/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 3 as published by the Free Software ** Foundation and appearing in the file LICENSE.LGPL3 included in the ** packaging of this file. Please review the following information to ** ensure the GNU Lesser General Public License version 3 requirements ** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 2.0 or (at your option) the GNU General ** Public license version 3 or any later version approved by the KDE Free ** Qt Foundation. The licenses are as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-2.0.html and ** https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qdiffusespecularmapmaterial.h" #include "qdiffusespecularmapmaterial_p.h" #include #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DRender; namespace Qt3DExtras { QDiffuseSpecularMapMaterialPrivate::QDiffuseSpecularMapMaterialPrivate() : QMaterialPrivate() , m_diffuseSpecularMapEffect(new QEffect()) , m_diffuseTexture(new QTexture2D()) , m_specularTexture(new QTexture2D()) , m_ambientParameter(new QParameter(QStringLiteral("ka"), QColor::fromRgbF(0.05f, 0.05f, 0.05f, 1.0f))) , m_diffuseParameter(new QParameter(QStringLiteral("diffuseTexture"), m_diffuseTexture)) , m_specularParameter(new QParameter(QStringLiteral("specularTexture"), m_specularTexture)) , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f)) , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f)) , m_diffuseSpecularMapGL3Technique(new QTechnique()) , m_diffuseSpecularMapGL2Technique(new QTechnique()) , m_diffuseSpecularMapES2Technique(new QTechnique()) , m_diffuseSpecularMapGL3RenderPass(new QRenderPass()) , m_diffuseSpecularMapGL2RenderPass(new QRenderPass()) , m_diffuseSpecularMapES2RenderPass(new QRenderPass()) , m_diffuseSpecularMapGL3Shader(new QShaderProgram()) , m_diffuseSpecularMapGL3ShaderBuilder(new QShaderProgramBuilder()) , m_diffuseSpecularMapGL2ES2Shader(new QShaderProgram()) , m_diffuseSpecularMapGL2ES2ShaderBuilder(new QShaderProgramBuilder()) , m_filterKey(new QFilterKey) { m_diffuseTexture->setMagnificationFilter(QAbstractTexture::Linear); m_diffuseTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear); m_diffuseTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat)); m_diffuseTexture->setGenerateMipMaps(true); m_diffuseTexture->setMaximumAnisotropy(16.0f); m_specularTexture->setMagnificationFilter(QAbstractTexture::Linear); m_specularTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear); m_specularTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat)); m_specularTexture->setGenerateMipMaps(true); m_specularTexture->setMaximumAnisotropy(16.0f); } void QDiffuseSpecularMapMaterialPrivate::init() { Q_Q(QDiffuseSpecularMapMaterial); connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged, this, &QDiffuseSpecularMapMaterialPrivate::handleAmbientChanged); connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged, this, &QDiffuseSpecularMapMaterialPrivate::handleDiffuseChanged); connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged, this, &QDiffuseSpecularMapMaterialPrivate::handleSpecularChanged); connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged, this, &QDiffuseSpecularMapMaterialPrivate::handleShininessChanged); connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged, this, &QDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged); m_diffuseSpecularMapGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert")))); m_diffuseSpecularMapGL3ShaderBuilder->setParent(q); m_diffuseSpecularMapGL3ShaderBuilder->setShaderProgram(m_diffuseSpecularMapGL3Shader); m_diffuseSpecularMapGL3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json"))); m_diffuseSpecularMapGL3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"), QStringLiteral("specularTexture"), QStringLiteral("normal")}); m_diffuseSpecularMapGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert")))); m_diffuseSpecularMapGL2ES2ShaderBuilder->setParent(q); m_diffuseSpecularMapGL2ES2ShaderBuilder->setShaderProgram(m_diffuseSpecularMapGL2ES2Shader); m_diffuseSpecularMapGL2ES2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json"))); m_diffuseSpecularMapGL2ES2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"), QStringLiteral("specularTexture"), QStringLiteral("normal")}); m_diffuseSpecularMapGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); m_diffuseSpecularMapGL3Technique->graphicsApiFilter()->setMajorVersion(3); m_diffuseSpecularMapGL3Technique->graphicsApiFilter()->setMinorVersion(1); m_diffuseSpecularMapGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); m_diffuseSpecularMapGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); m_diffuseSpecularMapGL2Technique->graphicsApiFilter()->setMajorVersion(2); m_diffuseSpecularMapGL2Technique->graphicsApiFilter()->setMinorVersion(0); m_diffuseSpecularMapGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); m_diffuseSpecularMapES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); m_diffuseSpecularMapES2Technique->graphicsApiFilter()->setMajorVersion(2); m_diffuseSpecularMapES2Technique->graphicsApiFilter()->setMinorVersion(0); m_diffuseSpecularMapES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); m_filterKey->setParent(q); m_filterKey->setName(QStringLiteral("renderingStyle")); m_filterKey->setValue(QStringLiteral("forward")); m_diffuseSpecularMapGL3Technique->addFilterKey(m_filterKey); m_diffuseSpecularMapGL2Technique->addFilterKey(m_filterKey); m_diffuseSpecularMapES2Technique->addFilterKey(m_filterKey); m_diffuseSpecularMapGL3RenderPass->setShaderProgram(m_diffuseSpecularMapGL3Shader); m_diffuseSpecularMapGL2RenderPass->setShaderProgram(m_diffuseSpecularMapGL2ES2Shader); m_diffuseSpecularMapES2RenderPass->setShaderProgram(m_diffuseSpecularMapGL2ES2Shader); m_diffuseSpecularMapGL3Technique->addRenderPass(m_diffuseSpecularMapGL3RenderPass); m_diffuseSpecularMapGL2Technique->addRenderPass(m_diffuseSpecularMapGL2RenderPass); m_diffuseSpecularMapES2Technique->addRenderPass(m_diffuseSpecularMapES2RenderPass); m_diffuseSpecularMapEffect->addTechnique(m_diffuseSpecularMapGL3Technique); m_diffuseSpecularMapEffect->addTechnique(m_diffuseSpecularMapGL2Technique); m_diffuseSpecularMapEffect->addTechnique(m_diffuseSpecularMapES2Technique); m_diffuseSpecularMapEffect->addParameter(m_ambientParameter); m_diffuseSpecularMapEffect->addParameter(m_diffuseParameter); m_diffuseSpecularMapEffect->addParameter(m_specularParameter); m_diffuseSpecularMapEffect->addParameter(m_shininessParameter); m_diffuseSpecularMapEffect->addParameter(m_textureScaleParameter); q->setEffect(m_diffuseSpecularMapEffect); } void QDiffuseSpecularMapMaterialPrivate::handleAmbientChanged(const QVariant &var) { Q_Q(QDiffuseSpecularMapMaterial); emit q->ambientChanged(var.value()); } void QDiffuseSpecularMapMaterialPrivate::handleDiffuseChanged(const QVariant &var) { Q_Q(QDiffuseSpecularMapMaterial); emit q->diffuseChanged(var.value()); } void QDiffuseSpecularMapMaterialPrivate::handleSpecularChanged(const QVariant &var) { Q_Q(QDiffuseSpecularMapMaterial); emit q->specularChanged(var.value()); } void QDiffuseSpecularMapMaterialPrivate::handleShininessChanged(const QVariant &var) { Q_Q(QDiffuseSpecularMapMaterial); emit q->shininessChanged(var.toFloat()); } void QDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged(const QVariant &var) { Q_Q(QDiffuseSpecularMapMaterial); emit q->textureScaleChanged(var.toFloat()); } /*! \class Qt3DExtras::QDiffuseSpecularMapMaterial \brief The QDiffuseSpecularMapMaterial provides a default implementation of the phong lighting effect where the diffuse and specular light components are read from texture maps. \inmodule Qt3DExtras \since 5.7 \inherits Qt3DRender::QMaterial \deprecated This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial instead. The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets: \list \li Ambient is the color that is emitted by an object without any other light source. \li Diffuse is the color that is emitted for rough surface reflections with the lights. \li Specular is the color emitted for shiny surface reflections with the lights. \li The shininess of a surface is controlled by a float property. \endlist This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. */ /*! Constructs a new QDiffuseSpecularMapMaterial instance with parent object \a parent. */ QDiffuseSpecularMapMaterial::QDiffuseSpecularMapMaterial(QNode *parent) : QMaterial(*new QDiffuseSpecularMapMaterialPrivate, parent) { Q_D(QDiffuseSpecularMapMaterial); d->init(); } /*! Destroys the QDiffuseSpecularMapMaterial instance. */ QDiffuseSpecularMapMaterial::~QDiffuseSpecularMapMaterial() { } /*! \property QDiffuseSpecularMapMaterial::ambient Holds the current ambient color that is emitted by an object without any other light source. */ QColor QDiffuseSpecularMapMaterial::ambient() const { Q_D(const QDiffuseSpecularMapMaterial); return d->m_ambientParameter->value().value(); } /*! \property QDiffuseSpecularMapMaterial::diffuse Holds the current diffuse map texture. By default, the diffuse texture has the following properties: \list \li Linear minification and magnification filters \li Linear mipmap with mipmapping enabled \li Repeat wrap mode \li Maximum anisotropy of 16.0 \endlist */ QAbstractTexture *QDiffuseSpecularMapMaterial::diffuse() const { Q_D(const QDiffuseSpecularMapMaterial); return d->m_diffuseParameter->value().value(); } /*! \property QDiffuseSpecularMapMaterial::specular Holds the current specular map texture. By default, the specular texture has the following properties: \list \li Linear minification and magnification filters \li Linear mipmap with mipmapping enabled \li Repeat wrap mode \li Maximum anisotropy of 16.0 \endlist */ QAbstractTexture *QDiffuseSpecularMapMaterial::specular() const { Q_D(const QDiffuseSpecularMapMaterial); return d->m_specularParameter->value().value(); } /*! \property QDiffuseSpecularMapMaterial::shininess Holds the current shininess as a float value. Higher values of shininess result in a smaller and brighter highlight. Defaults to 150.0. */ float QDiffuseSpecularMapMaterial::shininess() const { Q_D(const QDiffuseSpecularMapMaterial); return d->m_shininessParameter->value().toFloat(); } /*! \property QDiffuseSpecularMapMaterial::textureScale Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0. When used in conjunction with QTextureWrapMode::Repeat, textureScale provides a simple way to tile a texture across a surface. For example, a texture scale of \c 4.0 would result in 16 (4x4) tiles. */ float QDiffuseSpecularMapMaterial::textureScale() const { Q_D(const QDiffuseSpecularMapMaterial); return d->m_textureScaleParameter->value().toFloat(); } void QDiffuseSpecularMapMaterial::setAmbient(const QColor &ambient) { Q_D(QDiffuseSpecularMapMaterial); d->m_ambientParameter->setValue(ambient); } void QDiffuseSpecularMapMaterial::setDiffuse(QAbstractTexture *diffuse) { Q_D(QDiffuseSpecularMapMaterial); d->m_diffuseParameter->setValue(QVariant::fromValue(diffuse)); } void QDiffuseSpecularMapMaterial::setSpecular(QAbstractTexture *specular) { Q_D(QDiffuseSpecularMapMaterial); d->m_specularParameter->setValue(QVariant::fromValue(specular)); } void QDiffuseSpecularMapMaterial::setShininess(float shininess) { Q_D(QDiffuseSpecularMapMaterial); d->m_shininessParameter->setValue(shininess); } void QDiffuseSpecularMapMaterial::setTextureScale(float textureScale) { Q_D(QDiffuseSpecularMapMaterial); d->m_textureScaleParameter->setValue(textureScale); } } // namespace Qt3DExtras QT_END_NAMESPACE