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+/****************************************************************************
+**
+** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+** Contact: http://www.qt-project.org/legal
+**
+** 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 Digia. For licensing terms and
+** conditions see http://qt.digia.com/licensing. For further information
+** use the contact form at http://qt.digia.com/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 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Digia gives you certain additional
+** rights. These rights are described in the Digia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3.0 as published by the Free Software
+** Foundation and appearing in the file LICENSE.GPL included in the
+** packaging of this file. Please review the following information to
+** ensure the GNU General Public License version 3.0 requirements will be
+** met: http://www.gnu.org/copyleft/gpl.html.
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qnormaldiffusespecularmapmaterial.h"
+#include "qnormaldiffusespecularmapmaterial_p.h"
+#include <Qt3DRenderer/qmaterial.h>
+#include <Qt3DRenderer/qeffect.h>
+#include <Qt3DRenderer/qtexture.h>
+#include <Qt3DRenderer/qtechnique.h>
+#include <Qt3DRenderer/qshaderprogram.h>
+#include <Qt3DRenderer/qparameter.h>
+#include <Qt3DRenderer/qrenderpass.h>
+#include <Qt3DRenderer/qopenglfilter.h>
+#include <QUrl>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3D {
+
+QNormalDiffuseSpecularMapMaterialPrivate::QNormalDiffuseSpecularMapMaterialPrivate(QNormalDiffuseSpecularMapMaterial *qq)
+ : QMaterialPrivate(qq)
+ , m_normalDiffuseSpecularEffect(new QEffect())
+ , m_diffuseTexture(new QTexture(QTexture::Target2D))
+ , m_normalTexture(new QTexture(QTexture::Target2D))
+ , m_specularTexture(new QTexture(QTexture::Target2D))
+ , m_ambientParameter(new QParameter(QStringLiteral("ka"), QColor::fromRgbF(0.05f, 0.05f, 0.05f, 1.0f)))
+ , m_diffuseParameter(new QParameter(QStringLiteral("diffuseTexture"), m_diffuseTexture))
+ , m_normalParameter(new QParameter(QStringLiteral("normalTexture"), m_normalTexture))
+ , m_specularParameter(new QParameter(QStringLiteral("specularTexture"), m_specularTexture))
+ , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
+ , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
+ , m_normalDiffuseSpecularGL3Technique(new QTechnique())
+ , m_normalDiffuseSpecularGL2Technique(new QTechnique())
+ , m_normalDiffuseSpecularES2Technique(new QTechnique())
+ , m_normalDiffuseSpecularGL3RenderPass(new QRenderPass())
+ , m_normalDiffuseSpecularGL2RenderPass(new QRenderPass())
+ , m_normalDiffuseSpecularES2RenderPass(new QRenderPass())
+ , m_normalDiffuseSpecularGL3Shader(new QShaderProgram())
+ , m_normalDiffuseSpecularGL2ES2Shader(new QShaderProgram())
+{
+ m_diffuseTexture->setMagnificationFilter(QTexture::Linear);
+ m_diffuseTexture->setMinificationFilter(QTexture::LinearMipMapLinear);
+ m_diffuseTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat));
+ m_diffuseTexture->setGenerateMipMaps(true);
+ m_diffuseTexture->setMaximumAnisotropy(16.0f);
+
+ m_normalTexture->setMagnificationFilter(QTexture::Linear);
+ m_normalTexture->setMinificationFilter(QTexture::Linear);
+ m_normalTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat));
+ m_normalTexture->setMaximumAnisotropy(16.0f);
+
+ m_specularTexture->setMagnificationFilter(QTexture::Linear);
+ m_specularTexture->setMinificationFilter(QTexture::LinearMipMapLinear);
+ m_specularTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat));
+ m_specularTexture->setGenerateMipMaps(true);
+ m_specularTexture->setMaximumAnisotropy(16.0f);
+}
+
+void QNormalDiffuseSpecularMapMaterialPrivate::init()
+{
+ m_normalDiffuseSpecularGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/normaldiffusespecularmap.vert"))));
+ m_normalDiffuseSpecularGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/normaldiffusespecularmap.frag"))));
+ m_normalDiffuseSpecularGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/normaldiffusespecularmap.vert"))));
+ m_normalDiffuseSpecularGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/normaldiffusespecularmap.frag"))));
+
+ m_normalDiffuseSpecularGL3Technique->openGLFilter()->setApi(QOpenGLFilter::Desktop);
+ m_normalDiffuseSpecularGL3Technique->openGLFilter()->setMajorVersion(3);
+ m_normalDiffuseSpecularGL3Technique->openGLFilter()->setMinorVersion(1);
+ m_normalDiffuseSpecularGL3Technique->openGLFilter()->setProfile(QOpenGLFilter::Core);
+
+ m_normalDiffuseSpecularGL2Technique->openGLFilter()->setApi(QOpenGLFilter::Desktop);
+ m_normalDiffuseSpecularGL2Technique->openGLFilter()->setMajorVersion(2);
+ m_normalDiffuseSpecularGL2Technique->openGLFilter()->setMinorVersion(0);
+ m_normalDiffuseSpecularGL2Technique->openGLFilter()->setProfile(QOpenGLFilter::None);
+
+ m_normalDiffuseSpecularES2Technique->openGLFilter()->setApi(QOpenGLFilter::ES);
+ m_normalDiffuseSpecularES2Technique->openGLFilter()->setMajorVersion(2);
+ m_normalDiffuseSpecularES2Technique->openGLFilter()->setMinorVersion(0);
+ m_normalDiffuseSpecularES2Technique->openGLFilter()->setProfile(QOpenGLFilter::None);
+
+ m_normalDiffuseSpecularGL3RenderPass->setShaderProgram(m_normalDiffuseSpecularGL3Shader);
+ m_normalDiffuseSpecularGL2RenderPass->setShaderProgram(m_normalDiffuseSpecularGL2ES2Shader);
+ m_normalDiffuseSpecularES2RenderPass->setShaderProgram(m_normalDiffuseSpecularGL2ES2Shader);
+
+ m_normalDiffuseSpecularGL3Technique->addPass(m_normalDiffuseSpecularGL3RenderPass);
+ m_normalDiffuseSpecularGL2Technique->addPass(m_normalDiffuseSpecularGL2RenderPass);
+ m_normalDiffuseSpecularES2Technique->addPass(m_normalDiffuseSpecularES2RenderPass);
+
+ m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularGL3Technique);
+ m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularGL2Technique);
+ m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularES2Technique);
+
+ m_normalDiffuseSpecularEffect->addParameter(m_ambientParameter);
+ m_normalDiffuseSpecularEffect->addParameter(m_diffuseParameter);
+ m_normalDiffuseSpecularEffect->addParameter(m_normalParameter);
+ m_normalDiffuseSpecularEffect->addParameter(m_specularParameter);
+ m_normalDiffuseSpecularEffect->addParameter(m_shininessParameter);
+ m_normalDiffuseSpecularEffect->addParameter(m_textureScaleParameter);
+
+ static_cast<QMaterial *>(q_ptr)->setEffect(m_normalDiffuseSpecularEffect);
+}
+
+/*!
+ \class Qt3D::QNormalDiffuseSpecularMapMaterial
+ \brief The QNormalDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components
+ are read from texture maps 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.
+*/
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::QNormalDiffuseSpecularMapMaterial()
+ Constructs a new Qt3D::QNormalDiffuseSpecularMapMaterial instance with parent object \a parent.
+*/
+QNormalDiffuseSpecularMapMaterial::QNormalDiffuseSpecularMapMaterial(QNode *parent)
+ : QMaterial(*new QNormalDiffuseSpecularMapMaterialPrivate(this), parent)
+{
+ Q_D(QNormalDiffuseSpecularMapMaterial);
+ QObject::connect(d->m_ambientParameter, SIGNAL(valueChanged()), this, SIGNAL(ambientChanged()));
+ QObject::connect(d->m_diffuseParameter, SIGNAL(valueChanged()), this, SIGNAL(diffuseChanged()));
+ QObject::connect(d->m_normalParameter, SIGNAL(valueChanged()), this, SIGNAL(normalChanged()));
+ QObject::connect(d->m_specularParameter, SIGNAL(valueChanged()), this, SIGNAL(specularChanged()));
+ QObject::connect(d->m_shininessParameter, SIGNAL(valueChanged()), this, SIGNAL(shininessChanged()));
+ QObject::connect(d->m_textureScaleParameter, SIGNAL(valueChanged()), this, SIGNAL(textureScaleChanged()));
+ d->init();
+}
+
+
+QNormalDiffuseSpecularMapMaterial::QNormalDiffuseSpecularMapMaterial(QNormalDiffuseSpecularMapMaterialPrivate &dd, QNode *parent)
+ : QMaterial(dd, parent)
+{
+ Q_D(QNormalDiffuseSpecularMapMaterial);
+ QObject::connect(d->m_ambientParameter, SIGNAL(valueChanged()), this, SIGNAL(ambientChanged()));
+ QObject::connect(d->m_diffuseParameter, SIGNAL(valueChanged()), this, SIGNAL(diffuseChanged()));
+ QObject::connect(d->m_normalParameter, SIGNAL(valueChanged()), this, SIGNAL(normalChanged()));
+ QObject::connect(d->m_specularParameter, SIGNAL(valueChanged()), this, SIGNAL(specularChanged()));
+ QObject::connect(d->m_shininessParameter, SIGNAL(valueChanged()), this, SIGNAL(shininessChanged()));
+ QObject::connect(d->m_textureScaleParameter, SIGNAL(valueChanged()), this, SIGNAL(textureScaleChanged()));
+ d->init();
+}
+
+QNormalDiffuseSpecularMapMaterial::~QNormalDiffuseSpecularMapMaterial()
+{
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::ambient() const
+ \return the current QColor ambient value.
+ */
+QColor QNormalDiffuseSpecularMapMaterial::ambient() const
+{
+ Q_D(const QNormalDiffuseSpecularMapMaterial);
+ return d->m_ambientParameter->value().value<QColor>();
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::diffuse() const
+ \return the current diffuse map texture.
+ \b {Note:} By default the diffuse texture has a linear
+ magnification filter, a linear mipmap linear minification filter,
+ the wrap mode is repeat, the maximum anisotropy is set to 16.0
+ and mipmapping is enabled.
+ */
+QTexture *QNormalDiffuseSpecularMapMaterial::diffuse() const
+{
+ Q_D(const QNormalDiffuseSpecularMapMaterial);
+ return d->m_diffuseParameter->value().value<QTexture *>();
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::normal() const
+ \return the current normal map texture.
+ \b {Note:} By default the normal texture has linear minification
+ and magnification filters, the wrap mode is repeat and maximum anisotropy
+ is set to 16.0.
+ */
+QTexture *QNormalDiffuseSpecularMapMaterial::normal() const
+{
+ Q_D(const QNormalDiffuseSpecularMapMaterial);
+ return d->m_normalParameter->value().value<QTexture *>();
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::specular() const
+ \return the current specular map texture.
+ \b {Note:} By default the specular texture has a linear
+ magnification filter, a linear mipmap linear minification filter,
+ the wrap mode is repeat, the maximum anisotropy is set to 16.0
+ and mipmapping is enabled.
+ */
+QTexture *QNormalDiffuseSpecularMapMaterial::specular() const
+{
+ Q_D(const QNormalDiffuseSpecularMapMaterial);
+ return d->m_specularParameter->value().value<QTexture *>();
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::shininess() const
+ \return the current shininess as a float value.
+ */
+float QNormalDiffuseSpecularMapMaterial::shininess() const
+{
+ Q_D(const QNormalDiffuseSpecularMapMaterial);
+ return d->m_shininessParameter->value().toFloat();
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::textureScale() const
+ \return the current texture scale.
+ */
+float QNormalDiffuseSpecularMapMaterial::textureScale() const
+{
+ Q_D(const QNormalDiffuseSpecularMapMaterial);
+ return d->m_textureScaleParameter->value().toFloat();
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::setAmbient(const QColor &ambient)
+ Sets the current ambient color to \a ambient
+ */
+void QNormalDiffuseSpecularMapMaterial::setAmbient(const QColor &ambient)
+{
+ Q_D(QNormalDiffuseSpecularMapMaterial);
+ d->m_ambientParameter->setValue(ambient);
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::setDiffuse(QTexture *diffuse)
+ Sets the current diffuse map to \a diffuse.
+ */
+void QNormalDiffuseSpecularMapMaterial::setDiffuse(QTexture *diffuse)
+{
+ Q_D(QNormalDiffuseSpecularMapMaterial);
+ d->m_diffuseParameter->setValue(QVariant::fromValue(diffuse));
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::setNormal(QTexture *normal)
+ Sets the current normal map to \a normal.
+ */
+void QNormalDiffuseSpecularMapMaterial::setNormal(QTexture *normal)
+{
+ Q_D(QNormalDiffuseSpecularMapMaterial);
+ d->m_normalParameter->setValue(QVariant::fromValue(normal));
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::setSpecular(QTexture *specular)
+ Sets the current specular map to \a specular.
+ */
+void QNormalDiffuseSpecularMapMaterial::setSpecular(QTexture *specular)
+{
+ Q_D(QNormalDiffuseSpecularMapMaterial);
+ d->m_specularParameter->setValue(QVariant::fromValue(specular));
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::setShininess(float shininess)
+ Sets the current shininess value to \a shininess.
+ */
+void QNormalDiffuseSpecularMapMaterial::setShininess(float shininess)
+{
+ Q_D(QNormalDiffuseSpecularMapMaterial);
+ d->m_shininessParameter->setValue(shininess);
+}
+
+/*!
+ \fn Qt3D::QNormalDiffuseSpecularMapMaterial::setTextureScale(float textureScale)
+ Sets the current texture scale to \a textureScale.
+ */
+void QNormalDiffuseSpecularMapMaterial::setTextureScale(float textureScale)
+{
+ Q_D(QNormalDiffuseSpecularMapMaterial);
+ d->m_textureScaleParameter->setValue(textureScale);
+}
+
+} // Qt3D
+
+QT_END_NAMESPACE