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#include "qmetalroughmaterial.h"
#include "qmetalroughmaterial_p.h"
#include <Qt3DRender/qfilterkey.h>
#include <Qt3DRender/qmaterial.h>
#include <Qt3DRender/qeffect.h>
#include <Qt3DRender/qtexture.h>
#include <Qt3DRender/qtechnique.h>
#include <Qt3DRender/qshaderprogram.h>
#include <Qt3DRender/qshaderprogrambuilder.h>
#include <Qt3DRender/qparameter.h>
#include <Qt3DRender/qrenderpass.h>
#include <Qt3DRender/qgraphicsapifilter.h>
#include <QUrl>
#include <QVector3D>
#include <QVector4D>
QT_BEGIN_NAMESPACE
using namespace Qt3DRender;
namespace Qt3DExtras {
QMetalRoughMaterialPrivate::QMetalRoughMaterialPrivate()
: QMaterialPrivate()
, 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_baseColorMapParameter(new QParameter(QStringLiteral("baseColorMap"), QVariant()))
, m_metalnessMapParameter(new QParameter(QStringLiteral("metalnessMap"), QVariant()))
, m_roughnessMapParameter(new QParameter(QStringLiteral("roughnessMap"), QVariant()))
, m_ambientOcclusionMapParameter(new QParameter(QStringLiteral("ambientOcclusionMap"), QVariant()))
, m_normalMapParameter(new QParameter(QStringLiteral("normalMap"), QVariant()))
, m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
, m_metalRoughEffect(new QEffect())
, m_metalRoughGL3Technique(new QTechnique())
, m_metalRoughGL3RenderPass(new QRenderPass())
, m_metalRoughGL3Shader(new QShaderProgram())
, m_metalRoughGL3ShaderBuilder(new QShaderProgramBuilder())
, m_metalRoughES3Technique(new QTechnique())
, m_metalRoughES3RenderPass(new QRenderPass())
, m_metalRoughES3Shader(new QShaderProgram())
, m_metalRoughES3ShaderBuilder(new QShaderProgramBuilder())
, m_metalRoughRHITechnique(new QTechnique())
, m_metalRoughRHIRenderPass(new QRenderPass())
, m_metalRoughRHIShader(new QShaderProgram())
, m_metalRoughRHIShaderBuilder(new QShaderProgramBuilder())
, m_filterKey(new QFilterKey)
{
}
void QMetalRoughMaterialPrivate::init()
{
Q_Q(QMetalRoughMaterial);
QObject::connect(m_baseColorParameter, &Qt3DRender::QParameter::valueChanged,
q, &QMetalRoughMaterial::baseColorChanged);
QObject::connect(m_metalnessParameter, &Qt3DRender::QParameter::valueChanged,
q, &QMetalRoughMaterial::metalnessChanged);
QObject::connect(m_roughnessParameter, &Qt3DRender::QParameter::valueChanged,
q, &QMetalRoughMaterial::roughnessChanged);
QObject::connect(m_ambientOcclusionMapParameter, &Qt3DRender::QParameter::valueChanged,
q, &QMetalRoughMaterial::roughnessChanged);
QObject::connect(m_normalMapParameter, &Qt3DRender::QParameter::valueChanged,
q, &QMetalRoughMaterial::normalChanged);
connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged,
this, &QMetalRoughMaterialPrivate::handleTextureScaleChanged);
m_metalRoughGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert"))));
m_metalRoughGL3ShaderBuilder->setParent(q);
m_metalRoughGL3ShaderBuilder->setShaderProgram(m_metalRoughGL3Shader);
m_metalRoughGL3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/metalrough.frag.json")));
m_metalRoughGL3ShaderBuilder->setEnabledLayers({QStringLiteral("baseColor"),
QStringLiteral("metalness"),
QStringLiteral("roughness"),
QStringLiteral("ambientOcclusion"),
QStringLiteral("normal")});
m_metalRoughES3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es3/default.vert"))));
m_metalRoughES3ShaderBuilder->setParent(q);
m_metalRoughES3ShaderBuilder->setShaderProgram(m_metalRoughES3Shader);
m_metalRoughES3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/metalrough.frag.json")));
m_metalRoughES3ShaderBuilder->setEnabledLayers({QStringLiteral("baseColor"),
QStringLiteral("metalness"),
QStringLiteral("roughness"),
QStringLiteral("ambientOcclusion"),
QStringLiteral("normal")});
m_metalRoughRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/default.vert"))));
m_metalRoughRHIShaderBuilder->setParent(q);
m_metalRoughRHIShaderBuilder->setShaderProgram(m_metalRoughRHIShader);
m_metalRoughRHIShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/metalrough.frag.json")));
m_metalRoughRHIShaderBuilder->setEnabledLayers({QStringLiteral("baseColor"),
QStringLiteral("metalness"),
QStringLiteral("roughness"),
QStringLiteral("ambientOcclusion"),
QStringLiteral("normal")});
m_metalRoughGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
m_metalRoughGL3Technique->graphicsApiFilter()->setMajorVersion(3);
m_metalRoughGL3Technique->graphicsApiFilter()->setMinorVersion(1);
m_metalRoughGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
m_metalRoughES3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
m_metalRoughES3Technique->graphicsApiFilter()->setMajorVersion(3);
m_metalRoughES3Technique->graphicsApiFilter()->setMinorVersion(0);
m_metalRoughRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI);
m_metalRoughRHITechnique->graphicsApiFilter()->setMajorVersion(1);
m_metalRoughRHITechnique->graphicsApiFilter()->setMinorVersion(0);
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_metalRoughES3Technique->addFilterKey(m_filterKey);
m_metalRoughES3RenderPass->setShaderProgram(m_metalRoughES3Shader);
m_metalRoughES3Technique->addRenderPass(m_metalRoughES3RenderPass);
m_metalRoughEffect->addTechnique(m_metalRoughES3Technique);
m_metalRoughRHITechnique->addFilterKey(m_filterKey);
m_metalRoughRHIRenderPass->setShaderProgram(m_metalRoughRHIShader);
m_metalRoughRHITechnique->addRenderPass(m_metalRoughRHIRenderPass);
m_metalRoughEffect->addTechnique(m_metalRoughRHITechnique);
// Given parameters a parent
m_baseColorMapParameter->setParent(m_metalRoughEffect);
m_metalnessMapParameter->setParent(m_metalRoughEffect);
m_roughnessMapParameter->setParent(m_metalRoughEffect);
m_metalRoughEffect->addParameter(m_baseColorParameter);
m_metalRoughEffect->addParameter(m_metalnessParameter);
m_metalRoughEffect->addParameter(m_roughnessParameter);
m_metalRoughEffect->addParameter(m_textureScaleParameter);
q->setEffect(m_metalRoughEffect);
}
void QMetalRoughMaterialPrivate::handleTextureScaleChanged(const QVariant &var)
{
Q_Q(QMetalRoughMaterial);
emit q->textureScaleChanged(var.toFloat());
}
/*!
\class Qt3DExtras::QMetalRoughMaterial
\ingroup qt3d-extras-materials
\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 and OpenGL ES 3.
*/
/*!
\qmltype MetalRoughMaterial
\instantiates Qt3DExtras::QMetalRoughMaterial
\inqmlmodule Qt3D.Extras
\brief This material uses an effect with a single render pass approach and
performs per fragment lighting. Techniques are provided for OpenGL 3
and OpenGL ES 3.
*/
/*!
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. This can be either a plain
color value or a texture. By default the value of this property is "grey".
*/
/*!
\qmlproperty variant Qt3D.Extras::MetalRoughMaterial::baseColor
Holds the current base color of the material. This can be either a plain
color value or a texture. By default the value of this property is "grey".
*/
QVariant QMetalRoughMaterial::baseColor() const
{
Q_D(const QMetalRoughMaterial);
return d->m_baseColorParameter->value();
}
/*!
\property QMetalRoughMaterial::metalness
Holds the current metalness level of the material, as a value between
0 (purely dielectric, the default) and 1 (purely metallic). This can be
either a plain uniform value or a texture. By default the value of this
property is 0.
*/
/*!
\qmlproperty variant Qt3D.Extras::MetalRoughMaterial::metalness
Holds the current metalness level of the material, as a value between
0 (purely dielectric, the default) and 1 (purely metallic). This can be
either a plain uniform value or a texture. By default the value of this
property is 0.
*/
QVariant QMetalRoughMaterial::metalness() const
{
Q_D(const QMetalRoughMaterial);
return d->m_metalnessParameter->value();
}
/*!
\property QMetalRoughMaterial::roughness
Holds the current roughness level of the material. This can be either a
plain uniform value or a texture. By default the value of this property is
0.
*/
/*!
\qmlproperty variant Qt3D.Extras::MetalRoughMaterial::roughness
Holds the current roughness level of the material. This can be either a
plain uniform value or a texture. By default the value of this property is
0.
*/
QVariant QMetalRoughMaterial::roughness() const
{
Q_D(const QMetalRoughMaterial);
return d->m_roughnessParameter->value();
}
/*!
\property QMetalRoughMaterial::ambientOcclusion
Holds the current ambient occlusion map texture of the material. This can
only be a texture, otherwise it is ignored. By default this map is not set.
*/
/*!
\qmlproperty Texture Qt3D.Extras::MetalRoughMaterial::ambientOcclusion
Holds the current ambient occlusion map texture of the material. This can
only be a texture, otherwise it is ignored. By default this map is not set.
*/
QVariant QMetalRoughMaterial::ambientOcclusion() const
{
Q_D(const QMetalRoughMaterial);
return d->m_ambientOcclusionMapParameter->value();
}
/*!
\property QMetalRoughMaterial::normal
Holds the current normal map texture of the material. This can only be a
texture, otherwise it is ignored. By default this map is not set.
*/
/*!
\qmlproperty Texture Qt3D.Extras::MetalRoughMaterial::normal
Holds the current normal map texture of the material. This can only be a
texture, otherwise it is ignored. By default this map is not set.
*/
QVariant QMetalRoughMaterial::normal() const
{
Q_D(const QMetalRoughMaterial);
return d->m_normalMapParameter->value();
}
/*!
\property QMetalRoughMaterial::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.
*/
/*!
\qmlproperty real Qt3D.Extras::MetalRoughMaterial::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 WrapMode.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 QMetalRoughMaterial::textureScale() const
{
Q_D(const QMetalRoughMaterial);
return d->m_textureScaleParameter->value().toFloat();
}
void QMetalRoughMaterial::setBaseColor(const QVariant &baseColor)
{
Q_D(QMetalRoughMaterial);
d->m_baseColorParameter->setValue(baseColor);
d->m_baseColorMapParameter->setValue(baseColor);
auto layers = d->m_metalRoughGL3ShaderBuilder->enabledLayers();
if (baseColor.value<QAbstractTexture *>()) {
layers.removeAll(QStringLiteral("baseColor"));
layers.append(QStringLiteral("baseColorMap"));
d->m_metalRoughEffect->addParameter(d->m_baseColorMapParameter);
if (d->m_metalRoughEffect->parameters().contains(d->m_baseColorParameter))
d->m_metalRoughEffect->removeParameter(d->m_baseColorParameter);
} else {
layers.removeAll(QStringLiteral("baseColorMap"));
layers.append(QStringLiteral("baseColor"));
if (d->m_metalRoughEffect->parameters().contains(d->m_baseColorMapParameter))
d->m_metalRoughEffect->removeParameter(d->m_baseColorMapParameter);
d->m_metalRoughEffect->addParameter(d->m_baseColorParameter);
}
d->m_metalRoughGL3ShaderBuilder->setEnabledLayers(layers);
d->m_metalRoughES3ShaderBuilder->setEnabledLayers(layers);
d->m_metalRoughRHIShaderBuilder->setEnabledLayers(layers);
}
void QMetalRoughMaterial::setMetalness(const QVariant &metalness)
{
Q_D(QMetalRoughMaterial);
d->m_metalnessParameter->setValue(metalness);
d->m_metalnessMapParameter->setValue(metalness);
auto layers = d->m_metalRoughGL3ShaderBuilder->enabledLayers();
if (metalness.value<QAbstractTexture *>()) {
layers.removeAll(QStringLiteral("metalness"));
layers.append(QStringLiteral("metalnessMap"));
d->m_metalRoughEffect->addParameter(d->m_metalnessMapParameter);
if (d->m_metalRoughEffect->parameters().contains(d->m_metalnessParameter))
d->m_metalRoughEffect->removeParameter(d->m_metalnessParameter);
} else {
layers.removeAll(QStringLiteral("metalnessMap"));
layers.append(QStringLiteral("metalness"));
if (d->m_metalRoughEffect->parameters().contains(d->m_metalnessMapParameter))
d->m_metalRoughEffect->removeParameter(d->m_metalnessMapParameter);
d->m_metalRoughEffect->addParameter(d->m_metalnessParameter);
}
d->m_metalRoughGL3ShaderBuilder->setEnabledLayers(layers);
d->m_metalRoughES3ShaderBuilder->setEnabledLayers(layers);
d->m_metalRoughRHIShaderBuilder->setEnabledLayers(layers);
}
void QMetalRoughMaterial::setRoughness(const QVariant &roughness)
{
Q_D(QMetalRoughMaterial);
d->m_roughnessParameter->setValue(roughness);
d->m_roughnessMapParameter->setValue(roughness);
auto layers = d->m_metalRoughGL3ShaderBuilder->enabledLayers();
if (roughness.value<QAbstractTexture *>()) {
layers.removeAll(QStringLiteral("roughness"));
layers.append(QStringLiteral("roughnessMap"));
d->m_metalRoughEffect->addParameter(d->m_roughnessMapParameter);
if (d->m_metalRoughEffect->parameters().contains(d->m_roughnessParameter))
d->m_metalRoughEffect->removeParameter(d->m_roughnessParameter);
} else {
layers.removeAll(QStringLiteral("roughnessMap"));
layers.append(QStringLiteral("roughness"));
if (d->m_metalRoughEffect->parameters().contains(d->m_roughnessMapParameter))
d->m_metalRoughEffect->removeParameter(d->m_roughnessMapParameter);
d->m_metalRoughEffect->addParameter(d->m_roughnessParameter);
}
d->m_metalRoughGL3ShaderBuilder->setEnabledLayers(layers);
d->m_metalRoughES3ShaderBuilder->setEnabledLayers(layers);
d->m_metalRoughRHIShaderBuilder->setEnabledLayers(layers);
}
void QMetalRoughMaterial::setAmbientOcclusion(const QVariant &ambientOcclusion)
{
Q_D(QMetalRoughMaterial);
d->m_ambientOcclusionMapParameter->setValue(ambientOcclusion);
auto layers = d->m_metalRoughGL3ShaderBuilder->enabledLayers();
if (ambientOcclusion.value<QAbstractTexture *>()) {
layers.removeAll(QStringLiteral("ambientOcclusion"));
layers.append(QStringLiteral("ambientOcclusionMap"));
d->m_metalRoughEffect->addParameter(d->m_ambientOcclusionMapParameter);
} else {
layers.removeAll(QStringLiteral("ambientOcclusionMap"));
layers.append(QStringLiteral("ambientOcclusion"));
if (d->m_metalRoughEffect->parameters().contains(d->m_ambientOcclusionMapParameter))
d->m_metalRoughEffect->removeParameter(d->m_ambientOcclusionMapParameter);
}
d->m_metalRoughGL3ShaderBuilder->setEnabledLayers(layers);
d->m_metalRoughES3ShaderBuilder->setEnabledLayers(layers);
d->m_metalRoughRHIShaderBuilder->setEnabledLayers(layers);
}
void QMetalRoughMaterial::setNormal(const QVariant &normal)
{
Q_D(QMetalRoughMaterial);
d->m_normalMapParameter->setValue(normal);
auto layers = d->m_metalRoughGL3ShaderBuilder->enabledLayers();
if (normal.value<QAbstractTexture *>()) {
layers.removeAll(QStringLiteral("normal"));
layers.append(QStringLiteral("normalMap"));
d->m_metalRoughEffect->addParameter(d->m_normalMapParameter);
} else {
layers.removeAll(QStringLiteral("normalMap"));
layers.append(QStringLiteral("normal"));
if (d->m_metalRoughEffect->parameters().contains(d->m_normalMapParameter))
d->m_metalRoughEffect->removeParameter(d->m_normalMapParameter);
}
d->m_metalRoughGL3ShaderBuilder->setEnabledLayers(layers);
d->m_metalRoughES3ShaderBuilder->setEnabledLayers(layers);
d->m_metalRoughRHIShaderBuilder->setEnabledLayers(layers);
}
void QMetalRoughMaterial::setTextureScale(float textureScale)
{
Q_D(QMetalRoughMaterial);
d->m_textureScaleParameter->setValue(textureScale);
}
} // namespace Qt3DExtras
QT_END_NAMESPACE