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The new QPerVertexColorMaterial class provides color per vertex rendering.
Change-Id: Idc87c21a07c2c8cd1ebfd5bed54c300c55e307ba
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The ES2 variants of the shaders have a default uniform value of 0.
To be compatible with the other versions, start specifying the
values for lightPosition and Intensity from C++, just like we already
do from QML. This way the default values are coming from one single
unified place regardless of the shader version in use, and examples
like simple-cpp will work identically to simple-qml, even on ES2.
Change-Id: If60185d0d3039e4354da8cc6e6b21a0db0bae963
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This also means that the building of the default material has
to be delayed until the OpenGL context is known.
Change-Id: I09c0db35a035cb1cfd16b564071445c2dcd4e53c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Unify light intensity in the phong material and shaders. The GL3 version had
1, 1, 1 whereas the other two used 1, 0, 1. The former is more sensible, so
standardize on that. We also remove the default uniform values for GL2 and 3.
The defaults are now coming from one central place in PhongMaterial.qml.
All fragment shaders need to be revamped since these are common for OpenGL 2.0
and OpenGL ES 2.0. The only way to get something that compiles with both is to
have the float/vecX precision qualifiers inline. This is in line with how
ShaderEffect items work with Qt Quick. On non-ES Qt will dynamically add the
necessary empty defines for highp etc.
Remove also comments about uniform blocks (since it is not an option for ES2) and
clean up the default values (which are coming from QML).
Change-Id: If9862b4f2faf0b877da4032dcfcd123f259aa168
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Version 120 is wrong. Everything must function with the default 100.
Set the default precision in fragment shaders.
Remove default uniform values. These will need some replacement on
the C++ side. For the time being we just ignore it.
This makes the shaders compiling at least.
Change-Id: I0072c8a2027883f531413a48f680bb002c7f8222
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
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QDiffuseMapMaterial
QDiffuseSpecularMapMaterial
QNormalDiffuseMapMaterial
QNormalDiffuseAlphaMapMaterial
QNormalDiffuseSpecularMapMaterial
material-cpp is mostly inspired from materials (QML) but nicer :).
Note: there seems to be an issue with qrc and QUrl. The behavior is different
between QML and C++.
-In C++ we need to prefix with have qrc:/ and convert that to :/ (passing :/
directly returns "" when QUrl toString is called)
-From QML no prefix is needed.
-For QImage path, :/ should be used.
Change-Id: Ib56fb9546c95c2872686a46ed048a290ab4a5b6f
Task-number: QTBUG-41548
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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QPhongMaterial is a default phong lightning implementation to be used in Qt3D
scenes created from C++.
Supports OpenGL 3.1, 2.0 and ES 2.0
Change-Id: I6f57ccf7ae2264cd0110de2081de841406a5efc4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I02c17262812fbfbd94287a0449027d985a2fe7ae
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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At present it only exercises the renderer but it will be extended
to also cover the physics aspect too.
Change-Id: I83217f09eeb3471b8a508fa8a8948410ad1e1d58
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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If the shader contains a uniform with a standard uniform name,
it will automatically be set. If a custom name is used within a shader for a
standard uniform variable, the user can add a ParameterMapper with
parameterName set to the Qt3D standardUniform name and shaderVariableName to
the custom name.
For user specified uniform parameters, if the parameter name is the same as
the shader uniform name, the binding is done automatically. Otherwise, a
ParameterMapper can be used.
At the moment automatic binding for Attributes still has to be sorted out as
default attribute names are dependent on a given MeshData.
Change-Id: If244b26e5c2b01c8b319ba78c57fb1e131736dcb
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I636442d2d71342fd248b90674176cede895feab2
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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