diff options
author | Mahmoud Badri <mahmoud.badri@qt.io> | 2019-04-24 16:27:40 +0300 |
---|---|---|
committer | Mahmoud Badri <mahmoud.badri@qt.io> | 2019-05-02 07:15:45 +0000 |
commit | 6945d224433d731aaff1f83bf4d05ba812c8c36c (patch) | |
tree | 85fabc0db2ec0764bb1e26882f8ec56645589dc0 /tests | |
parent | 0e5bbcb7de19e3b32658089e20ddf05493442cda (diff) |
Support alpha channel on color properties
Layer backgrounds are to use the alpha channel. This is also implemented
in the editor (and RT1). Also update the VignetteEffect.effect to work
correctly with the vec4 vegnette color and removed 3 duplicated test checks.
Change-Id: I709629855f3172d65f359525e90cd5c91000f548
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io>
Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'tests')
-rw-r--r-- | tests/auto/q3dslancelot/data/effects/effects/VignetteEffect.effect | 10 | ||||
-rw-r--r-- | tests/auto/uipparser/tst_q3dsuipparser.cpp | 4 | ||||
-rw-r--r-- | tests/scenes/effectgallery/VignetteEffect.effect | 10 |
3 files changed, 8 insertions, 16 deletions
diff --git a/tests/auto/q3dslancelot/data/effects/effects/VignetteEffect.effect b/tests/auto/q3dslancelot/data/effects/effects/VignetteEffect.effect index a459120..ab649e1 100644 --- a/tests/auto/q3dslancelot/data/effects/effects/VignetteEffect.effect +++ b/tests/auto/q3dslancelot/data/effects/effects/VignetteEffect.effect @@ -15,20 +15,18 @@ void frag() { - float radius = vig_radius; vec4 origColor = texture2D_0(TexCoord); vec2 uv = TexCoord.xy; vec2 center = vec2(0.5); vec4 bg = origColor; - uv *= 1.0 - uv.yx; - float vig = uv.x*uv.y * vig_strenght; + uv *= 1.0 - uv.yx; + float vig = uv.x * uv.y * vig_strenght; vig = pow(vig, vig_radius); - vec4 vigmixcolor = vec4(vig_color,vig) * vec4(vig); - gl_FragColor = vec4(mix(origColor,vigmixcolor,1.0-vig)); - + vec4 vigColor = vec4(vig_color.xyz, vig) * vig; + gl_FragColor = mix(origColor, vigColor, 1.0 - vig); } ]]></FragmentShader> </Shader> diff --git a/tests/auto/uipparser/tst_q3dsuipparser.cpp b/tests/auto/uipparser/tst_q3dsuipparser.cpp index b9e8a02..486c028 100644 --- a/tests/auto/uipparser/tst_q3dsuipparser.cpp +++ b/tests/auto/uipparser/tst_q3dsuipparser.cpp @@ -730,13 +730,11 @@ void tst_Q3DSUipParser::customMaterial() Q3DSPropertyChangeList tilingChange = mat->applyDynamicProperties({{tilingKey, QVector3D(1, 2, 3)}}); QCOMPARE(tilingChange.cbegin()->nameStr(), tilingKey); QCOMPARE(mat->dynamicProperties().value(tilingKey).value<QVector3D>(), QVector3D(1, 2, 3)); - QCOMPARE(mat->dynamicProperties().value(tilingKey).value<QVector3D>(), QVector3D(1, 2, 3)); // "dynamic" custom property setting tilingChange = {Q3DSPropertyChange::fromVariant(tilingKey, QVector3D(4, 5, 6))}; mat->applyPropertyChanges({ tilingChange }); QCOMPARE(mat->dynamicProperties().value(tilingKey).value<QVector3D>(), QVector3D(4, 5, 6)); - QCOMPARE(mat->dynamicProperties().value(tilingKey).value<QVector3D>(), QVector3D(4, 5, 6)); } void tst_Q3DSUipParser::effect() @@ -759,13 +757,11 @@ void tst_Q3DSUipParser::effect() Q3DSPropertyChangeList focusDistanceChange = e->applyDynamicProperties({{focusDistanceKey, 50.0f}}); QCOMPARE(focusDistanceChange.cbegin()->nameStr(), focusDistanceKey); QCOMPARE(e->dynamicProperties().value(focusDistanceKey).toFloat(), 50.0f); - QCOMPARE(e->dynamicProperties().value(focusDistanceKey).toFloat(), 50.0f); // "dynamic" custom property setting focusDistanceChange = {Q3DSPropertyChange::fromVariant(focusDistanceKey, 20.0f)}; e->applyPropertyChanges({ focusDistanceChange }); QCOMPARE(e->dynamicProperties().value(focusDistanceKey).toFloat(), 20.0f); - QCOMPARE(e->dynamicProperties().value(focusDistanceKey).toFloat(), 20.0f); } void tst_Q3DSUipParser::primitiveMeshes() diff --git a/tests/scenes/effectgallery/VignetteEffect.effect b/tests/scenes/effectgallery/VignetteEffect.effect index a459120..ab649e1 100644 --- a/tests/scenes/effectgallery/VignetteEffect.effect +++ b/tests/scenes/effectgallery/VignetteEffect.effect @@ -15,20 +15,18 @@ void frag() { - float radius = vig_radius; vec4 origColor = texture2D_0(TexCoord); vec2 uv = TexCoord.xy; vec2 center = vec2(0.5); vec4 bg = origColor; - uv *= 1.0 - uv.yx; - float vig = uv.x*uv.y * vig_strenght; + uv *= 1.0 - uv.yx; + float vig = uv.x * uv.y * vig_strenght; vig = pow(vig, vig_radius); - vec4 vigmixcolor = vec4(vig_color,vig) * vec4(vig); - gl_FragColor = vec4(mix(origColor,vigmixcolor,1.0-vig)); - + vec4 vigColor = vec4(vig_color.xyz, vig) * vig; + gl_FragColor = mix(origColor, vigColor, 1.0 - vig); } ]]></FragmentShader> </Shader> |