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+/****************************************************************************
+**
+** 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.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** 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 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.
+**
+** 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.LGPL3 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-3.0.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 (at your option) the GNU General
+** Public license version 3 or any later version approved by the KDE Free
+** Qt Foundation. The licenses are as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-2.0.html and
+** https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qdiffusespecularmaterial.h"
+#include "qdiffusespecularmaterial_p.h"
+
+#include <Qt3DRender/qfilterkey.h>
+#include <Qt3DRender/qmaterial.h>
+#include <Qt3DRender/qeffect.h>
+#include <Qt3DRender/qtechnique.h>
+#include <Qt3DRender/qtexture.h>
+#include <Qt3DRender/qshaderprogram.h>
+#include <Qt3DRender/qshaderprogrambuilder.h>
+#include <Qt3DRender/qparameter.h>
+#include <Qt3DRender/qrenderpass.h>
+#include <Qt3DRender/qgraphicsapifilter.h>
+#include <Qt3DRender/qblendequation.h>
+#include <Qt3DRender/qblendequationarguments.h>
+#include <Qt3DRender/qnodepthmask.h>
+#include <QtCore/QUrl>
+#include <QtGui/QVector3D>
+#include <QtGui/QVector4D>
+
+
+QT_BEGIN_NAMESPACE
+
+using namespace Qt3DRender;
+
+namespace Qt3DExtras {
+
+QDiffuseSpecularMaterialPrivate::QDiffuseSpecularMaterialPrivate()
+ : QMaterialPrivate()
+ , m_effect(new QEffect())
+ , m_ambientParameter(new QParameter(QStringLiteral("ka"), QColor::fromRgbF(0.05f, 0.05f, 0.05f, 1.0f)))
+ , m_diffuseParameter(new QParameter(QStringLiteral("kd"), QColor::fromRgbF(0.7f, 0.7f, 0.7f, 1.0f)))
+ , m_specularParameter(new QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.01f, 0.01f, 0.01f, 1.0f)))
+ , m_diffuseTextureParameter(new QParameter(QStringLiteral("diffuseTexture"), QVariant()))
+ , m_specularTextureParameter(new QParameter(QStringLiteral("specularTexture"), QVariant()))
+ , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
+ , m_normalTextureParameter(new QParameter(QStringLiteral("normalTexture"), QVariant()))
+ , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
+ , m_gl3Technique(new QTechnique())
+ , m_gl2Technique(new QTechnique())
+ , m_es2Technique(new QTechnique())
+ , m_gl3RenderPass(new QRenderPass())
+ , m_gl2RenderPass(new QRenderPass())
+ , m_es2RenderPass(new QRenderPass())
+ , m_gl3Shader(new QShaderProgram())
+ , m_gl3ShaderBuilder(new QShaderProgramBuilder())
+ , m_gl2es2Shader(new QShaderProgram())
+ , m_gl2es2ShaderBuilder(new QShaderProgramBuilder())
+ , m_noDepthMask(new QNoDepthMask())
+ , m_blendState(new QBlendEquationArguments())
+ , m_blendEquation(new QBlendEquation())
+ , m_filterKey(new QFilterKey)
+{
+}
+
+void QDiffuseSpecularMaterialPrivate::init()
+{
+ Q_Q(QDiffuseSpecularMaterial);
+
+ connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QDiffuseSpecularMaterialPrivate::handleAmbientChanged);
+ QObject::connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
+ q, &QDiffuseSpecularMaterial::diffuseChanged);
+ QObject::connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
+ q, &QDiffuseSpecularMaterial::specularChanged);
+ connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QDiffuseSpecularMaterialPrivate::handleShininessChanged);
+ QObject::connect(m_normalTextureParameter, &Qt3DRender::QParameter::valueChanged,
+ q, &QDiffuseSpecularMaterial::normalChanged);
+ connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QDiffuseSpecularMaterialPrivate::handleTextureScaleChanged);
+ QObject::connect(m_noDepthMask, &QNoDepthMask::enabledChanged,
+ q, &QDiffuseSpecularMaterial::alphaBlendingEnabledChanged);
+
+ m_gl3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert"))));
+ m_gl3ShaderBuilder->setParent(q);
+ m_gl3ShaderBuilder->setShaderProgram(m_gl3Shader);
+ m_gl3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
+ m_gl3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
+ QStringLiteral("specular"),
+ QStringLiteral("normal")});
+
+ m_gl2es2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert"))));
+ m_gl2es2ShaderBuilder->setParent(q);
+ m_gl2es2ShaderBuilder->setShaderProgram(m_gl2es2Shader);
+ m_gl2es2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
+ m_gl2es2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
+ QStringLiteral("specular"),
+ QStringLiteral("normal")});
+
+
+ m_gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
+ m_gl3Technique->graphicsApiFilter()->setMajorVersion(3);
+ m_gl3Technique->graphicsApiFilter()->setMinorVersion(1);
+ m_gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
+
+ m_gl2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
+ m_gl2Technique->graphicsApiFilter()->setMajorVersion(2);
+ m_gl2Technique->graphicsApiFilter()->setMinorVersion(0);
+ m_gl2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
+
+ m_es2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
+ m_es2Technique->graphicsApiFilter()->setMajorVersion(2);
+ m_es2Technique->graphicsApiFilter()->setMinorVersion(0);
+ m_es2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
+
+ m_noDepthMask->setEnabled(false);
+ m_blendState->setEnabled(false);
+ m_blendState->setSourceRgb(QBlendEquationArguments::SourceAlpha);
+ m_blendState->setDestinationRgb(QBlendEquationArguments::OneMinusSourceAlpha);
+ m_blendEquation->setEnabled(false);
+ m_blendEquation->setBlendFunction(QBlendEquation::Add);
+
+ m_gl3RenderPass->setShaderProgram(m_gl3Shader);
+ m_gl2RenderPass->setShaderProgram(m_gl2es2Shader);
+ m_es2RenderPass->setShaderProgram(m_gl2es2Shader);
+
+ m_gl3RenderPass->addRenderState(m_noDepthMask);
+ m_gl3RenderPass->addRenderState(m_blendState);
+ m_gl3RenderPass->addRenderState(m_blendEquation);
+
+ m_gl2RenderPass->addRenderState(m_noDepthMask);
+ m_gl2RenderPass->addRenderState(m_blendState);
+ m_gl2RenderPass->addRenderState(m_blendEquation);
+
+ m_es2RenderPass->addRenderState(m_noDepthMask);
+ m_es2RenderPass->addRenderState(m_blendState);
+ m_es2RenderPass->addRenderState(m_blendEquation);
+
+ m_gl3Technique->addRenderPass(m_gl3RenderPass);
+ m_gl2Technique->addRenderPass(m_gl2RenderPass);
+ m_es2Technique->addRenderPass(m_es2RenderPass);
+
+ m_filterKey->setParent(q);
+ m_filterKey->setName(QStringLiteral("renderingStyle"));
+ m_filterKey->setValue(QStringLiteral("forward"));
+
+ m_gl3Technique->addFilterKey(m_filterKey);
+ m_gl2Technique->addFilterKey(m_filterKey);
+ m_es2Technique->addFilterKey(m_filterKey);
+
+ m_effect->addTechnique(m_gl3Technique);
+ m_effect->addTechnique(m_gl2Technique);
+ m_effect->addTechnique(m_es2Technique);
+
+ m_effect->addParameter(m_ambientParameter);
+ m_effect->addParameter(m_diffuseParameter);
+ m_effect->addParameter(m_specularParameter);
+ m_effect->addParameter(m_shininessParameter);
+ m_effect->addParameter(m_textureScaleParameter);
+
+ q->setEffect(m_effect);
+}
+
+void QDiffuseSpecularMaterialPrivate::handleAmbientChanged(const QVariant &var)
+{
+ Q_Q(QDiffuseSpecularMaterial);
+ emit q->ambientChanged(var.value<QColor>());
+}
+
+void QDiffuseSpecularMaterialPrivate::handleShininessChanged(const QVariant &var)
+{
+ Q_Q(QDiffuseSpecularMaterial);
+ emit q->shininessChanged(var.toFloat());
+}
+
+void QDiffuseSpecularMaterialPrivate::handleTextureScaleChanged(const QVariant &var)
+{
+ Q_Q(QDiffuseSpecularMaterial);
+ emit q->textureScaleChanged(var.toFloat());
+}
+
+/*!
+ \class Qt3DExtras::QDiffuseSpecularMaterial
+ \brief The QDiffuseSpecularMaterial class provides a default implementation
+ of the phong lighting effect.
+ \inmodule Qt3DExtras
+ \since 5.10
+ \inherits Qt3DRender::QMaterial
+
+ The phong lighting effect is based on the combination of 3 lighting
+ components ambient, diffuse and specular. The relative strengths of these
+ components are 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.
+*/
+/*!
+ \qmltype DiffuseSpecularMaterial
+ \brief The DiffuseSpecularMaterial class provides a default implementation
+ of the phong lighting effect.
+ \since 5.10
+ \inqmlmodule Qt3D.Extras
+ \instantiates Qt3DExtras::QDiffuseSpecularMaterial
+
+ The phong lighting effect is based on the combination of 3 lighting
+ components ambient, diffuse and specular. The relative strengths of these
+ components are 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.
+ */
+
+/*!
+ Constructs a new QDiffuseSpecularMaterial instance with parent object \a parent.
+*/
+QDiffuseSpecularMaterial::QDiffuseSpecularMaterial(QNode *parent)
+ : QMaterial(*new QDiffuseSpecularMaterialPrivate, parent)
+{
+ Q_D(QDiffuseSpecularMaterial);
+ d->init();
+}
+
+/*!
+ Destroys the QDiffuseSpecularMaterial.
+*/
+QDiffuseSpecularMaterial::~QDiffuseSpecularMaterial()
+{
+}
+
+/*!
+ \property QDiffuseSpecularMaterial::ambient
+
+ Holds the ambient color.
+*/
+/*!
+ \qmlproperty color DiffuseSpecularMaterial::ambient
+
+ Holds the ambient color.
+*/
+QColor QDiffuseSpecularMaterial::ambient() const
+{
+ Q_D(const QDiffuseSpecularMaterial);
+ return d->m_ambientParameter->value().value<QColor>();
+}
+
+/*!
+ \property QDiffuseSpecularMaterial::diffuse
+
+ Holds the diffuse color of the material. This can be either a plain color
+ value or a texture.
+*/
+/*!
+ \qmlproperty var DiffuseSpecularMaterial::diffuse
+
+ Holds the diffuse color of the material. This can be either a plain color
+ value or a texture.
+*/
+QVariant QDiffuseSpecularMaterial::diffuse() const
+{
+ Q_D(const QDiffuseSpecularMaterial);
+ return d->m_diffuseParameter->value();
+}
+
+/*!
+ \property QDiffuseSpecularMaterial::specular
+
+ Holds the specular color of the material. This can be either a plain color
+ value or a texture.
+*/
+/*!
+ \qmlproperty var DiffuseSpecularMaterial::specular
+
+ Holds the specular color of the material. This can be either a plain color
+ value or a texture.
+*/
+QVariant QDiffuseSpecularMaterial::specular() const
+{
+ Q_D(const QDiffuseSpecularMaterial);
+ return d->m_specularParameter->value();
+}
+
+/*!
+ \property QDiffuseSpecularMaterial::shininess
+
+ Holds the shininess exponent.
+*/
+/*!
+ \qmlproperty real DiffuseSpecularMaterial::shininess
+
+ Holds the shininess exponent.
+*/
+float QDiffuseSpecularMaterial::shininess() const
+{
+ Q_D(const QDiffuseSpecularMaterial);
+ return d->m_shininessParameter->value().toFloat();
+}
+
+/*!
+ \property QDiffuseSpecularMaterial::normal
+
+ Holds the current normal map texture of the material. This can only be a
+ texture, otherwise it is ignored. By default this map is not set.
+*/
+/*!
+ \qmlproperty var DiffuseSpecularMaterial::normal
+
+ Holds the current normal map texture of the material. This can only be a
+ texture, otherwise it is ignored. By default this map is not set.
+*/
+QVariant QDiffuseSpecularMaterial::normal() const
+{
+ Q_D(const QDiffuseSpecularMaterial);
+ return d->m_normalTextureParameter->value();
+}
+
+/*!
+ \property QDiffuseSpecularMaterial::textureScale
+
+ Holds the current texture scale. It is applied as a multiplier to texture
+ coordinates at render time. Defaults to 1.0.
+*/
+/*!
+ \qmlproperty real DiffuseSpecularMaterial::textureScale
+
+ Holds the current texture scale. It is applied as a multiplier to texture
+ coordinates at render time. Defaults to 1.0.
+*/
+float QDiffuseSpecularMaterial::textureScale() const
+{
+ Q_D(const QDiffuseSpecularMaterial);
+ return d->m_textureScaleParameter->value().toFloat();
+}
+
+/*!
+ \property QDiffuseSpecularMaterial::alphaBlending
+
+ Indicates if the alpha information coming from the diffuse property will
+ be taken into account during rendering. Defaults to false.
+*/
+/*!
+ \qmlproperty bool DiffuseSpecularMaterial::alphaBlending
+
+ Indicates if the alpha information coming from the diffuse property will
+ be taken into account during rendering. Defaults to false.
+*/
+bool QDiffuseSpecularMaterial::isAlphaBlendingEnabled() const
+{
+ Q_D(const QDiffuseSpecularMaterial);
+ return d->m_noDepthMask->isEnabled();
+}
+
+void QDiffuseSpecularMaterial::setAmbient(const QColor &ambient)
+{
+ Q_D(QDiffuseSpecularMaterial);
+ d->m_ambientParameter->setValue(ambient);
+}
+
+void QDiffuseSpecularMaterial::setDiffuse(const QVariant &diffuse)
+{
+ Q_D(QDiffuseSpecularMaterial);
+ d->m_diffuseParameter->setValue(diffuse);
+ d->m_diffuseTextureParameter->setValue(diffuse);
+
+ auto layers = d->m_gl3ShaderBuilder->enabledLayers();
+ if (diffuse.value<QAbstractTexture *>()) {
+ layers.removeAll(QStringLiteral("diffuse"));
+ layers.append(QStringLiteral("diffuseTexture"));
+ d->m_effect->addParameter(d->m_diffuseTextureParameter);
+ d->m_effect->removeParameter(d->m_diffuseParameter);
+ } else {
+ layers.removeAll(QStringLiteral("diffuseTexture"));
+ layers.append(QStringLiteral("diffuse"));
+ d->m_effect->removeParameter(d->m_diffuseTextureParameter);
+ d->m_effect->addParameter(d->m_diffuseParameter);
+ }
+ d->m_gl3ShaderBuilder->setEnabledLayers(layers);
+ d->m_gl2es2ShaderBuilder->setEnabledLayers(layers);
+}
+
+void QDiffuseSpecularMaterial::setSpecular(const QVariant &specular)
+{
+ Q_D(QDiffuseSpecularMaterial);
+ d->m_specularParameter->setValue(specular);
+ d->m_specularTextureParameter->setValue(specular);
+
+ auto layers = d->m_gl3ShaderBuilder->enabledLayers();
+ if (specular.value<QAbstractTexture *>()) {
+ layers.removeAll(QStringLiteral("specular"));
+ layers.append(QStringLiteral("specularTexture"));
+ d->m_effect->addParameter(d->m_specularTextureParameter);
+ d->m_effect->removeParameter(d->m_specularParameter);
+ } else {
+ layers.removeAll(QStringLiteral("specularTexture"));
+ layers.append(QStringLiteral("specular"));
+ d->m_effect->removeParameter(d->m_specularTextureParameter);
+ d->m_effect->addParameter(d->m_specularParameter);
+ }
+ d->m_gl3ShaderBuilder->setEnabledLayers(layers);
+ d->m_gl2es2ShaderBuilder->setEnabledLayers(layers);
+}
+
+void QDiffuseSpecularMaterial::setShininess(float shininess)
+{
+ Q_D(QDiffuseSpecularMaterial);
+ d->m_shininessParameter->setValue(shininess);
+}
+
+void QDiffuseSpecularMaterial::setNormal(const QVariant &normal)
+{
+ Q_D(QDiffuseSpecularMaterial);
+ d->m_normalTextureParameter->setValue(normal);
+
+ auto layers = d->m_gl3ShaderBuilder->enabledLayers();
+ if (normal.value<QAbstractTexture *>()) {
+ layers.removeAll(QStringLiteral("normal"));
+ layers.append(QStringLiteral("normalTexture"));
+ d->m_effect->addParameter(d->m_normalTextureParameter);
+ } else {
+ layers.removeAll(QStringLiteral("normalTexture"));
+ layers.append(QStringLiteral("normal"));
+ d->m_effect->removeParameter(d->m_normalTextureParameter);
+ }
+ d->m_gl3ShaderBuilder->setEnabledLayers(layers);
+}
+
+void QDiffuseSpecularMaterial::setTextureScale(float textureScale)
+{
+ Q_D(QDiffuseSpecularMaterial);
+ d->m_textureScaleParameter->setValue(textureScale);
+}
+
+void QDiffuseSpecularMaterial::setAlphaBlendingEnabled(bool enabled)
+{
+ Q_D(QDiffuseSpecularMaterial);
+ d->m_noDepthMask->setEnabled(enabled);
+ d->m_blendState->setEnabled(enabled);
+ d->m_blendEquation->setEnabled(enabled);
+}
+
+} // namespace Qt3DExtras
+
+QT_END_NAMESPACE