| Commit message (Collapse) | Author | Age | Files | Lines |
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Modules cannot have their examples in the top-level examples directory because
in the pre-built packages all modules' examples are merged together.
Change-Id: I80fdbb8f1ec6f3d8fd793e4d856e705000237127
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This was probably forgotten when the property name was changed fron QByteArray
to char *.
Change-Id: Idd6a988703a241519b3aba7b1d127adae5e1375e
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Hopefully in the long term we can make the renderer smart enough
that it can automatically use instancing to render such things.
Change-Id: I9f5cfabeea11f5e6b925d5ad2466afa8e601e6f8
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Icf48692501df3647d05d9a5ad9c4017bde650b87
Reviewed-by: Laszlo Agocs <laszlo.agocs@theqtcompany.com>
Reviewed-by: Shawn Rutledge <shawn.rutledge@digia.com>
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This can be reverted following the merge from dev -> 5.5.
Change-Id: I7b85e64aa91d9ed81e3ef4d866e531056314d72e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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To preserve our sanity we will only support ES 3.x, not 2.0 + GL_OES_depth_texture
+ EXT_shadow_samplers. This way we can provide version 300 es shaders and do not
have to introduce yet another filter and technique.
Change-Id: Ib5c826d6540b4848f0cb4629e5311150169a9697
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I939927270786773522ca7a327195cc504dccc412
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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texture2D() is not available in core profiles, although some drivers accept
it. Instead, use texture() in >=130 shaders.
Change-Id: I555d7b1fb7229db1fdb7257bd23a3a38d0087d88
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Make sure it builds on obscure platforms like WinCE.
Functions like cosf live in some unexpected headers there.
Best is to avoid the issue altogether by using the qmath functions.
Change-Id: I3cbf0f811aef36997ad38db431426e9eb582198b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Version 140 (OpenGL 3.1) does not support the namespacing features yet.
Instance names are introduced only in 150 (OpenGL 3.2).
Change-Id: I3917093113beff6049c25c3282c13062d220700b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This way they are compatible with how mesh and texture source URLs
are handled.
Change-Id: Ifeee504fd3f5957d23f5cade92a73663488bdaf9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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As for preparation for Qt5.5 release the copyright header is
updated to correspond the current license requirements.
Change-Id: I36632918b66f455539453b42c369689fb11298ec
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I5baf9e45cb9f16c6607948e5dce670e70edcdd3d
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: If06f2943fda92512437768a749055968d7c9af04
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ibe21febfee752e7708b909b5411e35f75ebfb9e5
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I36d48c6eba94d20c7accc76e684f8ba36f2a53cc
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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That enforces to use one of the subclasses.
Change-Id: Idba7300ed322954ba6866c4a262ad4ee74c024e5
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This will avoid qtexture.h/cpp becoming to large.
Change-Id: I5965b6f164951d1110145defe337fab76fea2b94
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This is done prior to the whole texture API refactoring.
Doc was also added, might need improvement later on but a base is present at
least.
Change-Id: I75589f14dfbfba7bc4250b2e0960670e020ed38a
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Demonstrate the use of a CubeMapTexture
Note: cubemap textures added to the example resources assets as webp
Change-Id: I68256c204c3ccde7a4cc744238135dbd9b317198
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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It should work with any version, including ES2.
Change-Id: Ia13a84f85d2f2f1d3518b516cb221d240fdaa80c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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In general make the code slightly more robust.
Change-Id: I54b3a6c91d0cf086e0bd804f95a2286d2ec00452
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I5fb20950cb5f829ab6beb42c1f9d97b6ae94c884
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I134a0ed43473d9b04f6cc049e6bbe60bd059cb02
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Builds a Key of 3 values (shader, state change cost, depth)
Uses the program DNA for the shader comparison.
The key is configured by the FrameGraph QSortMethod/QSortCriterion nodes.
Change-Id: I9fa57ac456b81daac2cc4673446778da1948ef92
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ie91682eb9bdebb4fc95a31c1ec96da39f8a16eba
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I7bbff1aed73389909881f08d82d344c1f7b03576
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ifd76233a38b07ee82bb0dca2cd69746144711c11
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Tested on:
* Layer
* Material
* Mesh
* Transform
* CameraLens
This example will be completed later on to test the enabled flag on FrameGraph
node.
Change-Id: Ia128ea5e5c8624ef2b11d82bd541a635f349727f
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I8b7637d80e3b9b2ad1b140f32a5e824d2547a936
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This aspect doesn't need to depend on a QWindow, any QObject can do as
long as we can have an event filter on it and we see input events on it.
Rename the whole concept to "view" in the process.
Change-Id: Idce2fcc37c5679fe0f7915d27793685167dd59a6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I714cf941230fdd83f0de37125bf44b4888662b25
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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With this move it also becomes a private class. As a result I had to
touch all the examples as you won't get camera navigation anymore if the
input aspect is not registered.
Quick3DConfiguration doesn't depend on the QuickWindow singleton hack
anymore, it tries to get back to the aspects and set the camera on the
ones having a corresponding property.
It also mostly empties Window and QuickWindow.
Change-Id: Ife1644bd338e51929bad1e99089bd5e4c68ebc68
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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There was a conflict between ForwardRenderer which is a default FrameGrapg and
the FrameGraph in ForwardRenderer.qml
Change-Id: I4b7dd9664b100858ce3b5f10d9d02eca6a8f5f52
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Iee7e88dd9320a875a8986d89dfc5ecc512a389ff
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I527c6fb455ca3e260f47e7414bf606c5e5a2c061
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Iadf8de6a91fe8e00d0847ffb4bedeec5a44642b4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I7638fbfbff4fe472fd4fd4b85fb2fb230159614b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I2e2ae2fee85c6abd6825e1e7e97efcc87b038c42
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I4035532db5633dda8ae8d53baf08324e0c68bc96
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ic0aad40da195a89198a1e43fd80a23ff785491db
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Iade146d9d63ba9d8b33953467e67d5864d0469b9
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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To test OpenGL2: comment addTechnique(m_gl3Technique); in finaleffect.cpp
Note: also fixed the FrameGraph tree, the draw screen quad was executed first
and then the fill GBUffer, it still worked as the screen quad reused the
GBuffer from the previous frame.
Change-Id: I52c0c11017e057a5042804ad49ccd1a3baf1d857
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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To test OpenGL 2: comment the OpenGL 3.1 technique in FinalEffect
Change-Id: I475e0881a8954bf652fbc0796103ddbb74f62474
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Created subclass of QShaderData to hold all lights for the scene.
GL3 shader updated accordingly.
For GL2/ES2 to work, QShaderData uniform struct support needs to be
implemented
Change-Id: I5560eac23234e53feba18b607276159989700141
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Render the lights from a UBO defined in a ShaderData
Note: Applies to GL 3 only, need to implement struct support for QShaderData
for older platforms to work
Change-Id: I6119bf85535075655e522544612dcc7c43daec35
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I2678c7022461b578776854d00a508657b2c29f9b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Comes with an example to try the embedding and check that
transformations work on the Scene3D element.
Change-Id: I93b4690b7fac0c9c90f8a89c53ad6b83aa2c89a6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ic835c341d57c570e8466e3ebc307c38faad0743f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I37218ad0bf5225873ebc2d0304ebc0c22eba94a5
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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