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+/****************************************************************************
+**
+** Copyright (C) 2015 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 "qgoochmaterial.h"
+#include "qgoochmaterial_p.h"
+#include <Qt3DRender/qfilterkey.h>
+#include <Qt3DRender/qeffect.h>
+#include <Qt3DRender/qgraphicsapifilter.h>
+#include <Qt3DRender/qparameter.h>
+#include <Qt3DRender/qrenderpass.h>
+#include <Qt3DRender/qtechnique.h>
+
+#include <QtCore/qurl.h>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3DRender {
+
+QGoochMaterialPrivate::QGoochMaterialPrivate()
+ : QMaterialPrivate()
+ , m_effect(new QEffect)
+ , m_diffuseParameter(new QParameter(QStringLiteral("kd"), QColor::fromRgbF(0.0f, 0.0f, 0.0f)))
+ , m_specularParameter(new QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.0f, 0.0f, 0.0f)))
+ , m_coolParameter(new QParameter(QStringLiteral("kblue"), QColor::fromRgbF(0.0f, 0.0f, 0.4f)))
+ , m_warmParameter(new QParameter(QStringLiteral("kyellow"), QColor::fromRgbF(0.4f, 0.4f, 0.0f)))
+ , m_alphaParameter(new QParameter(QStringLiteral("alpha"), 0.25f))
+ , m_betaParameter(new QParameter(QStringLiteral("beta"), 0.5f))
+ , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 100.0f))
+ , 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_gl2ES2Shader(new QShaderProgram)
+ , m_filterKey(new QFilterKey)
+{
+}
+
+void QGoochMaterialPrivate::init()
+{
+ Q_Q(QGoochMaterial);
+
+ connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QGoochMaterialPrivate::handleDiffuseChanged);
+ connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QGoochMaterialPrivate::handleSpecularChanged);
+ connect(m_coolParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QGoochMaterialPrivate::handleCoolChanged);
+ connect(m_warmParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QGoochMaterialPrivate::handleWarmChanged);
+ connect(m_alphaParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QGoochMaterialPrivate::handleAlphaChanged);
+ connect(m_betaParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QGoochMaterialPrivate::handleBetaChanged);
+ connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QGoochMaterialPrivate::handleShininessChanged);
+
+ m_gl3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/gooch.vert"))));
+ m_gl3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/gooch.frag"))));
+ m_gl2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/gooch.vert"))));
+ m_gl2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/gooch.frag"))));
+
+ 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_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_gl3RenderPass->setShaderProgram(m_gl3Shader);
+ m_gl2RenderPass->setShaderProgram(m_gl2ES2Shader);
+ m_es2RenderPass->setShaderProgram(m_gl2ES2Shader);
+
+ m_gl3Technique->addRenderPass(m_gl3RenderPass);
+ m_gl2Technique->addRenderPass(m_gl2RenderPass);
+ m_es2Technique->addRenderPass(m_es2RenderPass);
+
+ m_effect->addTechnique(m_gl3Technique);
+ m_effect->addTechnique(m_gl2Technique);
+ m_effect->addTechnique(m_es2Technique);
+
+ m_effect->addParameter(m_diffuseParameter);
+ m_effect->addParameter(m_specularParameter);
+ m_effect->addParameter(m_coolParameter);
+ m_effect->addParameter(m_warmParameter);
+ m_effect->addParameter(m_alphaParameter);
+ m_effect->addParameter(m_betaParameter);
+ m_effect->addParameter(m_shininessParameter);
+
+ q->setEffect(m_effect);
+}
+
+void QGoochMaterialPrivate::handleDiffuseChanged(const QVariant &var)
+{
+ Q_Q(QGoochMaterial);
+ emit q->diffuseChanged(var.value<QColor>());
+}
+
+void QGoochMaterialPrivate::handleSpecularChanged(const QVariant &var)
+{
+ Q_Q(QGoochMaterial);
+ emit q->specularChanged(var.value<QColor>());
+}
+
+void QGoochMaterialPrivate::handleCoolChanged(const QVariant &var)
+{
+ Q_Q(QGoochMaterial);
+ emit q->coolChanged(var.value<QColor>());
+}
+
+void QGoochMaterialPrivate::handleWarmChanged(const QVariant &var)
+{
+ Q_Q(QGoochMaterial);
+ emit q->warmChanged(var.value<QColor>());
+}
+
+void QGoochMaterialPrivate::handleAlphaChanged(const QVariant &var)
+{
+ Q_Q(QGoochMaterial);
+ emit q->alphaChanged(var.toFloat());
+}
+
+void QGoochMaterialPrivate::handleBetaChanged(const QVariant &var)
+{
+ Q_Q(QGoochMaterial);
+ emit q->betaChanged(var.toFloat());
+}
+
+void QGoochMaterialPrivate::handleShininessChanged(const QVariant &var)
+{
+ Q_Q(QGoochMaterial);
+ emit q->shininessChanged(var.toFloat());
+}
+
+/*!
+ \class Qt3DRender::QGoochMaterial
+ \brief The QGoochMaterial provides a material that implements the Gooch
+ shading model, popular in CAD and CAM applications.
+ \inmodule Qt3DRender
+ \since 5.5
+
+ The Gooch lighting model uses both color and brightness to help show the
+ curvature of 3D surfaces. This is often better than models such as Phong
+ that rely purely upon changes in brightness. In situations such as in CAD
+ and CAM applications where photorealism is not a goal, the Gooch shading
+ model in conjunction with some kind of silhouette edge inking is a popular
+ solution.
+
+ The Gooch lighting model is explained fully in the \l{original Gooch
+ paper}. The Gooch model mixes a diffuse objetc color with a user-provided
+ cool color and warm color to produce the end points of a color ramp that is
+ used to shade the object based upon the cosine of the angle between the
+ vector from the fragment to the light source and the fragment's normal
+ vector. Optionally, a specular highlight can be added on top. The relative
+ contributions to the cool and warm colors by the diffuse color are
+ controlled by the alpha and beta properties respecitvely.
+
+ 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 Qt3DCore::QGoochMaterial instance with parent object \a parent.
+*/
+QGoochMaterial::QGoochMaterial(QNode *parent)
+ : QMaterial(*new QGoochMaterialPrivate, parent)
+{
+ Q_D(QGoochMaterial);
+ d->init();
+}
+
+QGoochMaterial::QGoochMaterial(QGoochMaterialPrivate &dd, QNode *parent)
+ : QMaterial(dd, parent)
+{
+ Q_D(QGoochMaterial);
+ d->init();
+}
+
+/*!
+ \property Qt3DRender::QGoochMaterial::diffuse
+
+ Holds the current diffuse color.
+*/
+QColor QGoochMaterial::diffuse() const
+{
+ Q_D(const QGoochMaterial);
+ return d->m_diffuseParameter->value().value<QColor>();
+}
+
+/*!
+ \property Qt3DRender::QGoochMaterial::specular
+
+ Holds the current specular color.
+*/
+QColor QGoochMaterial::specular() const
+{
+ Q_D(const QGoochMaterial);
+ return d->m_specularParameter->value().value<QColor>();
+}
+
+/*!
+ \property Qt3DRender::QGoochMaterial::cool
+
+ Holds the current cool color.
+*/
+QColor QGoochMaterial::cool() const
+{
+ Q_D(const QGoochMaterial);
+ return d->m_coolParameter->value().value<QColor>();
+}
+
+/*!
+ \property Qt3DRender::QGoochMaterial::warm
+
+ Holds the current warm color.
+*/
+QColor QGoochMaterial::warm() const
+{
+ Q_D(const QGoochMaterial);
+ return d->m_warmParameter->value().value<QColor>();
+}
+
+/*!
+ \property Qt3DRender::QGoochMaterial::alpha
+
+ Holds the current alpha value. The start point of the color ramp
+ used by the Gooch shader is calculated as {c = cool + alpha * diffuse}.
+*/
+float QGoochMaterial::alpha() const
+{
+ Q_D(const QGoochMaterial);
+ return d->m_alphaParameter->value().toFloat();
+}
+
+/*!
+ \property Qt3DRender::QGoochMaterial::beta
+
+ Holds the current beta value. The start point of the color ramp
+ used by the Gooch shader is calculated as {c = warm + beta * diffuse}.
+*/
+float QGoochMaterial::beta() const
+{
+ Q_D(const QGoochMaterial);
+ return d->m_betaParameter->value().toFloat();
+}
+
+/*!
+ \property Qt3DRender::QGoochMaterial::shininess
+
+ Holds the current shininess value. Higher values of shininess result in
+ a smaller and brighter highlight.
+*/
+float QGoochMaterial::shininess() const
+{
+ Q_D(const QGoochMaterial);
+ return d->m_shininessParameter->value().toFloat();
+}
+
+void QGoochMaterial::setDiffuse(const QColor &diffuse)
+{
+ Q_D(QGoochMaterial);
+ return d->m_diffuseParameter->setValue(diffuse);
+}
+
+void QGoochMaterial::setSpecular(const QColor &specular)
+{
+ Q_D(QGoochMaterial);
+ return d->m_specularParameter->setValue(specular);
+}
+
+void QGoochMaterial::setCool(const QColor &cool)
+{
+ Q_D(QGoochMaterial);
+ return d->m_coolParameter->setValue(cool);
+}
+
+void QGoochMaterial::setWarm(const QColor &warm)
+{
+ Q_D(QGoochMaterial);
+ return d->m_warmParameter->setValue(warm);
+}
+
+void QGoochMaterial::setAlpha(float alpha)
+{
+ Q_D(QGoochMaterial);
+ return d->m_alphaParameter->setValue(alpha);
+}
+
+void QGoochMaterial::setBeta(float beta)
+{
+ Q_D(QGoochMaterial);
+ return d->m_betaParameter->setValue(beta);
+}
+
+void QGoochMaterial::setShininess(float shininess)
+{
+ Q_D(QGoochMaterial);
+ return d->m_shininessParameter->setValue(shininess);
+}
+
+}
+
+QT_END_NAMESPACE