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Change-Id: Iad160f2d454633b558bee91b1e01c287d4202451
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
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Replace the removed phong.frag with graph-based fragment shader.
Task-number: QTBUG-69751
Change-Id: I196be25aff656d6934d6179e4f082430b109b2a1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I5ac330462bf051285dafbfa4554aa97e6657ac65
Reviewed-by: Mike Krus <mike.krus@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Was mistakenly using yAxis instead of zAxis input value.
Change-Id: Id91d04565c503ae5f286f6b433e246a1b94d6e12
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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GlyphRun stores a reference to glyphs and indirectly to a suitable TextureAtlas
based on the font needed by the glyphs.
Whenever we recompute the glyph because some property has changed we:
1) Store information about the glyph we need
2) Generate a Rendering Entity for the glyph we need
3) Dereference the glyphs we don't need anymore (the old glyph run)
Step 3) is performed last as whenever no more glyph reference a TextureAtlas,
it gets deleted. If we were to do that first, we could end up in cases where
we destroy the atlas and recreate it just after because the new GlyphRun actually
uses the same font.
TextureAtlases are tied to the lifetime of the scene's root node.
However if the scene changes, the previous glyph run wouldn't be released.
Since we don't keep a direct relationship between Glyphs and TextureAtlas
(we basically do a getOrCreateTextureAtlasForFont and lookup available atlases
in the scene), we could actually end up destroying a texture atlas we still need
the next time we update our glyph run:
When deferencing the old glyphs (whose texture atlas has been destroyed when the
scene has changed), we would instead be removing references to the new atlas
required by the new nodes (if they share the same font).
To fix that, whenever the scene changes, we now clear the glyph run as well.
Change-Id: Ibe62e2f6438c6655d2997681117c341302d64799
Task-number: QTBUG-70551
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I52620326d7ee79be86419e55b186470689b02950
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I1b02b6920b9525f4ced75271d36f07890a77f7fc
Reviewed-by: Martin Smith <martin.smith@qt.io>
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Was setting the major version instead of minor version thus potentially
never allowing technique/pass filtering to ever succeed.
Update shaders/technique to target 3.3 as 3.0/3.1 might not work on mac.
Change-Id: I48c0ee54aac4a017cf8ac5ff3219b788a15bbcdd
Task-number: QTBUG-69522
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Since Qt 5.11, QDoc uses Clang to parse C++ documentation. Clang
requires a module header, as well as proper include paths, to
build a precompiled header and process the sources.
To do this, add a custom module header that pulls in all Qt 3D modules
- this way, we can continue using a single documentation project to
covers all of Qt 3D.
Fix all documentation warnings are caused by missing namespaces, QML
module/type names and typos, as well as a number of linking problems
and other minor issues.
After this change, the remaining documentation issues consist of
'No documentation for ...' warnings.
Task-number: QTBUG-67790
Change-Id: I38b91163c475a00cc1893e793240470c5409eb57
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
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This reverts commit c8964b8f1cf56718a189b0f57bad446cec30a8b8.
QDoc now supports documentation-specific custom module headers
and include headers that allow us to keep using a single
documentation project that covers multiple modules.
Change-Id: I84706a7149097a6b03f0f266e55d6f712a6c773e
Reviewed-by: Martin Smith <martin.smith@qt.io>
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Hitting the escape key does a view all on the active camera
Change-Id: I19be96565358674958a193a96a0b487f36c085ba
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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nodes\qnode.cpp(391,34): warning: lambda capture 'this' is not used [-Wunused-lambda-capture]
backend\gltfimporter.cpp(345,19): warning: unused variable 's' [-Wunused-variable]
backend\gltfimporter.cpp(353,19): warning: unused variable 't' [-Wunused-variable]
text\qdistancefieldglyphcache.cpp(79,13): warning: private field 'm_glyph' is not used [-Wunused-private-field]
Change-Id: Id546607d95561efa7547fb5d7df0b03184bc5ed7
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Do make it explicit which ones are still in development
also in the landing page, and add \preliminary and \since
tags (for released and TP modules, respectively).
Note that the \preliminary, \since tags currently do
not work for \qmlmodule, which hopefully gets fixed at
one point: QTBUG-65963.
Change-Id: I6648311c38f331286be37eefa60794984cd239b7
Reviewed-by: Leena Miettinen <riitta-leena.miettinen@qt.io>
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Change-Id: I8466ccd47f8bda9fec184f548a2df7807d456ac7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This reverts commit 627167bd4a2e1dc12ffee813e82f9b33bff19a22.
There was a reason to use the y axis as the up vector here which
is to keep the camera controller oriented correctly. Without this
restriction it's far too easy to end up with a twisted camera.
If we want a fully free trackball type controller, let's add that
as a new type, or perhaps as an option on these.
Change-Id: I56c8708535d4ccd05ccb5f2ddea732bb27abda58
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Conflicts:
src/animation/doc/src/qt3danimation-module.qdoc
src/render/backend/abstractrenderer_p.h
src/render/backend/buffervisitor_p.h
src/render/backend/renderer.cpp
src/render/backend/renderer_p.h
src/render/backend/triangleboundingvolume_p.h
src/render/backend/trianglesextractor_p.h
src/render/frontend/sphere_p.h
src/render/jobs/calcboundingvolumejob.cpp
src/render/jobs/job_common_p.h
src/render/jobs/pickboundingvolumejob.cpp
src/render/jobs/pickboundingvolumejob_p.h
src/render/jobs/pickboundingvolumeutils.cpp
src/render/jobs/renderviewjobutils_p.h
tests/auto/render/boundingsphere/tst_boundingsphere.cpp
tests/auto/render/commons/testrenderer.h
tests/auto/render/raycasting/tst_raycasting.cpp
tests/auto/render/render.pro
tests/auto/render/renderer/tst_renderer.cpp
Change-Id: I76633bc5a5a065e5f9ea62cc16563377e5c693a3
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For generating Python bindings, the struct InputState needs to
be public since a Python binding needs to be created for it
so that a wrapper of QAbstractCameraController can be generated
that calls into Python for an implementation of moveCamera().
Task-number: PYSIDE-487
Change-Id: Ib410b19a9e886ad06335dac05fd56206a72220bf
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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QDoc in Qt 5.11 will use Clang (libclang) to parse C++ documentation.
In order to do that, Clang needs to have the include paths available
when parsing source; qmake provides that information to QDoc but only
when the documentation project is located under the correct module
(source) path.
By having dedicated doc projects for Qt 3D Core, Render, Input, etc.
the number of documentation warnings is signicantly reduced. A
top-level 'Qt 3D' project is still kept, and contains the landing page,
overview, examples, and top-level 'C++ classes' and 'QML types' pages
that list all types documented across all Qt 3D submodules.
Change-Id: Id5936de36f31c2a8764a64e1e9d7ae0d10e8ab14
Reviewed-by: Martin Smith <martin.smith@qt.io>
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Instead of assuming +Y everywhere
Change-Id: Ie0ddc40a4b3cdc60df02cffd11f899e1c32caaa3
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Conflicts:
.qmake.conf
Change-Id: I248aa369ba98659a61e563fd29cc811c76ea1e2d
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Add the module name, which is required for PySide2 to build.
Complements 1129ff731fca6aff5849cafe1f434f1882342cd7.
Task-number: PYSIDE-487
Change-Id: Icb6057f6849825536aac4c8f340d722b87b77857
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Conflicts:
.qmake.conf
src/animation/backend/handle_types_p.h
src/extras/defaults/qtexturematerial.h
src/render/backend/entity_p.h
src/render/backend/handle_types_p.h
src/render/backend/renderview.cpp
src/render/io/scenemanager.cpp
Change-Id: Ic145062cc98360e9067fd60f0992c7a6b51e41bb
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The convention <QtModule/QClass> should be used. Among other things,
this makes generating Python bindings possible.
Task-number: PYSIDE-487
Change-Id: I32f114377dd70d27dee71a44b05c81474eb5dac3
Reviewed-by: Andy Nichols <andy.nichols@qt.io>
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Change-Id: Ib51c8311ce78b2fec62dd0c09cb943a85a7d0b2b
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Change-Id: I58cb37d5de618ad5e9b9a6f0598a0d790d3694f9
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Change-Id: I1d59f6d4f69c5ab33efe1a00a983a2af880ef79a
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Follow the pattern from other modules and put Q_INIT_RESOURCES in a static function
outside all namespaces. INTEGRITY reportedly has linking issues without this.
Task-number: QTBUG-64468
Change-Id: Iccdd03f5384765251a94502766a445a6c6d732b0
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Janne Koskinen <janne.p.koskinen@qt.io>
Reviewed-by: Kimmo Ollila <kimmo.ollila@qt.io>
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
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The Qt3DRender part is clear and we have a good global place to do the
Q_INIT_RESOURCE call.
Extras is debatable since there is no good place. Quick is already handled
via the import plugins, but pure C++ applications also need this in static
builds. For now add it to QForwardRenderer and Qt3DWindow. This should
cover the common use cases for the materials in extras.
Task-number: QTBUG-64279
Change-Id: I276e8d4265f4527736d415b07dbf03e9d8904adf
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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QDoc has no \see command. Further, Qt 3D Extras module page still
listed the deprecated classes. To fix these and make it easier to
maintain, assign (non-deprecated) classes to groups and list the group
members on the module page.
Change-Id: I6bb2ff9855c2c481b33c7d0d142a173a5e0b3fd8
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Nico Vertriest <nico.vertriest@qt.io>
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By using a queued invocation and a flag. This prevent cases where the
basename would be set by a first call, with an extension not yet being set
which would result in warnings.
Change-Id: I385cffaf9ee262535c759109335bb3c150cc7525
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ia6496e1ea22f2393a28e37cdd9f6e34f7613db49
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This one reconfigures its graph layers and render states properly based
on it properties. As such it covers all the features coming from the
various phong materials we had in the past. That's why they are all
marked as deprecated.
Change-Id: I9a74639d4cff5170b496d475c8a74b1e4e163b03
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I2d373d538df3a65ac2d41238e5c6a214a151be68
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Change-Id: Id540dae6e52e027d7c5b18441575c05361d6e269
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Fixing warning:
WARNING: Failure to find: defaults\qfirstpersoncameracontroller_p.h
Change-Id: I81d38b43c41fbca22ad8d4cffc73fc4b2c6679c9
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: I62f1d637f595d576bd1c4df48ef32a0002e6aa18
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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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>
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Without the namespace QDoc fails to find the class documentation.
Change-Id: I999846649a4e6df975f09dca169be9d83f99ae7a
Reviewed-by: Andy Maloney <asmaloney@gmail.com>
Reviewed-by: Nico Vertriest <nico.vertriest@qt.io>
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Change-Id: I450cdbd7cee58ae84f45ad82c5bc15489fe61771
Reviewed-by: Venugopal Shivashankar <Venugopal.Shivashankar@qt.io>
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Change-Id: Ie7fe80039a6cb88a0f1540ce252c9dee36d0afe1
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Conflicts:
src/animation/backend/channelmapper_p.h
Change-Id: I4e0f59c6648925ba45d30ccc2405524a9e901a0e
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Abstracted the orbit and first person camera controllers into a base class.
These two controllers shared a lot of similarities.
This allows developers to easily create a custom camera controller by deriving
from QAbstractCameraController and implementing one function.
[ChangeLog][Qt3DExtras][] Added Qt3DExtras::QAbstractCameraController
abstract base class to make implementing new camera controllers easier.
Change-Id: I43cfbc03f7294b1740f199ac7ededa9578234974
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ibb735878c6c6b7f14eb26a0f98c200045b4979b6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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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>
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This property was available in the textured phong variants but somehow
we didn't implement it yet for metal/rough. This new parameter is not
used yet, but will be in the next commit where we unify the vertex
shaders.
Change-Id: I0d5293f6413a4a0412d92d2d42bf700238938fc6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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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>
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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>
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Change-Id: I331dd9b4adf7a412338daba6d11ca945dc290054
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This way the use is more similar to the one for metal/rough.
Change-Id: I143df910f43e29ef622f24bd97a23c90a2c8ef68
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Since this was the sole user of adModel we also remove it in the
process.
Change-Id: Ibb79bb05c10b33e69601624ea9ad1fdf8523fdbf
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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