| Commit message (Collapse) | Author | Age | Files | Lines |
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0.95 -> 0.01 to prevent eye-poppingly white specular highlights.
Change-Id: I3e765bad13afe991053932e73cea13b95c950c1c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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As opposed to (mostly) camera space. Oops.
While somewhat hidden with point lights, the problem became apparent with
directional lights.
Now that we have proper directional lights, change the default light, that is
used when no light components are specified at all, from point to directional
since this is cheaper and provides less surprises with arbitrary scenes.
Also remove the duplicate phongalpha vertex shader in the process.
Change-Id: I295660a1400b16b69e1516672e31794312ee48d1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I61a4e072c1a2e00cdbcee917aa557e56fb8cb7c0
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Iecf4d0fcb42e41e486d8cd6bf943c09878c7bbb2
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Two animated lights with the position of the lights represented
as spheres.
Change-Id: I5e337a4c2932e75dc4d676d4d9b9349249f6b227
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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QAbstractLight becomes QLight and gets its own backend node. This way we can
easily gather all lights for the scene and filter them when building render
commands.
Both the frontend and backend remain a subclass of (Q)ShaderData
but will not be part of the ordinary ShaderData component list. This
prevents mixing up ShaderDatas and Lights but allows reusing the same
underlying infrastructure so that properties can automatically be
transformed for example. It is worth noting that the position property for
lights is now removed: the position is determined by the entity's (to which
the light component belongs) position.
A number of changes are made to ShaderData itself as backend subclassing
with different managers is not straightforward.
For now the distance between the rendered entity and the entity with
the light component is calculated and lights will be chosen based on
this distance. A framegraph node for controlling this will be added
in future patches.
No uniform setting or shader changes are included here.
Task-number: QTBUG-48834
Change-Id: I43a6c5f9420d4254d798c558bd58680b2b09eceb
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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