| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
| |
Qt expects the export macros to have Q_ prefixes, otherwise the symbol
versioning script won't find them and mark them.
Also remove non-exising QT3DLOGIC_PRIVATE_EXPORT macro from
src/doc/qt3d.qdocconf
Task-number: QTBUG-74752
Change-Id: I71b9e85ff09c002fb283824aa51a5a8f50e937f4
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|
|
|
|
|
|
|
| |
Was found when Nathan tried extending QCamera.
Probably good to go through other parts of Qt3D.
Change-Id: I317acaa36ffe3fd0b1ac0bbf4af70eabb1111ab7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
We are turning the relationship between QAbstractLight and QShaderData
from a "is-a" to a "has-a". For that we relay all the properties of the
light to its internal shader data dynamic properties.
Interestingly it also removes a couple of special handling for lights
which aren't needed anymore.
Change-Id: Ia937b8934f94ce318e02901d90ac340e172cbc75
Task-number: QTBUG-51489
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|
|
|
|
|
| |
Change-Id: I3ee3f6e3c9eef554fce7d79407825894b1be2450
Task-number: QTBUG-51489
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|
|
|
|
|
|
| |
As per API review
Change-Id: Ida081aa126ec285c090b244b3bf6abf579108feb
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
|
|
|
|
|
|
|
| |
Update old header.LGPL3 to header.LGPL
Change-Id: I8eac0cd6bbc276a56df487249cc459c0d4fab165
Reviewed-by: Jani Heikkinen <jani.heikkinen@theqtcompany.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
| |
Change-Id: I3745428faf1b7bce3b02b23d91f663ed96d788c5
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|
|
|
|
|
|
|
| |
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>
|
|
|
|
|
| |
Change-Id: Ic4a69123255c33990765ea3601e01914c2d8cb70
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|
|
Change-Id: I4caecd5072dfc2c0ad11ec2a76f1e6be44d3ce8f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
|