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Diffstat (limited to 'src/extras/defaults/qnormaldiffusemapmaterial.cpp')
-rw-r--r-- | src/extras/defaults/qnormaldiffusemapmaterial.cpp | 363 |
1 files changed, 363 insertions, 0 deletions
diff --git a/src/extras/defaults/qnormaldiffusemapmaterial.cpp b/src/extras/defaults/qnormaldiffusemapmaterial.cpp new file mode 100644 index 000000000..01d67a477 --- /dev/null +++ b/src/extras/defaults/qnormaldiffusemapmaterial.cpp @@ -0,0 +1,363 @@ +/**************************************************************************** +** +** 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 |