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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 "qtexturematerial.h"
+#include "qtexturematerial_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>
+
+QT_BEGIN_NAMESPACE
+
+using namespace Qt3DRender;
+
+namespace Qt3DExtras {
+
+QTextureMaterialPrivate::QTextureMaterialPrivate()
+ : QMaterialPrivate()
+ , m_textureEffect(new QEffect)
+ , m_textureParameter(new QParameter(QStringLiteral("diffuseTexture"), new QTexture2D))
+ , m_textureOffsetParameter(new QParameter(QStringLiteral("texCoordOffset"), QVector2D(0.0f, 0.0f)))
+ , m_textureGL3Technique(new QTechnique)
+ , m_textureGL2Technique(new QTechnique)
+ , m_textureES2Technique(new QTechnique)
+ , m_textureGL3RenderPass(new QRenderPass)
+ , m_textureGL2RenderPass(new QRenderPass)
+ , m_textureES2RenderPass(new QRenderPass)
+ , m_textureGL3Shader(new QShaderProgram)
+ , m_textureGL2ES2Shader(new QShaderProgram)
+ , m_filterKey(new QFilterKey)
+{
+}
+
+void QTextureMaterialPrivate::init()
+{
+ connect(m_textureParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QTextureMaterialPrivate::handleTextureChanged);
+ connect(m_textureOffsetParameter, &Qt3DRender::QParameter::valueChanged,
+ this, &QTextureMaterialPrivate::handleTextureOffsetChanged);
+
+ m_textureGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/unlittexture.vert"))));
+ m_textureGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/unlittexture.frag"))));
+ m_textureGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/unlittexture.vert"))));
+ m_textureGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/unlittexture.frag"))));
+
+ m_textureGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
+ m_textureGL3Technique->graphicsApiFilter()->setMajorVersion(3);
+ m_textureGL3Technique->graphicsApiFilter()->setMinorVersion(1);
+ m_textureGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
+
+ m_textureGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
+ m_textureGL2Technique->graphicsApiFilter()->setMajorVersion(2);
+ m_textureGL2Technique->graphicsApiFilter()->setMinorVersion(0);
+ m_textureGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
+
+ m_textureES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
+ m_textureES2Technique->graphicsApiFilter()->setMajorVersion(2);
+ m_textureES2Technique->graphicsApiFilter()->setMinorVersion(0);
+ m_textureES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
+
+ Q_Q(QTextureMaterial);
+ m_filterKey->setParent(q);
+ m_filterKey->setName(QStringLiteral("renderingStyle"));
+ m_filterKey->setValue(QStringLiteral("forward"));
+
+ m_textureGL3Technique->addFilterKey(m_filterKey);
+ m_textureGL2Technique->addFilterKey(m_filterKey);
+ m_textureES2Technique->addFilterKey(m_filterKey);
+
+ m_textureGL3RenderPass->setShaderProgram(m_textureGL3Shader);
+ m_textureGL2RenderPass->setShaderProgram(m_textureGL2ES2Shader);
+ m_textureES2RenderPass->setShaderProgram(m_textureGL2ES2Shader);
+
+ m_textureGL3Technique->addRenderPass(m_textureGL3RenderPass);
+ m_textureGL2Technique->addRenderPass(m_textureGL2RenderPass);
+ m_textureES2Technique->addRenderPass(m_textureES2RenderPass);
+
+ m_textureEffect->addTechnique(m_textureGL3Technique);
+ m_textureEffect->addTechnique(m_textureGL2Technique);
+ m_textureEffect->addTechnique(m_textureES2Technique);
+
+ m_textureEffect->addParameter(m_textureParameter);
+ m_textureEffect->addParameter(m_textureOffsetParameter);
+
+ q->setEffect(m_textureEffect);
+}
+
+void QTextureMaterialPrivate::handleTextureChanged(const QVariant &var)
+{
+ Q_Q(QTextureMaterial);
+ emit q->textureChanged(var.value<QAbstractTexture *>());
+}
+
+void QTextureMaterialPrivate::handleTextureOffsetChanged(const QVariant &var)
+{
+ Q_Q(QTextureMaterial);
+ emit q->textureOffsetChanged(var.value<QVector2D>());
+}
+
+/*!
+ \class Qt3DExtras::QTextureMaterial
+ \brief The QTextureMaterial provides a default implementation of a simple unlit
+ texture material.
+ \inmodule Qt3DExtras
+ \since 5.9
+ \inherits Qt3DRender::QMaterial
+
+ This material uses an effect with a single render pass approach. Techniques are provided
+ for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+
+/*!
+ Constructs a new QTextureMaterial instance with parent object \a parent.
+ */
+QTextureMaterial::QTextureMaterial(QNode *parent)
+ : QMaterial(*new QTextureMaterialPrivate, parent)
+{
+ Q_D(QTextureMaterial);
+ d->init();
+}
+
+/*!
+ Destroys the QTextureMaterial instance.
+*/
+QTextureMaterial::~QTextureMaterial()
+{
+}
+
+/*!
+ \property QTextureMaterial::texture
+
+ Holds the current texture used by the material.
+*/
+QAbstractTexture *QTextureMaterial::texture() const
+{
+ Q_D(const QTextureMaterial);
+ return d->m_textureParameter->value().value<QAbstractTexture *>();
+}
+
+/*!
+ \property QTextureMaterial::textureOffset
+
+ Holds the current texture offset. It is applied to texture
+ coordinates at render time. Defaults to (0.0, 0.0).
+
+*/
+QVector2D QTextureMaterial::textureOffset() const
+{
+ Q_D(const QTextureMaterial);
+ return d->m_textureOffsetParameter->value().value<QVector2D>();
+}
+
+void QTextureMaterial::setTexture(QAbstractTexture *texture)
+{
+ Q_D(QTextureMaterial);
+ d->m_textureParameter->setValue(QVariant::fromValue(texture));
+}
+
+void QTextureMaterial::setTextureOffset(QVector2D textureOffset)
+{
+ Q_D(QTextureMaterial);
+ d->m_textureOffsetParameter->setValue(QVariant::fromValue(textureOffset));
+}
+
+} // namespace Qt3DExtras
+
+QT_END_NAMESPACE