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This is needed to add logic for geometry functors that needs to be loaded.
Change-Id: I06e59447c41ea8e08cfdb77fc94084837afebeac
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I367e1f736d1a55e76fdd4633a9da34832db9bae7
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I43219476a1d0a6d4fd9675a2875e0a091a131f5e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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RenderMesh is replaced by RenderGeometryRenderer which is also unit tested
Change-Id: Ia123350ba881aadd4728d083e0ceb1b4b76fa684
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I77e0e319a45e91acb1312d1616b030285f215393
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I17339cfc3b7c05ee915c7b2dae359bf844c15036
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I19ae5dc944de3eab3081eda4b4ad95863c182e4d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I4ec30f6a4c497630132a546bfefc571df339c3ae
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I87c277b51f815599ae59cebcf6a13ebb9eeccbea
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Idb08f1008c6b566b2d381c4fc8e70c8b5894b146
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I746cd7bc2e2c6635bde0cc16571eebf91ced39ed
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Iadb91977da8927544bd3b90ee512128367d70b84
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Each buffer when it receives a new functor adds itself with the buffer
manager. This then allows to build LoadBufferJob instances for each buffer to
be loaded. The buffers can then be loaded before a frame is rendered.
The GeometryRendererManager has been moved back with other managers and the
BufferManager takes its place to handle the additional management of dirty
buffers.
Renderer updated accordingly.
Change-Id: I5df839b56d18de077e1ff2921cb481ed8f613567
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Also added a dataSize property to know the number of components per vertice (1 - 4)
Change-Id: Iaa7cee2a53958ed2ec2f603f3ffc7971c027991d
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ic896425284c69a4cd71365b592444ce7edbc2dc2
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This avoids useless binding unbinding
Change-Id: Ibe1d76db0d58cf385ab2e5884a56174938ae307d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: If3cb6c55ea80191c87470d8bed7a5a0c7b16d214
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Remove method that aren't needed anymore since the backend takes care of
creating and abstracting resources to be used with the Graphics Rendering API
Change-Id: Ib862fed16a4a775abfe85b707e33294f53a5b1a1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Note: This breaks rendering with QMeshData. All the default meshes will be
ported to QGeometryRenderer in follow up commits.
Change-Id: I33f85c079c40fa675e06c5a49fdc9029507318e0
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This will be used as the count to pass to the draw calls
Change-Id: I2bccb35775cd6ba1132944d4d91aa5724ab00033
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This tool, integrated with qmake, converts anything assimp imports into
glTF 0.8 that is then packed, together with all external resources, into
compressed Qt resource files.
This allows importing models, typically provided as .obj or .3ds or
Collada, into applications, while ensuring fast load times even on slower
embedded/mobile devices.
When the prf rule is installed, applications can add the following in
their .pro files:
MODELS = model1.obj model2.dae model3.3ds
load(qgltf)
The result is three .qrb files that can be registered to the resource
system and deployed alongside the application. These compressed external
resource files contain all the glTF, mesh binary, extracted embedded
textures, external textures, and shaders under a /models prefix.
Deployment is also automated as the qrbs are added to INSTALLS and thus
get deployed alongside the binary onto the target device.
Parameters can be set in QGLTF_PARAMS before the load(). See qgltf --help.
This is a host tool, suitable for cross-compiling environments. The downside
is that it cannot use QtGui and thus some texture functionality relying on
QImage is disabled for now.
The technique and shaders are pre-defined and selected from a set of
built-in shaders (color, diffuse-map, diffuse-specular-map,
normal-diffuse-map, normal-diffuse-specular-map) based on the material
parameters encountered. The texture and sampler parameters are fixed
and should be good enough for most cases.
Importing shaders or advanced type of materials is not an option since
formats like .obj will not come with any detailed information on this.
The output will always contain a single, dummy point light for now.
Supported texture parameters: diffuse, specular, normal
Supported color parameters: diffuse, specular, ambient
Supported float parameters: shininess
Other material parameters are ignored.
Passing -g generates version 150 core shaders in addition to the GL(ES) 2 ones.
These are referenced from a custom "uri_core" property under "shaders".
Keyframed animations for the nodes' translate/rotate/scale properties are
supported. Skeletal animations are not currently supported.
Change-Id: I59a6e0a9759d002976b94a378be87ecf4004e6bf
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Note: this will only work with OpenGL 3 for base vertex and 4.2 for base
instance.
Change-Id: I8f13e1f315746f373560f2e84b4fd55558529b50
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I4b5a45c4486cd9210f1a3f81683508c5c48b82ef
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I52b659fef8bc3ebc1693b2dfe36eb9b998a30621
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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One LoadBufferJob will be created per unique dirty buffer so that buffer data
loading can be easily parallelized.
Change-Id: Icb0e4fcb2f0262d9a5eb349a01d30788f5138c0b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Whenever a GeometryRenderer gets dirty, it add itself to the
GeometryRendererManager so that it can be processed and updated by an aspect
job.
Change-Id: Idb19dfd20d4add8d5fe47c7a76534ff7b10153a7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Needed in order to make the RenderGeometryRenderer aware of its manager.
This way it will be later able to add itself to the manager when set to dirty
in order to be processed by some aspect jobs.
Change-Id: Id7778e30286e9a0f14150e5b2c43a675b2372154
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I3b7668f5e2c3fa74668e2bbbdea360a358d56aa4
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I96b68488f4084085307f32829a2dd85777e4d750
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I94ad9870a819af165fbbeae3a51db05c043d40ca
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This will make it easier to add new properties such as a list of dirty
GeometryRenderer to be updated...
Change-Id: I30b07d72d373e70c0e2a96a4a47aff9cf63545a4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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To retrieve RenderGeometryRenderer components
Change-Id: Ic07fa30d45fef4510fbea0ec069cc7cb64d76cab
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Demonstrate how to use the Buffer API to create a custom tetrahedron mesh.
Change-Id: Ie30458c8a6dc3e2d8b1c6aef4a95a57f4cc63de9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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* BufferManager
* AttributeManager
* GeometryManager
* GeometryRendererManager
Change-Id: I4c8336576492a204e86ed0f65a08ddbe359db911
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I9d56ca143cc772fe8e4627c872453b38e0c6fce2
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I848cb20d20e59d3fa18c6336d3649e7ad810494d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I65a2dbd1491356ef9b5f33024b973031cd5be4d1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Id8f2f2c5a155ac8f1d59751a8fc19f363de9c4f0
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I219eb25be01650f81c9529c3ba1613eb012e2f48
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Once this set of changes is complete, the RenderMesh class might propably get
removed.
Change-Id: If814974cf90005e261a8a0328c4e47c56752ca4c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ife9e6572349ffbb14c95e75b12d35f8800612f32
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I4586e26e9785b29e2128e3c4d40895122306346e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I42de9da48c9f29a30e20e8be61114e2c7d824855
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I7761533652933f1f11b808ce735b4be4687846ce
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I68966daa5d4d4e103336d57945137b15655ebee1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Iffbb600e4af04d37d693c53b4236febf8112f4a0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I416ba10e80ef9d81d5c5430abf676a5a68322ab8
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I400ff797244d7e3493b145ab63f99b6e806f907b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I6fe878ac5eea05e80f59acbaafb6f5c7400145a7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ic1e2d358ebb692624aae2db2b66c1f67720a0733
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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