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+/****************************************************************************
+**
+** Copyright (C) 2015 Lorenz Esch (TU Ilmenau).
+** Contact: http://www.qt-project.org/legal
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL3$
+** 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 http://www.qt.io/terms-conditions. For further
+** information use the contact form at http://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.LGPLv3 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.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 later 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 2.0 requirements will be
+** met: http://www.gnu.org/licenses/gpl-2.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "qpervertexcolormaterial.h"
+#include "qpervertexcolormaterial_p.h"
+#include <Qt3DRenderer/qmaterial.h>
+#include <Qt3DRenderer/qeffect.h>
+#include <Qt3DRenderer/qtechnique.h>
+#include <Qt3DRenderer/qshaderprogram.h>
+#include <Qt3DRenderer/qparameter.h>
+#include <Qt3DRenderer/qrenderpass.h>
+#include <Qt3DRenderer/qopenglfilter.h>
+#include <QUrl>
+#include <QVector3D>
+#include <QVector4D>
+
+QT_BEGIN_NAMESPACE
+
+namespace Qt3D {
+
+QPerVertexColorMaterialPrivate::QPerVertexColorMaterialPrivate(QPerVertexColorMaterial *qq)
+ : QMaterialPrivate(qq)
+ , m_vertexEffect(new QEffect())
+ , m_lightPositionParameter(new QParameter(QStringLiteral("lightPosition"), QVector4D(1.0f, 1.0f, 0.0f, 1.0f)))
+ , m_lightIntensityParameter(new QParameter(QStringLiteral("lightIntensity"), QVector3D(1.0f, 1.0f, 1.0f)))
+ , m_vertexGL3Technique(new QTechnique())
+ , m_vertexGL2Technique(new QTechnique())
+ , m_vertexES2Technique(new QTechnique())
+ , m_vertexGL3RenderPass(new QRenderPass())
+ , m_vertexGL2RenderPass(new QRenderPass())
+ , m_vertexES2RenderPass(new QRenderPass())
+ , m_vertexGL3Shader(new QShaderProgram())
+ , m_vertexGL2ES2Shader(new QShaderProgram())
+{
+}
+
+/*!
+ \class Qt3D::QPerVertexColorMaterial
+ \brief The QPerVertexColorMaterial class provides a default implementation for rendering the color properties set for each vertex.
+ \inmodule Qt3DRender
+ \since 5.5
+
+ This lighting effect is based on the combination of 2 lighting components ambient and diffuse. Ambient is set by the vertex color.
+ Diffuse takes in account the normal distribution of each vertex.
+
+ \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 rough surface reflections with the lights
+ \endlist
+
+ This material uses an effect with a single render pass approach and forms fragment lighting.
+ Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
+*/
+
+/*!
+ \fn Qt3D::QPerVertexColorMaterial::QPerVertexColorMaterial(QNode *parent)
+
+ Constructs a new QPerVertexColorMaterial instance with parent object \a parent.
+*/
+QPerVertexColorMaterial::QPerVertexColorMaterial(QNode *parent)
+ : QMaterial(*new QPerVertexColorMaterialPrivate(this), parent)
+{
+ Q_D(QPerVertexColorMaterial);
+ d->init();
+}
+
+/*!
+ \fn Qt3D::QPerVertexColorMaterial::~QPerVertexColorMaterial()
+
+ Destroys the QPerVertexColorMaterial
+*/
+QPerVertexColorMaterial::~QPerVertexColorMaterial()
+{
+}
+
+// TODO: Define how lights are proties are set in the shaders. Ideally using a QShaderData
+void QPerVertexColorMaterialPrivate::init()
+{
+ m_vertexGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/pervertexcolor.vert"))));
+ m_vertexGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/pervertexcolor.frag"))));
+ m_vertexGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/pervertexcolor.vert"))));
+ m_vertexGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/pervertexcolor.frag"))));
+
+ m_vertexGL3Technique->openGLFilter()->setApi(QOpenGLFilter::Desktop);
+ m_vertexGL3Technique->openGLFilter()->setMajorVersion(3);
+ m_vertexGL3Technique->openGLFilter()->setMinorVersion(1);
+ m_vertexGL3Technique->openGLFilter()->setProfile(QOpenGLFilter::Core);
+
+ m_vertexGL2Technique->openGLFilter()->setApi(QOpenGLFilter::Desktop);
+ m_vertexGL2Technique->openGLFilter()->setMajorVersion(2);
+ m_vertexGL2Technique->openGLFilter()->setMinorVersion(0);
+ m_vertexGL2Technique->openGLFilter()->setProfile(QOpenGLFilter::None);
+
+ m_vertexES2Technique->openGLFilter()->setApi(QOpenGLFilter::ES);
+ m_vertexES2Technique->openGLFilter()->setMajorVersion(2);
+ m_vertexES2Technique->openGLFilter()->setMinorVersion(0);
+ m_vertexES2Technique->openGLFilter()->setProfile(QOpenGLFilter::None);
+
+ m_vertexGL3RenderPass->setShaderProgram(m_vertexGL3Shader);
+ m_vertexGL2RenderPass->setShaderProgram(m_vertexGL2ES2Shader);
+ m_vertexES2RenderPass->setShaderProgram(m_vertexGL2ES2Shader);
+
+ m_vertexGL3Technique->addPass(m_vertexGL3RenderPass);
+ m_vertexGL2Technique->addPass(m_vertexGL2RenderPass);
+ m_vertexES2Technique->addPass(m_vertexES2RenderPass);
+
+ m_vertexEffect->addTechnique(m_vertexGL3Technique);
+ m_vertexEffect->addTechnique(m_vertexGL2Technique);
+ m_vertexEffect->addTechnique(m_vertexES2Technique);
+
+ m_vertexEffect->addParameter(m_lightPositionParameter);
+ m_vertexEffect->addParameter(m_lightIntensityParameter);
+
+ static_cast<QMaterial *>(q_ptr)->setEffect(m_vertexEffect);
+}
+
+} // Qt3D
+
+QT_END_NAMESPACE