summaryrefslogtreecommitdiffstats
path: root/src/extras/extras.qrc
Commit message (Collapse)AuthorAgeFilesLines
* Add ES3-specific coordinate systems shader fragmentMauro Persano2018-11-081-0/+1
| | | | | Change-Id: Ie7f469278b0a74b4c059ad99ad182059c6752cd8 Reviewed-by: Mike Krus <mike.krus@kdab.com>
* Add metalRoughFunction to ES3Mauro Persano2018-09-271-0/+3
| | | | | | Change-Id: I5ac330462bf051285dafbfa4554aa97e6657ac65 Reviewed-by: Mike Krus <mike.krus@kdab.com> Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Have all the Phong variations based on a graphKevin Ottens2017-10-131-10/+1
| | | | | | | | | This commit introduces a new layered graph file to deal with all the Phong material variations. It ports all the materials to using it, then of course it removes all the old frag implementations. Change-Id: Ia519eaf4cea3b6e3ff4dd5aa1cca2bedbfcbe7cb Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Move phongFunction in its own include fileKevin Ottens2017-09-271-0/+3
| | | | | | | | | Makes it cleaner overall since the light structs were shared with the metalrough includes and the gooch fragment shader but they didn't use the functions in there. Change-Id: I459ff0fc2d751a5be9296dc33dda0efcb06b917c Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Move most vertex shaders into a unified oneKevin Ottens2017-09-271-7/+2
| | | | | | | | | We currently do a bit more work than strictly needed in some cases, but that will change later on when this shader is converted into a graph. Changing now will make this future refactoring easier. Change-Id: I887601c18575bef79e25a23ed054aa336b1e860a Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Remove the *alpha.frag from extrasKevin Ottens2017-09-271-4/+0
| | | | | | | | They are identical to their non-alpha counterparts at that point, so no need to keep them around. Change-Id: Ia3961670dc1d5c0f65711476c8dc6cc467df62c5 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Get rid of adsModelNormalMappedKevin Ottens2017-09-221-0/+1
| | | | | | | | | | | | All materials and examples are ported away from it. It was really not related to normal mapping at all, somehow it was an implementation of adsModel working in tangent space instead of world space. Now we got it all in world space, just like for the metal/rough implementation. Change-Id: I3346277ce9b91328d70d914b319ac25f947fff0e Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Use layers to have only one graph for Metal/RoughKevin Ottens2017-09-041-1/+0
| | | | | | | | | | | | | Both QMetalRoughMaterial and QTexturedMetalRoughMaterial use the same graph now. Also QMetalRoughMaterial does the job to be clever and activate the right layers depending on the type set on the properties (which is why they are now all variants). QMetalRoughMaterial can then be used as a drop in replacement for QTexturedMetalRoughMaterial. Change-Id: Ia52fe4608aca5558642599ed435f3cd9ac93e651 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Port Metal/Rough materials to shader graphsKevin Ottens2017-07-051-2/+4
| | | | | | | | | | | | | | This allows to validate the approach with a couple of functioning materials using the new shader generation system. Also allows to have a few prototypes in the default set of nodes. Clearly the system is still cumbersome to use as can be seen from the multiplication of prototypes, we shall improve that next by allowing more expressivity in the graph JSON to allow more control (clearly telling on the uniforms, return type for the functions, etc.). Change-Id: I3edfef65af288faa339661f20d5e640cf00e9234 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Merge branch 'wip/animation' into devSean Harmer2017-01-311-0/+2
|\ | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: src/extras/defaults/defaults.pri src/extras/extras.qrc src/quick3d/imports/extras/importsextras.pro src/quick3d/imports/extras/qt3dquick3dextrasplugin.cpp src/quick3d/quick3dextras/items/items.pri src/quick3d/quick3dextras/quick3dextras.pro tests/manual/manual.pro Change-Id: I62232cb21495612f31f48a6749a52b68777c4ae3
| * Animation support for Qt3DAntti Määttä2017-01-311-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Modded assimp loader to load animations and to load submeshes into child entities. Added keyframeanimation for node animations and morphing mesh. Also added animation group for controlling multiple nodes as one animation and animation controller to select and play animations. Assimp loader adds QKeyFrameAnimations targeting an entity as child objects of that entity, the QAnimationController finds them when the entity is set and creates QAnimationGroups from based on the animation name. Change-Id: I7e2e7a4479af49f8023b4a359b2b3118efdaa0da Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* | Uniform color PBR lighting to Qt3DExtrasKevin Ottens2017-01-311-0/+1
| | | | | | | | | | | | | | | | Second material using PBR. Still uses environment maps and ignores regular lights but provide a plain color variant of the material. Change-Id: Ica2045826f6efdc804240709154b6822b89f4417 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* | QDistanceFieldMaterial: distance field text rendering shadersWieland Hagen2017-01-301-0/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | One QDistanceFieldMaterial will have to be created for each distinct texture atlas that is used to store the glyphs of fonts. The smaller the glyphs are in pixel space (i.e. the more texels per pixel), the smoother we render the threshold between inside-glyph and outside-glyph. We measure the size of the glyph by taking the per-fragment delta of the texture coordinates. This is to reduce aiasing as much as possible without resorting to screen-space AA techniques. The same method is used in the QtQuick renderer, but here in this case we allow a much smoother threshold for small glyphs. Change-Id: I6632e7e1da31126c84f5bd2b4a4498377bdad79e Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* | Adding PBR lighting to Qt3DExtrasKevin Ottens2017-01-271-0/+2
|/ | | | | | | | | | | | | | This is a first implementation which only exploits environment maps for lighting. It still needs to interact with the lights coming from Qt 3D API. It also provided a fully texture map based material. Improvements and plain colors variant of the material will come in later commits. Change-Id: Ifc6079e5c40484b6daac05692780495013b7c401 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Move defaults and geometries out of Qt3DRender and into Qt3DExtrasPaul Lemire2016-04-231-0/+43
QBoundingVolumeDebug has been disabled for now. Will be re-enabled later on. Change-Id: Id6b0abab2ec2aa697330bd20d782f9d104d25d50 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>