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Task-number: QTBUG-57614
Change-Id: I687a9620865f5849aaba2aadb5a9c3746afb0b53
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I666897ae54441a226fa6f8a7f8cdfc1a576f3494
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Conflicts:
.qmake.conf
src/core/qscene.cpp
src/plugins/sceneparsers/gltf/gltfimporter.cpp
src/plugins/sceneparsers/gltfexport/gltfexporter.cpp
src/render/texture/gltexture.cpp
Change-Id: I7bde0fc0177eae252fef01cc43725fcf69c13a80
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Change-Id: Icb23dcb19d312559f5f4a71bde3dc26bf4a19408
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Otherwise it just floods with qWarning messages. This is only available
on GL 3.2 or newer so only try it there.
Task-number: QTBUG-60180
Change-Id: I8681c900ad5febc28a671305fa8c5d2e81662cab
Reviewed-by: Oleg Evseev <ev.mipt@gmail.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Fixes "per-vertex" appearance of specular highlight in
QMetalRoughMaterial.
Task-number: QTBUG-60181
Change-Id: I03fd54ff997242fd987174d453642bd00076e26f
Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
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Use the same specular power as a function of roughness as used by
Blinn-Phong in other engines and in Lys which is used to generate the
image based lighting specular maps.
During testing, noticed the specular highlight from punctual lights
seems more like it's per-vertex based.
Task-number: QTBUG-60181
Change-Id: Id379d59a5e1295c2cdf9bdabf246b7e0c0a9c499
Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
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We follow the approach used by Lys as detailed at:
https://docs.knaldtech.com/doku.php?id=specular_lys
Along with the perceptual linear roughness remapping as used by:
UE4:
http://graphicrants.blogspot.co.uk/2013/08/specular-brdf-reference.html
Frostbite:
http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
We should also check the punctual light implementation of Blinn Phong
specular power based on the above references.
Task-number: QTBUG-60181
Change-Id: I8ca6116d8d7847a8f200f366dcd11f693810608e
Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
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This can occur if a TextureLoader fails to load (wrong path, access denied ...)
Change-Id: I55b62312db79db3980146bb17cbadbe5c66d7a48
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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The GLSL ES specification (up to at least 3.0) does not mandate support of
dynamic indexing of uniform block arrays. For that reason loops in ES2
shaders were unrolled by calling separate functions, but it had leaded to
rendering speed regressions. This patch reverts loops unrolling using
separate functions and replaces dynamic indexing in place instead.
Task-number: QTBUG-60183
Task-number: QTBUG-54994
Change-Id: Ieb036f442922de312b2941a0b8c511c0b4b3ec5a
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Oleg Evseev <ev.mipt@gmail.com>
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Unregister valueTypeProvider in qtquick_global.cpp to prevent multiple
registrations. The Quick3DColorProvider doesn't seem to cause problems
so leave as it is.
Task-number: QTBUG-56546
Change-Id: I79139d8e8ab80458e72633dd97e15dbf108388e4
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: If9bd9142dcfceedb8baefe0c8229e7eb7e1e6e50
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Also add it to highlighted items.
Task-number: QTBUG-60287
Change-Id: I87a6074bed171970b287c6cd934e6550d86e27e0
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Two cases need to be handled by setParent:
1) Parent already has a backend node and receives a new child
-> in which case we need to send the creation event to the backend
2) Parent was created in the frontend, but has no backend (delayed
notification sending because a ctor can't call a virtual)
-> in that case, when adding a child and setting its parent we shouldn't be
sending the creation change. We rather let that be handled when the
creation change for the parent is requested
Change-Id: I434c7d4e6af785c0314ac6538dc689992d90ed0c
Task-number: QTBUG-60612
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Oleg Evseev <ev.mipt@gmail.com>
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Add missing docs and add usage instructions for the Qml type.
Change-Id: Id52025f0022bbaad56b0dbf4aa8ed33575568ceb
Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Add the missing class for VertexBlendAnimation so that it can be used from
qml.
Task-number: QTBUG-60618
Change-Id: If47dccf5e44d0158053ca3b9122fcef91d73ea93
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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refs/staging/5.9.0
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Conflicts:
src/render/geometry/buffer.cpp
Change-Id: If4d28a1e4c95cbd8e81b1751eed3214952516d8c
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Change-Id: I2d47b9224e4f26b342cd8a9bbe3c9c5a5e410dc1
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
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The current model where mouseGrab is connected to picker signal
doesn't work. The pressed event is not sent to scene2d item, because it is
already lost when scene2d gets the grabMouse message where it registers to
the picker events. This breaks the mouse event sequence
(press-move-release) for the quick item.
Instead hook to setScene of the node to message scene2d when the scene gets
initialized and always register to the picker events.
Task-number: QTBUG-58876
Change-Id: Ic9ca4b0899a030336ef20ff2cffbe10b567c36f5
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
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Remove QQmlEngine constructor and source property. Update unit tests and
manual tests accordingly.
Task-number: QTBUG-58876
Change-Id: Ide06bb1381f48efa5378f9a008476734a33089c1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
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When the window geometry changes, the Scene3DRenderer was updating
a Qt3D frontend node's property from the QSGRenderThread.
This resulted in the QPostman::notifyBackend being called from possibly two threads at the same time,
resulting in a race condition where the changes would never be submitted again to the backend.
Change-Id: I842aaa54637d85d4d45eb54620749efb36168e2a
Task-number: QTBUG-54900
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
Reviewed-by: Oleg Evseev <ev.mipt@gmail.com>
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Task-number: QTBUG-60287
Change-Id: Id167ddd190b7aa5468bc6590c9f9f4fea234430b
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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We get the picking coordinates in model local tex coords which have a
different convention than the mouse events in window coordinates. So
flip them vertically to pass them in the right convention.
Change-Id: I558cc62c7c820677407730eead8011193a4b967c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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This is regularly necessary to be able to flip vertically the UV
coordinates on the plane mesh depending if we are using a texture in
model space coords or in window coords. Especially necessary now with
Scene2D which outputs textures in window coords. This property is
necessary to make it usable.
Change-Id: I0fe7d3fdc125f1791492cf39ebe908bbc20f1db2
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Cannot just take all entities with light components: the layer filter
must be applied as usual.
Task-number: QTBUG-60573
Change-Id: I361fab88745113c1b24b68cbff52051139046d9c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I02adbc5294f9d5879cb05e75eccad74196ea2a7c
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Task-number: QTBUG-60514
Change-Id: Idc42a21109abef5563e6e8cda1a338147bb8dfce
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Prevents crash in two window manual test where the object
is deleted when PlatformSurfaceFilter destructor tries
to remove the event filter
Change-Id: I1a37a3cb9088be462957ffbd4412ae5e5241f2df
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I998507edff792cfbdcdf2e36e29792fab3c734cf
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I2a7a94d7b2791382699b39dda1189bc78ce0ff06
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I5d541cd0d08f17c25cbb839c111417130d133c3c
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ib014b4ad7adc6604e600afc489e3dafaf0e299c1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I3e893a8dff15f4822ba1cde102a50d16daf042ee
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I0bc49e1b391c610a8f8f649a45391b31f9283302
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Which also fixes potential bugs when comparing iterators from different
containers in case a detach happens.
Change-Id: I5e91f82177d46a0f06272035af837e8a8b196f81
Reviewed-by: Mike Krus <mike.krus@kdab.com>
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Added private members of Qt3DWindow to Qt3DWindowPrivate to hide
implementation. m_aspectEngine is a normal pointer now so that it can
be deleted from Qt3DWindow destructor. Screen connection happens
after QWindow constructor now because it lacks a constructor that
takes a d_ptr and a screen pointer.
Task-number: QTBUG-60426
Change-Id: I08e431ec0ea570e5f2c5fb103bcf0fe16e1b23bc
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
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Moved private members of Qt3DQuickWindow to Qt3DQuickWindowPrivate to
hide implementation. m_engine is now a normal pointer so that it can
be deleted in the Qt3DQuickWindow destructor.
Task-number: QTBUG-60426
Change-Id: I99dd1b89aa2036272add7ba276e9b8f0c867e4a1
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I43414f0cb882086bb2bbb85a875fc1045877cd64
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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We used to load buffer data when creating it. This led to cases where
we would not take into account immediately buffer updates after creation.
This would then results in artifacts that would pop up on screen as actual
buffer data and count would be different
Change-Id: I5a2fad4fb5d7c1e1542cd0bf87ded16a111bc613
Task-number: QTBUG-60429
Reviewed-by: Oleg Evseev <ev.mipt@gmail.com>
Reviewed-by: Laszlo Agocs <laszlo.agocs@qt.io>
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Change-Id: Ib89f6a4eae1b875a17c124337e0e4283d5d62b9e
Task-number: QTBUG-60584
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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By default the wrap mode is Repeat. If specified it is changed to the
appropriate value.
Note: This changes also shows that each material could be definining the same
texture with different wrap modes. Therefore we cannot store textures only
based on their file path like we used to.
Change-Id: Ic543c466d7c5cc7cd7e26d1738006952a8ce746b
Task-number: QTBUG-59531
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Now both QBuffer setData/functor and partial data update can be called
without unexpected behavior. Optimize applying sequential updates.
Change-Id: I5d3a8bcb7eb6eeb3ae33f0fbedbb34acedd1c000
Reviewed-by: Oleg Evseev <ev.mipt@gmail.com>
Reviewed-by: Dmitry Volosnykh <dmitry.volosnykh@gmail.com>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: I20e4146ba004a9b7f0cd823aa5ceaf2ed4a7103a
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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qkeyframeanimation.cpp:61: warning: Can't link to 'Qt3D.Render::Transform'
levelofdetailloader.qdoc:40: warning: Can't link to 'minimum'
levelofdetailloader.qdoc:40: warning: Can't link to 'maximum'
qlevelofdetail.cpp:201: warning: Can't link to 'Qt3DRender::QLevelOfDetail::SizeProxyMode'
qlevelofdetailswitch.cpp:62: warning: Can't link to 'LevelOfDetailSwitch::currentIndex'
Plus a minor language correction
Change-Id: I26096ec74880a406ada27fb3d867983845611410
Reviewed-by: Venugopal Shivashankar <Venugopal.Shivashankar@qt.io>
Reviewed-by: Topi Reiniö <topi.reinio@qt.io>
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Note: this is a risky change
For some reason the renderer assumed that a RenderQueue would never have a
size of 0. This prevented the renderer from calling proceedToNextFrame() on
the vsync advance service as it somehow felt that it was a case of rendering
with a RenderQueue not yet ready. In the case of OnDemand rendering it is
perfectly valid to have a RenderQueue of 0 (nothing has changed that requires
rendering) but we still need to call proceedToNextFrame() otherwise
syncChanges() is never called and we end up never updating the aspects ever
again.
The renderer was updated to
1) check if a RenderQueue is complete
2) check if the RenderQueue is empty.
(a RenderQueue can be complete but empty (OnDemand case))
3) Proceed to next frame if RenderQueue is complete or RenderQueue is empty.
Change-Id: I27ae778831c9b136db1e1a69892f6fde291fd965
Task-number: QTBUG-59696
Task-number: QTBUG-54900
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Add -no-assimp configure to build without assimp.
Task-number: QTBUG-60128
Change-Id: I2ca7bb68d3b659e18bd79039beb5cb6623473859
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: Ibc77241e8d369224eda790b8dcfd900f330bed37
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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Change-Id: Icff3f2bb2886ba4e077fb43f9a406592435f6fff
Reviewed-by: Kevin Ottens <kevin.ottens@kdab.com>
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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Change-Id: I8cc48899e31a32f6c1dd9f4f56e3a5fa846bd8f4
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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