/**************************************************************************** ** ** 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 "qtexturematerial.h" #include "qtexturematerial_p.h" #include #include #include #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE using namespace Qt3DRender; namespace Qt3DExtras { QTextureMaterialPrivate::QTextureMaterialPrivate() : QMaterialPrivate() , m_textureEffect(new QEffect) , m_textureParameter(new QParameter(QStringLiteral("diffuseTexture"), new QTexture2D)) , m_textureTransformParameter(new QParameter(QStringLiteral("texCoordTransform"), qVariantFromValue(QMatrix3x3()))) , m_textureGL3Technique(new QTechnique) , m_textureGL2Technique(new QTechnique) , m_textureES2Technique(new QTechnique) , m_textureGL3RenderPass(new QRenderPass) , m_textureGL2RenderPass(new QRenderPass) , m_textureES2RenderPass(new QRenderPass) , m_textureGL3Shader(new QShaderProgram) , m_textureGL2ES2Shader(new QShaderProgram) , m_filterKey(new QFilterKey) { } void QTextureMaterialPrivate::init() { connect(m_textureParameter, &Qt3DRender::QParameter::valueChanged, this, &QTextureMaterialPrivate::handleTextureChanged); connect(m_textureTransformParameter, &Qt3DRender::QParameter::valueChanged, this, &QTextureMaterialPrivate::handleTextureTransformChanged); m_textureGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/unlittexture.vert")))); m_textureGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/unlittexture.frag")))); m_textureGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/unlittexture.vert")))); m_textureGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/unlittexture.frag")))); m_textureGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); m_textureGL3Technique->graphicsApiFilter()->setMajorVersion(3); m_textureGL3Technique->graphicsApiFilter()->setMinorVersion(1); m_textureGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); m_textureGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); m_textureGL2Technique->graphicsApiFilter()->setMajorVersion(2); m_textureGL2Technique->graphicsApiFilter()->setMinorVersion(0); m_textureGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); m_textureES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); m_textureES2Technique->graphicsApiFilter()->setMajorVersion(2); m_textureES2Technique->graphicsApiFilter()->setMinorVersion(0); m_textureES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); Q_Q(QTextureMaterial); m_filterKey->setParent(q); m_filterKey->setName(QStringLiteral("renderingStyle")); m_filterKey->setValue(QStringLiteral("forward")); m_textureGL3Technique->addFilterKey(m_filterKey); m_textureGL2Technique->addFilterKey(m_filterKey); m_textureES2Technique->addFilterKey(m_filterKey); m_textureGL3RenderPass->setShaderProgram(m_textureGL3Shader); m_textureGL2RenderPass->setShaderProgram(m_textureGL2ES2Shader); m_textureES2RenderPass->setShaderProgram(m_textureGL2ES2Shader); m_textureGL3Technique->addRenderPass(m_textureGL3RenderPass); m_textureGL2Technique->addRenderPass(m_textureGL2RenderPass); m_textureES2Technique->addRenderPass(m_textureES2RenderPass); m_textureEffect->addTechnique(m_textureGL3Technique); m_textureEffect->addTechnique(m_textureGL2Technique); m_textureEffect->addTechnique(m_textureES2Technique); m_textureEffect->addParameter(m_textureParameter); m_textureEffect->addParameter(m_textureTransformParameter); q->setEffect(m_textureEffect); } void QTextureMaterialPrivate::handleTextureChanged(const QVariant &var) { Q_Q(QTextureMaterial); emit q->textureChanged(var.value()); } void QTextureMaterialPrivate::handleTextureTransformChanged(const QVariant &var) { Q_Q(QTextureMaterial); const QMatrix3x3 matrix = var.value(); emit q->textureTransformChanged(matrix); emit q->textureOffsetChanged(QVector2D(matrix(0, 2), matrix(1, 2))); } /*! \class Qt3DExtras::QTextureMaterial \brief The QTextureMaterial provides a default implementation of a simple unlit texture material. \inmodule Qt3DExtras \since 5.9 \inherits Qt3DRender::QMaterial This material uses an effect with a single render pass approach. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. */ /*! Constructs a new QTextureMaterial instance with parent object \a parent. */ QTextureMaterial::QTextureMaterial(QNode *parent) : QMaterial(*new QTextureMaterialPrivate, parent) { Q_D(QTextureMaterial); d->init(); } /*! Destroys the QTextureMaterial instance. */ QTextureMaterial::~QTextureMaterial() { } /*! \property QTextureMaterial::texture Holds the current texture used by the material. */ QAbstractTexture *QTextureMaterial::texture() const { Q_D(const QTextureMaterial); return d->m_textureParameter->value().value(); } /*! \property QTextureMaterial::textureOffset This is a utility property. It sets the translation component of the general texture transform matrix */ QVector2D QTextureMaterial::textureOffset() const { Q_D(const QTextureMaterial); const QMatrix3x3 matrix = d->m_textureTransformParameter->value().value(); return QVector2D(matrix(0, 2), matrix(1, 2)); } /*! \property QTextureMaterial::textureTransform Holds the current texture transform. It is applied to texture coordinates at render time. Defaults to identity matrix. */ QMatrix3x3 QTextureMaterial::textureTransform() const { Q_D(const QTextureMaterial); return d->m_textureTransformParameter->value().value(); } void QTextureMaterial::setTexture(QAbstractTexture *texture) { Q_D(QTextureMaterial); d->m_textureParameter->setValue(QVariant::fromValue(texture)); } void QTextureMaterial::setTextureOffset(QVector2D textureOffset) { Q_D(QTextureMaterial); QMatrix3x3 matrix = d->m_textureTransformParameter->value().value(); matrix(0, 2) = textureOffset.x(); matrix(1, 2) = textureOffset.y(); d->m_textureTransformParameter->setValue(qVariantFromValue(matrix)); } void QTextureMaterial::setTextureTransform(const QMatrix3x3 &matrix) { Q_D(QTextureMaterial); d->m_textureTransformParameter->setValue(qVariantFromValue(matrix)); } } // namespace Qt3DExtras QT_END_NAMESPACE