/**************************************************************************** ** ** Copyright (C) 2017 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 "qmetalroughmaterial.h" #include "qmetalroughmaterial_p.h" #include #include #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DRender; namespace Qt3DExtras { QMetalRoughMaterialPrivate::QMetalRoughMaterialPrivate() : QMaterialPrivate() , m_environmentIrradianceTexture(new QTexture2D()) , m_environmentSpecularTexture(new QTexture2D()) , m_baseColorParameter(new QParameter(QStringLiteral("baseColor"), QColor("grey"))) , m_metalnessParameter(new QParameter(QStringLiteral("metalness"), 0.0f)) , m_roughnessParameter(new QParameter(QStringLiteral("roughness"), 0.0f)) , m_environmentIrradianceParameter(new QParameter(QStringLiteral("envLight.irradiance"), m_environmentIrradianceTexture)) , m_environmentSpecularParameter(new QParameter(QStringLiteral("envLight.specular"), m_environmentSpecularTexture)) , m_metalRoughEffect(new QEffect()) , m_metalRoughGL3Technique(new QTechnique()) , m_metalRoughGL3RenderPass(new QRenderPass()) , m_metalRoughGL3Shader(new QShaderProgram()) , m_filterKey(new QFilterKey) { m_environmentIrradianceTexture->setMagnificationFilter(QAbstractTexture::Linear); m_environmentIrradianceTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear); m_environmentIrradianceTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat)); m_environmentIrradianceTexture->setGenerateMipMaps(true); m_environmentIrradianceTexture->setMaximumAnisotropy(16.0f); m_environmentSpecularTexture->setMagnificationFilter(QAbstractTexture::Linear); m_environmentSpecularTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear); m_environmentSpecularTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat)); m_environmentSpecularTexture->setGenerateMipMaps(true); m_environmentSpecularTexture->setMaximumAnisotropy(16.0f); } void QMetalRoughMaterialPrivate::init() { connect(m_baseColorParameter, &Qt3DRender::QParameter::valueChanged, this, &QMetalRoughMaterialPrivate::handleBaseColorChanged); connect(m_metalnessParameter, &Qt3DRender::QParameter::valueChanged, this, &QMetalRoughMaterialPrivate::handleMetallicChanged); connect(m_roughnessParameter, &Qt3DRender::QParameter::valueChanged, this, &QMetalRoughMaterialPrivate::handleRoughnessChanged); m_metalRoughGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/metalrough.vert")))); m_metalRoughGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/metalroughuniform.frag")))); m_metalRoughGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); m_metalRoughGL3Technique->graphicsApiFilter()->setMajorVersion(3); m_metalRoughGL3Technique->graphicsApiFilter()->setMinorVersion(1); m_metalRoughGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); Q_Q(QMetalRoughMaterial); m_filterKey->setParent(q); m_filterKey->setName(QStringLiteral("renderingStyle")); m_filterKey->setValue(QStringLiteral("forward")); m_metalRoughGL3Technique->addFilterKey(m_filterKey); m_metalRoughGL3RenderPass->setShaderProgram(m_metalRoughGL3Shader); m_metalRoughGL3Technique->addRenderPass(m_metalRoughGL3RenderPass); m_metalRoughEffect->addTechnique(m_metalRoughGL3Technique); m_metalRoughEffect->addParameter(m_baseColorParameter); m_metalRoughEffect->addParameter(m_metalnessParameter); m_metalRoughEffect->addParameter(m_roughnessParameter); // Note that even though those parameters are not exposed in the API, // they need to be kept around for now due to a bug in some drivers/GPUs // (at least Intel) which cause issues with unbound textures even if you // don't try to sample from them. // Can probably go away once we generate the shaders and deal in this // case in a better way. m_metalRoughEffect->addParameter(m_environmentIrradianceParameter); m_metalRoughEffect->addParameter(m_environmentSpecularParameter); q->setEffect(m_metalRoughEffect); } void QMetalRoughMaterialPrivate::handleBaseColorChanged(const QVariant &var) { Q_Q(QMetalRoughMaterial); emit q->baseColorChanged(var.value()); } void QMetalRoughMaterialPrivate::handleMetallicChanged(const QVariant &var) { Q_Q(QMetalRoughMaterial); emit q->metalnessChanged(var.toFloat()); } void QMetalRoughMaterialPrivate::handleRoughnessChanged(const QVariant &var) { Q_Q(QMetalRoughMaterial); emit q->roughnessChanged(var.toFloat()); } /*! \class Qt3DExtras::QMetalRoughMaterial \brief The QMetalRoughMaterial provides a default implementation of PBR lighting. \inmodule Qt3DExtras \since 5.9 \inherits Qt3DRender::QMaterial This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 3 only. */ /*! Constructs a new QMetalRoughMaterial instance with parent object \a parent. */ QMetalRoughMaterial::QMetalRoughMaterial(QNode *parent) : QMaterial(*new QMetalRoughMaterialPrivate, parent) { Q_D(QMetalRoughMaterial); d->init(); } /*! \internal */ QMetalRoughMaterial::QMetalRoughMaterial(QMetalRoughMaterialPrivate &dd, QNode *parent) : QMaterial(dd, parent) { Q_D(QMetalRoughMaterial); d->init(); } /*! Destroys the QMetalRoughMaterial instance. */ QMetalRoughMaterial::~QMetalRoughMaterial() { } /*! \property QMetalRoughMaterial::baseColor Holds the current base color of the material. */ QColor QMetalRoughMaterial::baseColor() const { Q_D(const QMetalRoughMaterial); return d->m_baseColorParameter->value().value(); } /*! \property QMetalRoughMaterial::metalness Holds the current metalness level of the material, since is a value between 0 (purely dielectric, the default) and 1 (purely metallic). */ float QMetalRoughMaterial::metalness() const { Q_D(const QMetalRoughMaterial); return d->m_metalnessParameter->value().toFloat(); } /*! \property QMetalRoughMaterial::roughness Holds the current roughness level of the material. */ float QMetalRoughMaterial::roughness() const { Q_D(const QMetalRoughMaterial); return d->m_roughnessParameter->value().toFloat(); } void QMetalRoughMaterial::setBaseColor(const QColor &baseColor) { Q_D(QMetalRoughMaterial); d->m_baseColorParameter->setValue(QVariant::fromValue(baseColor)); } void QMetalRoughMaterial::setMetalness(float metalness) { Q_D(QMetalRoughMaterial); d->m_metalnessParameter->setValue(QVariant::fromValue(metalness)); } void QMetalRoughMaterial::setRoughness(float roughness) { Q_D(QMetalRoughMaterial); d->m_roughnessParameter->setValue(QVariant::fromValue(roughness)); } } // namespace Qt3DExtras QT_END_NAMESPACE