| Commit message (Collapse) | Author | Age | Files | Lines |
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Update old header.LGPL3 to header.LGPL
Change-Id: I8eac0cd6bbc276a56df487249cc459c0d4fab165
Reviewed-by: Jani Heikkinen <jani.heikkinen@theqtcompany.com>
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Also get rid of Qt3DRender::QWindow and of the hard codes camera
controller.
Change-Id: I307735d01caf97b7a690b28de8dc99fc9866c35f
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I1a99115b78478ec143a83a2f768a7249d9038ac0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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The intermediate QLists are still not optimal here, as these methods are
called per frame, but at least this is now down to one allocation each.
Change-Id: I7705172aabc5e526c5123d70450d3ae2dec20d03
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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It is used only once in the whole of Qt3D and looks rather foreign to
the rest of the nodes API.
Change-Id: I6d8d40590a1f8a5c2019a8d16a7abff4f19ae9bb
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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Change-Id: I175a2bd4ed2ed59f070b8371495cc573941f1c1d
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Change-Id: I8d505034b24c3ec00b93ace02e5a4fe450939478
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Change-Id: I338d55d8c6f81a55ecc61a247b9a1791bd25bb7d
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Change-Id: I404d35ff9e159d47c53660220cf5899b6df1cf89
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Previously there was only and enable property for the QNode subclass
QComponent, but now all QNode subclasses should also have an enable
property. This means that it is now possible to disable a QEntity which
would also disable all of its children. This is a bit tricky though
because each Aspect needs to now check if the corresponding QEntities
are disabled or not before processing. This has been accounted for
with RenderEntity in the Renderer already, but will need to be respected
in each Aspect.
This behavior is similar to the Unity3D GameObject active property which
disabled the entity and disables all components.
Change-Id: I5233b2b43f04aa5dfa7910eac6a88a9da656a997
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I940a8ea898a338f20bb9abbebcc1fcef9830a118
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Will be needed to retrive Entity from hits reported by the RayCasting
service.
Change-Id: I91f1f3c2277d468c2ec60509a04095138a5eafcb
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I673cd1d8385d3e54c066fbd7dec522e4da5a9f79
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I30b2149b5e90c92e012b77b4101200990610d96a
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This is for consistency between the C++ namespaces and QML imports and
with the other aspects.
Change-Id: I73392f138b4e519b12888f52530123e3d0ba445e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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For BackToFront sorting to work we need to calculate a depth value based
on the entity's bounding spheres. This is currently missing as there is no
AABB from which the RenderEntity's localBoundingVolume could be
calculated.
Bring it back.
RenderEntity contains two world bounding volumes from now on: just
having one that includes the children is not ideal because in some cases
we want to know the entitys own bounding volume not including the children.
This is the case when building render commands for example.
Change-Id: I20f5bccdc3f868bcbd5faa3164f0e9995a3171ec
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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Update other aspects, tests and examples accordingly.
Change-Id: Ib1bcf0bdf4f5aec4422dc0c80bfc32b27fb1a317
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ide8d0d0831755b0eb5f8f724c2e7c0ed838e4b9d
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I254f2205cd1587bb599d26a087c515d526bf289b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I4fed4482fe3620caed638f36a054db374a8e8942
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I3da5588470de57b5ed144f60b9e28a74f96d164f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I6e6352de622a7b18eaa5f1f89d15a1d90dd68329
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ifb5f3882e9bd584536321dde97eac2c471528f27
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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