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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 "qmetalroughmaterial.h"
+#include "qmetalroughmaterial_p.h"
+#include <Qt3DRender/qfilterkey.h>
+#include <Qt3DRender/qmaterial.h>
+#include <Qt3DRender/qeffect.h>
+#include <Qt3DRender/qtexture.h>
+#include <Qt3DRender/qtechnique.h>
+#include <Qt3DRender/qshaderprogram.h>
+#include <Qt3DRender/qparameter.h>
+#include <Qt3DRender/qrenderpass.h>
+#include <Qt3DRender/qgraphicsapifilter.h>
+#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
+
+QT_BEGIN_NAMESPACE
+
+using namespace Qt3DRender;
+
+namespace Qt3DExtras {
+
+QMetalRoughMaterialPrivate::QMetalRoughMaterialPrivate()
+ : QMaterialPrivate()
+ , m_environmentIrradianceTexture(new QTexture2D())
+ , m_environmentSpecularTexture(new QTexture2D())
+ , m_baseColorParameter(new QParameter(QStringLiteral("baseColor"), QColor("grey")))
+ , m_metalnessParameter(new QParameter(QStringLiteral("metalness"), 0.0f))
+ , m_roughnessParameter(new QParameter(QStringLiteral("roughness"), 0.0f))
+ , m_environmentIrradianceParameter(new QParameter(QStringLiteral("envLight.irradiance"), m_environmentIrradianceTexture))
+ , m_environmentSpecularParameter(new QParameter(QStringLiteral("envLight.specular"), m_environmentSpecularTexture))
+ , m_metalRoughEffect(new QEffect())
+ , m_metalRoughGL3Technique(new QTechnique())
+ , m_metalRoughGL3RenderPass(new QRenderPass())
+ , m_metalRoughGL3Shader(new QShaderProgram())
+ , m_filterKey(new QFilterKey)
+{
+ m_environmentIrradianceTexture->setMagnificationFilter(QAbstractTexture::Linear);
+ m_environmentIrradianceTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear);
+ m_environmentIrradianceTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat));
+ m_environmentIrradianceTexture->setGenerateMipMaps(true);
+ m_environmentIrradianceTexture->setMaximumAnisotropy(16.0f);
+
+ m_environmentSpecularTexture->setMagnificationFilter(QAbstractTexture::Linear);
+ m_environmentSpecularTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear);
+ m_environmentSpecularTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat));
+ m_environmentSpecularTexture->setGenerateMipMaps(true);
+ m_environmentSpecularTexture->setMaximumAnisotropy(16.0f);
+}
+
+void QMetalRoughMaterialPrivate::init()
+{
+ connect(m_baseColorParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QMetalRoughMaterialPrivate::handleBaseColorChanged);
+ connect(m_metalnessParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QMetalRoughMaterialPrivate::handleMetallicChanged);
+ connect(m_roughnessParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QMetalRoughMaterialPrivate::handleRoughnessChanged);
+
+ m_metalRoughGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/metalrough.vert"))));
+ m_metalRoughGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/metalroughuniform.frag"))));
+
+ m_metalRoughGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
+ m_metalRoughGL3Technique->graphicsApiFilter()->setMajorVersion(3);
+ m_metalRoughGL3Technique->graphicsApiFilter()->setMinorVersion(1);
+ m_metalRoughGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
+
+ Q_Q(QMetalRoughMaterial);
+ m_filterKey->setParent(q);
+ m_filterKey->setName(QStringLiteral("renderingStyle"));
+ m_filterKey->setValue(QStringLiteral("forward"));
+
+ m_metalRoughGL3Technique->addFilterKey(m_filterKey);
+ m_metalRoughGL3RenderPass->setShaderProgram(m_metalRoughGL3Shader);
+ m_metalRoughGL3Technique->addRenderPass(m_metalRoughGL3RenderPass);
+ m_metalRoughEffect->addTechnique(m_metalRoughGL3Technique);
+
+ m_metalRoughEffect->addParameter(m_baseColorParameter);
+ m_metalRoughEffect->addParameter(m_metalnessParameter);
+ m_metalRoughEffect->addParameter(m_roughnessParameter);
+
+ // Note that even though those parameters are not exposed in the API,
+ // they need to be kept around for now due to a bug in some drivers/GPUs
+ // (at least Intel) which cause issues with unbound textures even if you
+ // don't try to sample from them.
+ // Can probably go away once we generate the shaders and deal in this
+ // case in a better way.
+ m_metalRoughEffect->addParameter(m_environmentIrradianceParameter);
+ m_metalRoughEffect->addParameter(m_environmentSpecularParameter);
+
+ q->setEffect(m_metalRoughEffect);
+}
+
+void QMetalRoughMaterialPrivate::handleBaseColorChanged(const QVariant &var)
+{
+ Q_Q(QMetalRoughMaterial);
+ emit q->baseColorChanged(var.value<QColor>());
+}
+
+void QMetalRoughMaterialPrivate::handleMetallicChanged(const QVariant &var)
+{
+ Q_Q(QMetalRoughMaterial);
+ emit q->metalnessChanged(var.toFloat());
+}
+void QMetalRoughMaterialPrivate::handleRoughnessChanged(const QVariant &var)
+{
+ Q_Q(QMetalRoughMaterial);
+ emit q->roughnessChanged(var.toFloat());
+}
+
+/*!
+ \class Qt3DExtras::QMetalRoughMaterial
+ \brief The QMetalRoughMaterial provides a default implementation of PBR
+ lighting.
+ \inmodule Qt3DExtras
+ \since 5.9
+ \inherits Qt3DRender::QMaterial
+
+ This material uses an effect with a single render pass approach and performs per fragment
+ lighting. Techniques are provided for OpenGL 3 only.
+*/
+
+/*!
+ Constructs a new QMetalRoughMaterial instance with parent object \a parent.
+*/
+QMetalRoughMaterial::QMetalRoughMaterial(QNode *parent)
+ : QMaterial(*new QMetalRoughMaterialPrivate, parent)
+{
+ Q_D(QMetalRoughMaterial);
+ d->init();
+}
+
+/*! \internal */
+QMetalRoughMaterial::QMetalRoughMaterial(QMetalRoughMaterialPrivate &dd, QNode *parent)
+ : QMaterial(dd, parent)
+{
+ Q_D(QMetalRoughMaterial);
+ d->init();
+}
+
+/*!
+ Destroys the QMetalRoughMaterial instance.
+*/
+QMetalRoughMaterial::~QMetalRoughMaterial()
+{
+}
+
+/*!
+ \property QMetalRoughMaterial::baseColor
+
+ Holds the current base color of the material.
+*/
+QColor QMetalRoughMaterial::baseColor() const
+{
+ Q_D(const QMetalRoughMaterial);
+ return d->m_baseColorParameter->value().value<QColor>();
+}
+
+/*!
+ \property QMetalRoughMaterial::metalness
+
+ Holds the current metalness level of the material, since is a value between 0 (purely dielectric, the default)
+ and 1 (purely metallic).
+*/
+float QMetalRoughMaterial::metalness() const
+{
+ Q_D(const QMetalRoughMaterial);
+ return d->m_metalnessParameter->value().toFloat();
+}
+
+/*!
+ \property QMetalRoughMaterial::roughness
+
+ Holds the current roughness level of the material.
+*/
+float QMetalRoughMaterial::roughness() const
+{
+ Q_D(const QMetalRoughMaterial);
+ return d->m_roughnessParameter->value().toFloat();
+}
+
+void QMetalRoughMaterial::setBaseColor(const QColor &baseColor)
+{
+ Q_D(QMetalRoughMaterial);
+ d->m_baseColorParameter->setValue(QVariant::fromValue(baseColor));
+}
+
+void QMetalRoughMaterial::setMetalness(float metalness)
+{
+ Q_D(QMetalRoughMaterial);
+ d->m_metalnessParameter->setValue(QVariant::fromValue(metalness));
+}
+
+void QMetalRoughMaterial::setRoughness(float roughness)
+{
+ Q_D(QMetalRoughMaterial);
+ d->m_roughnessParameter->setValue(QVariant::fromValue(roughness));
+}
+
+} // namespace Qt3DExtras
+
+QT_END_NAMESPACE