
onJointCountChanged: console.log("skeleton has " + jointCount + " joints")
}
},
- MetalRoughMaterial {
- baseColor: "red"
- metalness: 0.1
- roughness: 0.2
- }
+ Material {
+ effect: Effect {
+ id: skinnedPbrEffect
+ parameters: [
+ Parameter { name: "baseColor"; value: "red" },
+ Parameter { name: "metalness"; value: 0.1 },
+ Parameter { name: "roughness"; value: 0.2 }
+ ]
+
+ techniques: [
+ Technique {
+ filterKeys: FilterKey { name: "renderingStyle"; value: "forward" }
+
+ graphicsApiFilter {
+ api: GraphicsApiFilter.OpenGL
+ majorVersion: 3
+ minorVersion: 2
+ profile: GraphicsApiFilter.CoreProfile
+ }
+
+ renderPasses: RenderPass {
+ shaderProgram: ShaderProgram {
+ id: prog
+ vertexShaderCode: loadSource("qrc:/skinnedPbr.vert")
+ }
+
+ ShaderProgramBuilder {
+ shaderProgram: prog
+ fragmentShaderGraph: "qrc:/shaders/graphs/metalroughuniform.frag.json"
+ }
+ }
+ }
+ ]
+ }
+ }
]
}
}
diff --git a/tests/manual/skinned-mesh/skinned-mesh.pro b/tests/manual/skinned-mesh/skinned-mesh.pro
index 085e5f0a6..1430b5c36 100644
--- a/tests/manual/skinned-mesh/skinned-mesh.pro
+++ b/tests/manual/skinned-mesh/skinned-mesh.pro
@@ -16,3 +16,6 @@ RESOURCES += \
../../../examples/qt3d/exampleresources/cubemaps.qrc \
../../../examples/qt3d/exampleresources/envmaps.qrc \
../../../examples/qt3d/exampleresources/gltf.qrc
+
+DISTFILES += \
+ skinnedPbr.vert
diff --git a/tests/manual/skinned-mesh/skinned-mesh.qrc b/tests/manual/skinned-mesh/skinned-mesh.qrc
index 8bcf0c762..ce8d0f976 100644
--- a/tests/manual/skinned-mesh/skinned-mesh.qrc
+++ b/tests/manual/skinned-mesh/skinned-mesh.qrc
@@ -2,5 +2,6 @@
<qresource prefix="/">
<file>main.qml</file>
<file>DefaultSceneEntity.qml</file>
+ <file>skinnedPbr.vert</file>
</qresource>
</RCC>
diff --git a/tests/manual/skinned-mesh/skinnedPbr.vert b/tests/manual/skinned-mesh/skinnedPbr.vert
new file mode 100644
index 000000000..6d3a60ef6
--- /dev/null
+++ b/tests/manual/skinned-mesh/skinnedPbr.vert
@@ -0,0 +1,79 @@
+/****************************************************************************
+**
+** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:BSD$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
+**
+** "Redistribution and use in source and binary forms, with or without
+** modification, are permitted provided that the following conditions are
+** met:
+** * Redistributions of source code must retain the above copyright
+** notice, this list of conditions and the following disclaimer.
+** * Redistributions in binary form must reproduce the above copyright
+** notice, this list of conditions and the following disclaimer in
+** the documentation and/or other materials provided with the
+** distribution.
+** * Neither the name of The Qt Company Ltd nor the names of its
+** contributors may be used to endorse or promote products derived
+** from this software without specific prior written permission.
+**
+**
+** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#version 150
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec4 vertexTangent;
+in vec2 vertexTexCoord;
+
+out vec3 worldPosition;
+out vec3 worldNormal;
+out vec4 worldTangent;
+out vec2 texCoord;
+
+uniform mat4 modelMatrix;
+uniform mat3 modelNormalMatrix;
+uniform mat4 mvp;
+
+void main()
+{
+ // Pass the texture coordinates through
+ texCoord = vertexTexCoord;
+
+ // Transform position, normal, and tangent to world space
+ worldPosition = vec3(modelMatrix * vec4(vertexPosition, 1.0));
+ worldNormal = normalize(modelNormalMatrix * vertexNormal);
+ worldTangent.xyz = normalize(vec3(modelMatrix * vec4(vertexTangent.xyz, 0.0)));
+ worldTangent.w = vertexTangent.w;
+
+ gl_Position = mvp * vec4(vertexPosition, 1.0);
+}