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+/****************************************************************************
+**
+** Copyright (C) 2014 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 "qnormaldiffusemapalphamaterial.h"
+#include "qnormaldiffusemapalphamaterial_p.h"
+
+#include <Qt3DRender/qeffect.h>
+#include <Qt3DRender/qtexture.h>
+#include <Qt3DRender/qtechnique.h>
+#include <Qt3DRender/qparameter.h>
+#include <Qt3DRender/qshaderprogram.h>
+#include <Qt3DRender/qrenderpass.h>
+#include <Qt3DRender/qgraphicsapifilter.h>
+#include <Qt3DRender/qalphacoverage.h>
+#include <Qt3DRender/qdepthtest.h>
+
+#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
+
+QT_BEGIN_NAMESPACE
+
+using namespace Qt3DRender;
+
+namespace Qt3DExtras {
+
+
+QNormalDiffuseMapAlphaMaterialPrivate::QNormalDiffuseMapAlphaMaterialPrivate()
+ : QNormalDiffuseMapMaterialPrivate()
+ , m_alphaCoverage(new QAlphaCoverage())
+ , m_depthTest(new QDepthTest())
+{
+}
+
+void QNormalDiffuseMapAlphaMaterialPrivate::init()
+{
+ m_normalDiffuseGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/normaldiffusemap.vert"))));
+ m_normalDiffuseGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/normaldiffusemapalpha.frag"))));
+ m_normalDiffuseGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/normaldiffusemap.vert"))));
+ m_normalDiffuseGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/normaldiffusemapalpha.frag"))));
+
+ m_normalDiffuseGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
+ m_normalDiffuseGL3Technique->graphicsApiFilter()->setMajorVersion(3);
+ m_normalDiffuseGL3Technique->graphicsApiFilter()->setMinorVersion(1);
+ m_normalDiffuseGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
+
+ m_normalDiffuseGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
+ m_normalDiffuseGL2Technique->graphicsApiFilter()->setMajorVersion(2);
+ m_normalDiffuseGL2Technique->graphicsApiFilter()->setMinorVersion(0);
+ m_normalDiffuseGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
+
+ m_normalDiffuseES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
+ m_normalDiffuseES2Technique->graphicsApiFilter()->setMajorVersion(2);
+ m_normalDiffuseES2Technique->graphicsApiFilter()->setMinorVersion(0);
+ m_normalDiffuseES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
+
+ Q_Q(QNormalDiffuseMapMaterial);
+ m_filterKey->setParent(q);
+ m_filterKey->setName(QStringLiteral("renderingStyle"));
+ m_filterKey->setValue(QStringLiteral("forward"));
+
+ m_normalDiffuseGL3Technique->addFilterKey(m_filterKey);
+ m_normalDiffuseGL2Technique->addFilterKey(m_filterKey);
+ m_normalDiffuseES2Technique->addFilterKey(m_filterKey);
+
+ m_depthTest->setDepthFunction(QDepthTest::Less);
+
+ m_normalDiffuseGL3RenderPass->setShaderProgram(m_normalDiffuseGL3Shader);
+ m_normalDiffuseGL3RenderPass->addRenderState(m_alphaCoverage);
+ m_normalDiffuseGL3RenderPass->addRenderState(m_depthTest);
+
+ m_normalDiffuseGL2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader);
+ m_normalDiffuseGL2RenderPass->addRenderState(m_alphaCoverage);
+ m_normalDiffuseGL2RenderPass->addRenderState(m_depthTest);
+
+ m_normalDiffuseES2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader);
+ m_normalDiffuseES2RenderPass->addRenderState(m_alphaCoverage);
+ m_normalDiffuseES2RenderPass->addRenderState(m_depthTest);
+
+ m_normalDiffuseGL3Technique->addRenderPass(m_normalDiffuseGL3RenderPass);
+ m_normalDiffuseGL2Technique->addRenderPass(m_normalDiffuseGL2RenderPass);
+ m_normalDiffuseES2Technique->addRenderPass(m_normalDiffuseES2RenderPass);
+
+ m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL3Technique);
+ m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL2Technique);
+ m_normalDiffuseEffect->addTechnique(m_normalDiffuseES2Technique);
+
+ m_normalDiffuseEffect->addParameter(m_ambientParameter);
+ m_normalDiffuseEffect->addParameter(m_diffuseParameter);
+ m_normalDiffuseEffect->addParameter(m_normalParameter);
+ m_normalDiffuseEffect->addParameter(m_specularParameter);
+ m_normalDiffuseEffect->addParameter(m_shininessParameter);
+ m_normalDiffuseEffect->addParameter(m_textureScaleParameter);
+
+ q->setEffect(m_normalDiffuseEffect);
+}
+
+
+/*!
+ \class Qt3DRender::QNormalDiffuseMapAlphaMaterial
+ \brief The QNormalDiffuseMapAlphaMaterial provides a default implementation of the phong lighting and bump effect where the diffuse light component
+ is read from a texture map and the normals of the mesh being rendered from a normal texture map. In addition, it defines an alpha to coverage and
+ a depth test to be performed in the rendering pass.
+ \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.
+*/
+/*!
+ Constructs a new Qt3DRender::QNormalDiffuseMapAlphaMaterial instance with parent object \a parent.
+*/
+QNormalDiffuseMapAlphaMaterial::QNormalDiffuseMapAlphaMaterial(QNode *parent)
+ : QNormalDiffuseMapMaterial(*new QNormalDiffuseMapAlphaMaterialPrivate, parent)
+{
+}
+
+/*!
+ Destroys the QNormalDiffuseMapAlphaMaterial instance.
+*/
+QNormalDiffuseMapAlphaMaterial::~QNormalDiffuseMapAlphaMaterial()
+{
+}
+
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE