/**************************************************************************** ** ** Copyright (C) 2015 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 "qgoochmaterial.h" #include "qgoochmaterial_p.h" #include #include #include #include #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DRender { /*! \class Qt3DRender::QGoochMaterialPrivate \internal */ QGoochMaterialPrivate::QGoochMaterialPrivate() : QMaterialPrivate() , m_effect(new QEffect) , m_diffuseParameter(new QParameter(QStringLiteral("kd"), QColor::fromRgbF(0.0f, 0.0f, 0.0f))) , m_specularParameter(new QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.0f, 0.0f, 0.0f))) , m_coolParameter(new QParameter(QStringLiteral("kblue"), QColor::fromRgbF(0.0f, 0.0f, 0.4f))) , m_warmParameter(new QParameter(QStringLiteral("kyellow"), QColor::fromRgbF(0.4f, 0.4f, 0.0f))) , m_alphaParameter(new QParameter(QStringLiteral("alpha"), 0.25f)) , m_betaParameter(new QParameter(QStringLiteral("alpha"), 0.5f)) , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 100.0f)) , m_gl3Technique(new QTechnique) , m_gl2Technique(new QTechnique) , m_es2Technique(new QTechnique) , m_gl3RenderPass(new QRenderPass) , m_gl2RenderPass(new QRenderPass) , m_es2RenderPass(new QRenderPass) , m_gl3Shader(new QShaderProgram) , m_gl2ES2Shader(new QShaderProgram) , m_annotation(new QAnnotation) { } void QGoochMaterialPrivate::init() { Q_Q(QGoochMaterial); connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged, this, &QGoochMaterialPrivate::handleDiffuseChanged); connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged, this, &QGoochMaterialPrivate::handleSpecularChanged); connect(m_coolParameter, &Qt3DRender::QParameter::valueChanged, this, &QGoochMaterialPrivate::handleCoolChanged); connect(m_warmParameter, &Qt3DRender::QParameter::valueChanged, this, &QGoochMaterialPrivate::handleWarmChanged); connect(m_alphaParameter, &Qt3DRender::QParameter::valueChanged, this, &QGoochMaterialPrivate::handleAlphaChanged); connect(m_betaParameter, &Qt3DRender::QParameter::valueChanged, this, &QGoochMaterialPrivate::handleBetaChanged); connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged, this, &QGoochMaterialPrivate::handleShininessChanged); m_gl3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/gooch.vert")))); m_gl3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/gooch.frag")))); m_gl2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/gooch.vert")))); m_gl2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/gooch.frag")))); m_gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); m_gl3Technique->graphicsApiFilter()->setMajorVersion(3); m_gl3Technique->graphicsApiFilter()->setMinorVersion(1); m_gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); m_gl2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); m_gl2Technique->graphicsApiFilter()->setMajorVersion(2); m_gl2Technique->graphicsApiFilter()->setMinorVersion(0); m_gl2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); m_es2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); m_es2Technique->graphicsApiFilter()->setMajorVersion(2); m_es2Technique->graphicsApiFilter()->setMinorVersion(0); m_es2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); m_annotation->setParent(q); m_annotation->setName(QStringLiteral("renderingStyle")); m_annotation->setValue(QStringLiteral("forward")); m_gl3Technique->addAnnotation(m_annotation); m_gl2Technique->addAnnotation(m_annotation); m_es2Technique->addAnnotation(m_annotation); m_gl3RenderPass->setShaderProgram(m_gl3Shader); m_gl2RenderPass->setShaderProgram(m_gl2ES2Shader); m_es2RenderPass->setShaderProgram(m_gl2ES2Shader); m_gl3Technique->addPass(m_gl3RenderPass); m_gl2Technique->addPass(m_gl2RenderPass); m_es2Technique->addPass(m_es2RenderPass); m_effect->addTechnique(m_gl3Technique); m_effect->addTechnique(m_gl2Technique); m_effect->addTechnique(m_es2Technique); m_effect->addParameter(m_diffuseParameter); m_effect->addParameter(m_specularParameter); m_effect->addParameter(m_coolParameter); m_effect->addParameter(m_warmParameter); m_effect->addParameter(m_alphaParameter); m_effect->addParameter(m_betaParameter); m_effect->addParameter(m_shininessParameter); q->setEffect(m_effect); } void QGoochMaterialPrivate::handleDiffuseChanged(const QVariant &var) { Q_Q(QGoochMaterial); emit q->diffuseChanged(var.value()); } void QGoochMaterialPrivate::handleSpecularChanged(const QVariant &var) { Q_Q(QGoochMaterial); emit q->specularChanged(var.value()); } void QGoochMaterialPrivate::handleCoolChanged(const QVariant &var) { Q_Q(QGoochMaterial); emit q->coolChanged(var.value()); } void QGoochMaterialPrivate::handleWarmChanged(const QVariant &var) { Q_Q(QGoochMaterial); emit q->warmChanged(var.value()); } void QGoochMaterialPrivate::handleAlphaChanged(const QVariant &var) { Q_Q(QGoochMaterial); emit q->alphaChanged(var.toFloat()); } void QGoochMaterialPrivate::handleBetaChanged(const QVariant &var) { Q_Q(QGoochMaterial); emit q->betaChanged(var.toFloat()); } void QGoochMaterialPrivate::handleShininessChanged(const QVariant &var) { Q_Q(QGoochMaterial); emit q->shininessChanged(var.toFloat()); } /*! \class Qt3DRender::QGoochMaterial \brief The QGoochMaterial provides a material that implements the Gooch shading model, popular in CAD and CAM applications. \inmodule Qt3DRender \since 5.5 The Gooch lighting model uses both color and brightness to help show the curvature of 3D surfaces. This is often better than models such as Phong that rely purely upon changes in brightness. In situations such as in CAD and CAM applications where photorealism is not a goal, the Gooch shading model in conjunction with some kind of silhouette edge inking is a popular solution. The Gooch lighting model is explained fully in the \l{original Gooch paper}. The Gooch model mixes a diffuse objetc color with a user-provided cool color and warm color to produce the end points of a color ramp that is used to shade the object based upon the cosine of the angle between the vector from the fragment to the light source and the fragment's normal vector. Optionally, a specular highlight can be added on top. The relative contributions to the cool and warm colors by the diffuse color are controlled by the alpha and beta properties respecitvely. 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 Qt3DCore::QGoochMaterial instance with parent object \a parent. */ QGoochMaterial::QGoochMaterial(QNode *parent) : QMaterial(*new QGoochMaterialPrivate, parent) { Q_D(QGoochMaterial); d->init(); } QGoochMaterial::QGoochMaterial(QGoochMaterialPrivate &dd, QNode *parent) : QMaterial(dd, parent) { Q_D(QGoochMaterial); d->init(); } /*! \property Qt3DRender::QGoochMaterial::diffuse Holds the current diffuse color. */ QColor QGoochMaterial::diffuse() const { Q_D(const QGoochMaterial); return d->m_diffuseParameter->value().value(); } /*! \property Qt3DRender::QGoochMaterial::specular Holds the current specular color. */ QColor QGoochMaterial::specular() const { Q_D(const QGoochMaterial); return d->m_specularParameter->value().value(); } /*! \property Qt3DRender::QGoochMaterial::cool Holds the current cool color. */ QColor QGoochMaterial::cool() const { Q_D(const QGoochMaterial); return d->m_coolParameter->value().value(); } /*! \property Qt3DRender::QGoochMaterial::warm Holds the current warm color. */ QColor QGoochMaterial::warm() const { Q_D(const QGoochMaterial); return d->m_warmParameter->value().value(); } /*! \property Qt3DRender::QGoochMaterial::alpha Holds the current alpha value. The start point of the color ramp used by the Gooch shader is calculated as {c = cool + alpha * diffuse}. */ float QGoochMaterial::alpha() const { Q_D(const QGoochMaterial); return d->m_alphaParameter->value().toFloat(); } /*! \property Qt3DRender::QGoochMaterial::beta Holds the current beta value. The start point of the color ramp used by the Gooch shader is calculated as {c = warm + beta * diffuse}. */ float QGoochMaterial::beta() const { Q_D(const QGoochMaterial); return d->m_betaParameter->value().toFloat(); } /*! \property Qt3DRender::QGoochMaterial::shininess Holds the current shininess value. Higher values of shininess result in a smaller and brighter highlight. */ float QGoochMaterial::shininess() const { Q_D(const QGoochMaterial); return d->m_shininessParameter->value().toFloat(); } void QGoochMaterial::setDiffuse(const QColor &diffuse) { Q_D(QGoochMaterial); return d->m_diffuseParameter->setValue(diffuse); } void QGoochMaterial::setSpecular(const QColor &specular) { Q_D(QGoochMaterial); return d->m_specularParameter->setValue(specular); } void QGoochMaterial::setCool(const QColor &cool) { Q_D(QGoochMaterial); return d->m_coolParameter->setValue(cool); } void QGoochMaterial::setWarm(const QColor &warm) { Q_D(QGoochMaterial); return d->m_warmParameter->setValue(warm); } void QGoochMaterial::setAlpha(float alpha) { Q_D(QGoochMaterial); return d->m_alphaParameter->setValue(alpha); } void QGoochMaterial::setBeta(float beta) { Q_D(QGoochMaterial); return d->m_betaParameter->setValue(beta); } void QGoochMaterial::setShininess(float shininess) { Q_D(QGoochMaterial); return d->m_shininessParameter->setValue(shininess); } } QT_END_NAMESPACE