| 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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Added triangle visitor by refactor the triangle volume extractor
Added ability to do a ray intersection with a single volume without using a thread
Added entity collector
Use one thread for each entity
Ignore entities that don’t have a pick object
Removed list of triangle volumes stored on each entity
Use triangle visitor to test each triangle by creating a single volume on the stack
Added triangle and 3 vertex index to the pick event
Change-Id: Id3fd53549bf3ea07805426ef868df174f30e176b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Intersection (world and local) and distance added to pick event
Modified test so that it includes the event
Change-Id: I8631d626e5108d2e044374ee3425625f5588c38c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Getting rid of set data and the refactoring on setting the surface implies
that:
- Given the FrameGraph configuration, there may be several RenderViews
each having a different RenderSurfaceSelector/Window
- This means that the Renderer/QRenderAspect can't know about the surface
before reading the scene
- This means that the Renderer may be dealing with more than 1 window
- This means that initialization, render and shutdown procedures will have to
be updated accordingly
Therefore the Renderer was refactored to:
- Be initialized without knowing about a surface
- For each RenderView, check the surface and if different from the previous
one:
* Make the context current with it
* Create the appropriate glHelpers (as Surfaces may have != formats)
TO DO:
- Fix picking
- Fix windows exposition
- Fix shutdown / detection of all windows beging closed
Change-Id: I49d070b05f46be4b26cfb57e494feba145d1da9c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Iec1d3bab2e3a5a25d1cbb5129addebd83b225580
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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handle device pixel ratio and none full-window Scene3D
Change-Id: Iadc504a00816d9363847bf9ec1e09d4b7c631666
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I7399008adb0f612c78738f58f168fa38cf6ae845
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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A cone that takes:
- topRadius
- bottomRadius
- hasTopEndcap
- hasBottomEndcap
as well as the usual Cylinder arguments of:
- length
- rings
- slices
Task-number: QTBUG-41548
Change-Id: Id6b7352491be16146722c480a82b926ecb9c9c24
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I31eab49aff2af5b9d2341709c506f9d5525994ac
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Behind the scenes this just updates the QSurfaceProperty which is all
we care about on the backend. This is for QML since QSurface is not a
QObject subclass (even though all sub classes of QSurface are via MI,
grrrrr).
Change-Id: I248eb59a92ed3bc99361ff23a0cd20d3c191769b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Idac0899f153254c26ed5a07761179c01504fd49f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I58180aea694de7a0c17e8ca9ba9f83755e3db419
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Adding the surface pointer to the RenderView pushed us over the old
limit.
Change-Id: Ibc28ffc2d56e6f768294dad971c00822e6aaffb6
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I9c436d3f5b9181075bfc0121174d530406f45c69
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I4dbdfe9315dc3b0bb89119372301d24a292520d9
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I7f4a0c7a51721e8425f9e32aa1a0609fc3e5ee14
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I7e87cb106681c384a1b431a362fa904afafb877a
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Now sure if we should fold QFrameGraph into this too so as to have one
place to configure the renderer. Of course we can easily aggregate both
a QRendererSettings and FrameGraph components into an entity.
Change-Id: Id17c185de908eedbcc53afe726a14f0c6f91ffca
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ia628cf7cff8698ae1bd390ed248b99780e1fbd37
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Id52b55412be4e5e27476e05d1d66d226fcf5601e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ibd50fe11628d766588097a684be9e46254a5371b
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I65fbfed5bcf244668021878c0cfddb75d530e56e
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I1ec0536ba81c738fc330f7f4c615a4e216645ea0
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I31ac1aba277a472577e1ba03c766dc4f1bf01f30
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I6400350e8cbb52095859508a900225ee2fd7108f
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I42a2ef40d274dab27971a17611dd5dd058e67653
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I5cb3fb08fd9208e7e452e04cb4976033d091202d
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I3da1cb2912efb6be8dc8dbacf3bae915199860ea
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Id9cd5cacec76f342f5090eecba5f33cad6fd8007
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I91e8cb7277bd5957f60a8176c4a01f1f2188c93c
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Ie96e1276dad51536d42d7d01c59885a82431a033
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I3f04ad88b194a02bd7ffbc60edd407a5ea29615a
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Allows technique selector in QForwardRenderer to select from the
available techniques rather than excluding them all.
Change-Id: Ia044f3ccdf15e012b52d519fad5f0415592046fe
Reviewed-by: Paul Lemire <paul.lemire@kdab.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: If9376bb6f93f4fec7a0a57401a5a3b24563b97f1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This commit adds support for DDS textures.
It also adds QTextureLoader, a generic texture provider without a
texture target. The actual texture target will be based on the
properties of the texture loaded from its "source" property.
Change-Id: If89cce7a55b3d82355f2da35588a091b7188f36c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I6ea0e9cc8dc296f00a0547f71cda67a9d26443a5
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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There are 3 ways blending can be configured, depending on GL version:
pre-3.0: Globally
3.0-3.3: Individual GL_BLEND for each Draw Buffer, one glBlendFunc
4.0- : Individual GL_BLEND and glBlendFunci for each DrawBuffer
QBlendStates now allow to specify whether the blend state should be
enabled or not, and what Draw Buffer it is specifying. Defaults are
global and enabled.
Removed backend BlendStateSeparate, BlendState is going to handle
both calls.
Task-number: QTBUG-50005
Change-Id: I0059a53db0d629ef9818d933c3f14e5662c1d3df
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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To check for availability of ARB_draw_buffers_blend
Task-number: QTBUG-50005
Change-Id: I8f4e11ff401a9e1e3751f61421572cb1fc323979
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Added glEnablei, glDisablei, glBlendFuncSeparate to GraphicsHelpers
and GraphicsContext
Task-number: QTBUG-50005
Change-Id: I01c3a6e26fde9756d62694235ba0c1a0fe5155ae
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I3aac90e19019345892e08a2994ee04667a7058dc
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I629dff26ce02fad1deaea8557d09a52e6d672ad7
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Idbe854bdea0dca784fd1ac40cb34560bd7c22862
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Iaf54b8c2e201b728b7f1313ba98d9a8e93a107e8
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I3c2614f0fc484d6f492d9302a3ec9335e827f741
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I5c194c73bd2e4db8895557bf5f69682420841b19
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I347aa5deea6521b43b9033e2200ab2f8b272f671
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This will make it more clear that it also contains other things
like UBO/SSBO which are pure Uniform values.
Change-Id: I641246798b8c868d7bfdfde381221d9a97ed2d35
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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This will be needed to simplify the process of binding SSBO/UBO buffers.
Change-Id: Ice3bb97381328c5bddf1c9e46af30b4814ff2572
Note: ShaderData UBO handling temporarly disabled.
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I000b8c22a566639a622563a56edef87c1256c9c8
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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