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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 "qnormaldiffusemapmaterial.h"
+#include "qnormaldiffusemapmaterial_p.h"
+#include <Qt3DRender/qfilterkey.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 <QUrl>
+#include <QVector3D>
+#include <QVector4D>
+
+QT_BEGIN_NAMESPACE
+
+using namespace Qt3DRender;
+
+namespace Qt3DExtras {
+
+QNormalDiffuseMapMaterialPrivate::QNormalDiffuseMapMaterialPrivate()
+ : QMaterialPrivate()
+ , m_normalDiffuseEffect(new QEffect())
+ , m_diffuseTexture(new QTexture2D())
+ , m_normalTexture(new QTexture2D())
+ , m_ambientParameter(new QParameter(QStringLiteral("ka"), QColor::fromRgbF(0.1f, 0.1f, 0.1f, 1.0f)))
+ , m_diffuseParameter(new QParameter(QStringLiteral("diffuseTexture"), m_diffuseTexture))
+ , m_normalParameter(new QParameter(QStringLiteral("normalTexture"), m_normalTexture))
+ , m_specularParameter(new QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.01f, 0.01f, 0.01f, 1.0f)))
+ , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
+ , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
+ , m_normalDiffuseGL3Technique(new QTechnique())
+ , m_normalDiffuseGL2Technique(new QTechnique())
+ , m_normalDiffuseES2Technique(new QTechnique())
+ , m_normalDiffuseGL3RenderPass(new QRenderPass())
+ , m_normalDiffuseGL2RenderPass(new QRenderPass())
+ , m_normalDiffuseES2RenderPass(new QRenderPass())
+ , m_normalDiffuseGL3Shader(new QShaderProgram())
+ , m_normalDiffuseGL2ES2Shader(new QShaderProgram())
+ , m_filterKey(new QFilterKey)
+{
+ m_diffuseTexture->setMagnificationFilter(QAbstractTexture::Linear);
+ m_diffuseTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear);
+ m_diffuseTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat));
+ m_diffuseTexture->setGenerateMipMaps(true);
+ m_diffuseTexture->setMaximumAnisotropy(16.0f);
+
+ m_normalTexture->setMagnificationFilter(QAbstractTexture::Linear);
+ m_normalTexture->setMinificationFilter(QAbstractTexture::Linear);
+ m_normalTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat));
+ m_normalTexture->setMaximumAnisotropy(16.0f);
+}
+
+void QNormalDiffuseMapMaterialPrivate::init()
+{
+ connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QNormalDiffuseMapMaterialPrivate::handleAmbientChanged);
+ connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QNormalDiffuseMapMaterialPrivate::handleDiffuseChanged);
+ connect(m_normalParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QNormalDiffuseMapMaterialPrivate::handleNormalChanged);
+ connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QNormalDiffuseMapMaterialPrivate::handleSpecularChanged);
+ connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QNormalDiffuseMapMaterialPrivate::handleShininessChanged);
+ connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QNormalDiffuseMapMaterialPrivate::handleTextureScaleChanged);
+
+ m_normalDiffuseGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/normaldiffusemap.vert"))));
+ m_normalDiffuseGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/normaldiffusemap.frag"))));
+ m_normalDiffuseGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/normaldiffusemap.vert"))));
+ m_normalDiffuseGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/normaldiffusemap.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_normalDiffuseGL3RenderPass->setShaderProgram(m_normalDiffuseGL3Shader);
+ m_normalDiffuseGL2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader);
+ m_normalDiffuseES2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader);
+
+ 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);
+}
+
+void QNormalDiffuseMapMaterialPrivate::handleAmbientChanged(const QVariant &var)
+{
+ Q_Q(QNormalDiffuseMapMaterial);
+ emit q->ambientChanged(var.value<QColor>());
+}
+
+void QNormalDiffuseMapMaterialPrivate::handleDiffuseChanged(const QVariant &var)
+{
+ Q_Q(QNormalDiffuseMapMaterial);
+ emit q->diffuseChanged(var.value<QAbstractTexture *>());
+}
+
+void QNormalDiffuseMapMaterialPrivate::handleNormalChanged(const QVariant &var)
+{
+ Q_Q(QNormalDiffuseMapMaterial);
+ emit q->normalChanged(var.value<QAbstractTexture *>());
+}
+
+void QNormalDiffuseMapMaterialPrivate::handleSpecularChanged(const QVariant &var)
+{
+ Q_Q(QNormalDiffuseMapMaterial);
+ emit q->specularChanged(var.value<QColor>());
+}
+
+void QNormalDiffuseMapMaterialPrivate::handleShininessChanged(const QVariant &var)
+{
+ Q_Q(QNormalDiffuseMapMaterial);
+ emit q->shininessChanged(var.toFloat());
+}
+
+void QNormalDiffuseMapMaterialPrivate::handleTextureScaleChanged(const QVariant &var)
+{
+ Q_Q(QNormalDiffuseMapMaterial);
+ emit q->textureScaleChanged(var.toFloat());
+}
+
+/*!
+ \class Qt3DRender::QNormalDiffuseMapMaterial
+ \brief The QNormalDiffuseMapMaterial 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.
+ \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::QNormalDiffuseMapMaterial instance with parent object \a parent.
+*/
+QNormalDiffuseMapMaterial::QNormalDiffuseMapMaterial(QNode *parent)
+ : QMaterial(*new QNormalDiffuseMapMaterialPrivate, parent)
+{
+ Q_D(QNormalDiffuseMapMaterial);
+ d->init();
+}
+
+/*! \internal */
+QNormalDiffuseMapMaterial::QNormalDiffuseMapMaterial(QNormalDiffuseMapMaterialPrivate &dd, QNode *parent)
+ : QMaterial(dd, parent)
+{
+ Q_D(QNormalDiffuseMapMaterial);
+ d->init();
+}
+
+/*!
+ Destroys the QNormalDiffuseMapMaterial instance.
+*/
+QNormalDiffuseMapMaterial::~QNormalDiffuseMapMaterial()
+{
+}
+
+/*!
+ \property Qt3DRender::QNormalDiffuseMapMaterial::ambient
+
+ Holds the current ambient color.
+*/
+QColor QNormalDiffuseMapMaterial::ambient() const
+{
+ Q_D(const QNormalDiffuseMapMaterial);
+ return d->m_ambientParameter->value().value<QColor>();
+}
+
+/*!
+ \property Qt3DRender::QNormalDiffuseMapMaterial::specular
+
+ Holds the current specular color.
+*/
+QColor QNormalDiffuseMapMaterial::specular() const
+{
+ Q_D(const QNormalDiffuseMapMaterial);
+ return d->m_specularParameter->value().value<QColor>();
+}
+
+/*!
+ \property Qt3DRender::QNormalDiffuseMapMaterial::diffuse
+
+ Holds the current diffuse map texture.
+
+ By default, the diffuse texture has these properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Linear mipmap with mipmapping enabled
+ \li Repeat wrap modeM
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+QAbstractTexture *QNormalDiffuseMapMaterial::diffuse() const
+{
+ Q_D(const QNormalDiffuseMapMaterial);
+ return d->m_diffuseParameter->value().value<QAbstractTexture *>();
+}
+
+/*!
+ \property Qt3DRender::QNormalDiffuseMapMaterial::normal
+
+ Holds the current normal map texture.
+
+ By default, the normal texture has the following properties:
+
+ \list
+ \li Linear minification and magnification filters
+ \li Repeat wrap mode
+ \li Maximum anisotropy of 16.0
+ \endlist
+*/
+QAbstractTexture *QNormalDiffuseMapMaterial::normal() const
+{
+ Q_D(const QNormalDiffuseMapMaterial);
+ return d->m_normalParameter->value().value<QAbstractTexture *>();
+}
+
+/*!
+ \property Qt3DRender::QNormalDiffuseMapMaterial::shininess
+
+ Holds the current shininess as a float value.
+*/
+float QNormalDiffuseMapMaterial::shininess() const
+{
+ Q_D(const QNormalDiffuseMapMaterial);
+ return d->m_shininessParameter->value().toFloat();
+}
+
+/*!
+ \property Qt3DRender::QNormalDiffuseMapMaterial::textureScale
+
+ Holds the current texture scale as a float value.
+*/
+float QNormalDiffuseMapMaterial::textureScale() const
+{
+ Q_D(const QNormalDiffuseMapMaterial);
+ return d->m_textureScaleParameter->value().toFloat();
+}
+
+void QNormalDiffuseMapMaterial::setAmbient(const QColor &ambient)
+{
+ Q_D(QNormalDiffuseMapMaterial);
+ d->m_ambientParameter->setValue(ambient);
+}
+
+void QNormalDiffuseMapMaterial::setSpecular(const QColor &specular)
+{
+ Q_D(QNormalDiffuseMapMaterial);
+ d->m_specularParameter->setValue(specular);
+}
+
+void QNormalDiffuseMapMaterial::setDiffuse(QAbstractTexture *diffuse)
+{
+ Q_D(QNormalDiffuseMapMaterial);
+ d->m_diffuseParameter->setValue(QVariant::fromValue(diffuse));
+}
+
+void QNormalDiffuseMapMaterial::setNormal(QAbstractTexture *normal)
+{
+ Q_D(QNormalDiffuseMapMaterial);
+ d->m_normalParameter->setValue(QVariant::fromValue(normal));
+}
+
+void QNormalDiffuseMapMaterial::setShininess(float shininess)
+{
+ Q_D(QNormalDiffuseMapMaterial);
+ d->m_shininessParameter->setValue(shininess);
+}
+
+void QNormalDiffuseMapMaterial::setTextureScale(float textureScale)
+{
+ Q_D(QNormalDiffuseMapMaterial);
+ d->m_textureScaleParameter->setValue(textureScale);
+}
+
+} // namespace Qt3DRender
+
+QT_END_NAMESPACE