| Commit message (Collapse) | Author | Age | Files | Lines |
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Change-Id: Ic123a704f904096e112b5bdece167800dfc295bb
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
(cherry picked from commit b7b7285d0198c6d7e0e2f1a10a90a386e04f9e90)
Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
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Task-number: QTBUG-87661
Change-Id: I594521a2b9aada164d684b8ef6ce71c730bfb64a
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Many of the examples were missing find_package() calls.
Some were missing some example install dir things.
Some missing special cases.
Some incorrectly specified library names due to missing mappings in
pro2cmake.
Some incorrectly specified target names.
Change-Id: I131a02dc679502ea6c1cdeb32962e77f09e672af
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Re-generate examples, but only the chunks that handle
INSTALL_EXAMPLESDIR, because there have been so many manual changes that
were not special-cased.
Fixes: QTBUG-87331
Change-Id: I0926c015ce2733b462adba18e3dbf47621a7e679
Reviewed-by: Alexandru Croitor <alexandru.croitor@qt.io>
Reviewed-by: Christophe Giboudeaux <christophe@krop.fr>
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Introduce new geometry view class for each.
Change-Id: I8e9a8f3a078d4cc63f9656ae8142e39f05d755c7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: If6c887c6356a160a5f3fb906d38a341fff0c7b29
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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In Extras, make QTorusMesh and others a QGeometryView rather than
a QGeometryRenderer. Requires changes to scene graphs here and there
but going forward there simple shapes could be used as proxies for
picking or collision detection, etc.
Change-Id: Id488e064080dfd303e448aba11e6b242236b81d4
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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All texture assets were made by KDAB under the CLA. The material
"sphere" mesh is from Allegorithmic and published under the
Creative Commons 4 license. See paragraph 1.2 of
https://www.allegorithmic.com/legal/substance-share
Task-number: QTBUG-61415
Change-Id: I23d61723bbac561e22e11fa57105b29148c01699
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
(cherry picked from commit 74c06c02f896c6aba408cfd0857d317378572736)
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Use BSD for all sources, and FDL for all documentation files.
Change-Id: Ifce7284d10947b4948be6ecf44fe3ff8be30f7f7
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Could be useful to have it around in an example still, so that people
get an idea on how to make their own framegraph in QML from scratch.
Some other examples have QML framegraphs too, but this one is simpler.
Change-Id: I9065af920b1233d3f06cfee71c59afe98359cb7e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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We remove the qml implementation of materials in extras that were also
implemented in C++. Note this is an API change for the materials having
texture properties. The QML ones had mistakenly a string property
instead of a texture one. This move also fixes this API issue on the QML
end.
Change-Id: Ibed14288cd7b8c5ab9615b74b949c6a73ac29329
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Looks like QML doesn't like animating only a single element of a 3d
vector. It seems to default the non-animating elements to 0. Instead
use a Vector3DAnimation.
Also added another animation to the transformation to make the
spotlight move back and forth in addition to sweeping it's local
direction angle.
Change-Id: Ief490752107b2b618dcf8500cb87561b3baea0bb
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I51d8068d9f910981db89fc26e4bd29b928faad56
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I6a350c5604e1503509b3f92d831f41e4ad7d62e2
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Also created a Quick3DExtras for QML related extras (Qt3DQuickWindow)
Change-Id: I1b95ea841e07ac8d68a07a1911d783b722e6fe03
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I5d195a0a1b988dbd9a87340645ada814bc3872fd
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Iac7b2389556edd9ccecb309ff6fb1f6cdce5a66b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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QBoundingVolumeDebug has been disabled for now. Will be re-enabled later on.
Change-Id: Id6b0abab2ec2aa697330bd20d782f9d104d25d50
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I1b52c7c2f437a63738ae506e429e649e57768531
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Mostly insertion of RenderSurfaceSelector, FrameGraph->RendererSettings,
remove parameter bindings
Change-Id: I182092d43b0842da07e995387c0fe174d45345df
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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As per API review
Change-Id: Ida081aa126ec285c090b244b3bf6abf579108feb
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Updated license headers to use new BSD header instead of LGPL3 one
(in those files which will be under BSD)
Change-Id: I300c5840db3fd4708d5d85e84f7c6729cba326e5
Reviewed-by: Lars Knoll <lars.knoll@theqtcompany.com>
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Change-Id: I3d034728781aa5b99868c92ea73ebf427ee88c5a
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Allows to restore most of the QML examples using this approach until a
more permanent solution can be developed (I have an idea on how to do
this and will try it today).
Change-Id: I9b9bb86a5323140be3ed2456cdfa91b1f93187b1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Contains:
Qt3DWindow
Qt3DQuickWindow
QFirstPersonCameraController
FirstPersonCameraController.qml
This will allow to get rid of the Camera configuration hack
Change-Id: I55c5634aa4c162f9dd2852d3258073a6352b426c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Hiding them in QAspectEnginePrivate and calling them when needed from
setRootEntity.
Change-Id: I4c3dfb19d84ae90cc15bbff29a4abd0705bb61dc
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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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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