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| ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
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| |
| #include "qnormaldiffusemapalphamaterial.h" |
| #include "qnormaldiffusemapalphamaterial_p.h" |
| |
| #include <Qt3DRender/qeffect.h> |
| #include <Qt3DRender/qtexture.h> |
| #include <Qt3DRender/qtechnique.h> |
| #include <Qt3DRender/qparameter.h> |
| #include <Qt3DRender/qshaderprogram.h> |
| #include <Qt3DRender/qshaderprogrambuilder.h> |
| #include <Qt3DRender/qrenderpass.h> |
| #include <Qt3DRender/qgraphicsapifilter.h> |
| #include <Qt3DRender/qalphacoverage.h> |
| #include <Qt3DRender/qdepthtest.h> |
| #include <QtCore/QUrl> |
| #include <QtGui/QVector3D> |
| #include <QtGui/QVector4D> |
| |
| QT_BEGIN_NAMESPACE |
| |
| using namespace Qt3DRender; |
| |
| namespace Qt3DExtras { |
| |
| |
| QNormalDiffuseMapAlphaMaterialPrivate::QNormalDiffuseMapAlphaMaterialPrivate() |
| : QNormalDiffuseMapMaterialPrivate() |
| , m_alphaCoverage(new QAlphaCoverage()) |
| , m_depthTest(new QDepthTest()) |
| { |
| } |
| |
| void QNormalDiffuseMapAlphaMaterialPrivate::init() |
| { |
| Q_Q(QNormalDiffuseMapMaterial); |
| |
| connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseMapMaterialPrivate::handleAmbientChanged); |
| connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseMapMaterialPrivate::handleDiffuseChanged); |
| connect(m_normalParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseMapMaterialPrivate::handleNormalChanged); |
| connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseMapMaterialPrivate::handleSpecularChanged); |
| connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseMapMaterialPrivate::handleShininessChanged); |
| connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseMapMaterialPrivate::handleTextureScaleChanged); |
| |
| m_normalDiffuseGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert")))); |
| m_normalDiffuseGL3ShaderBuilder->setParent(q); |
| m_normalDiffuseGL3ShaderBuilder->setShaderProgram(m_normalDiffuseGL3Shader); |
| m_normalDiffuseGL3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json"))); |
| m_normalDiffuseGL3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"), |
| QStringLiteral("specular"), |
| QStringLiteral("normalTexture")}); |
| |
| m_normalDiffuseGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert")))); |
| m_normalDiffuseGL2ES2ShaderBuilder->setParent(q); |
| m_normalDiffuseGL2ES2ShaderBuilder->setShaderProgram(m_normalDiffuseGL2ES2Shader); |
| m_normalDiffuseGL2ES2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json"))); |
| m_normalDiffuseGL2ES2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"), |
| QStringLiteral("specular"), |
| QStringLiteral("normalTexture")}); |
| |
| m_normalDiffuseRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/default.vert")))); |
| m_normalDiffuseRHIShaderBuilder->setParent(q); |
| m_normalDiffuseRHIShaderBuilder->setShaderProgram(m_normalDiffuseRHIShader); |
| m_normalDiffuseRHIShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json"))); |
| m_normalDiffuseRHIShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"), |
| QStringLiteral("specular"), |
| QStringLiteral("normalTexture")}); |
| |
| m_normalDiffuseGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| m_normalDiffuseGL3Technique->graphicsApiFilter()->setMajorVersion(3); |
| m_normalDiffuseGL3Technique->graphicsApiFilter()->setMinorVersion(1); |
| m_normalDiffuseGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); |
| |
| m_normalDiffuseGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| m_normalDiffuseGL2Technique->graphicsApiFilter()->setMajorVersion(2); |
| m_normalDiffuseGL2Technique->graphicsApiFilter()->setMinorVersion(0); |
| m_normalDiffuseGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
| |
| m_normalDiffuseES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); |
| m_normalDiffuseES2Technique->graphicsApiFilter()->setMajorVersion(2); |
| m_normalDiffuseES2Technique->graphicsApiFilter()->setMinorVersion(0); |
| m_normalDiffuseES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
| |
| m_normalDiffuseRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI); |
| m_normalDiffuseRHITechnique->graphicsApiFilter()->setMajorVersion(1); |
| m_normalDiffuseRHITechnique->graphicsApiFilter()->setMinorVersion(0); |
| |
| m_filterKey->setParent(q); |
| m_filterKey->setName(QStringLiteral("renderingStyle")); |
| m_filterKey->setValue(QStringLiteral("forward")); |
| |
| m_normalDiffuseGL3Technique->addFilterKey(m_filterKey); |
| m_normalDiffuseGL2Technique->addFilterKey(m_filterKey); |
| m_normalDiffuseES2Technique->addFilterKey(m_filterKey); |
| m_normalDiffuseRHITechnique->addFilterKey(m_filterKey); |
| |
| m_depthTest->setDepthFunction(QDepthTest::Less); |
| |
| m_normalDiffuseGL3RenderPass->setShaderProgram(m_normalDiffuseGL3Shader); |
| m_normalDiffuseGL3RenderPass->addRenderState(m_alphaCoverage); |
| m_normalDiffuseGL3RenderPass->addRenderState(m_depthTest); |
| |
| m_normalDiffuseGL2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader); |
| m_normalDiffuseGL2RenderPass->addRenderState(m_alphaCoverage); |
| m_normalDiffuseGL2RenderPass->addRenderState(m_depthTest); |
| |
| m_normalDiffuseES2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader); |
| m_normalDiffuseES2RenderPass->addRenderState(m_alphaCoverage); |
| m_normalDiffuseES2RenderPass->addRenderState(m_depthTest); |
| |
| m_normalDiffuseRHIRenderPass->setShaderProgram(m_normalDiffuseRHIShader); |
| m_normalDiffuseRHIRenderPass->addRenderState(m_alphaCoverage); |
| m_normalDiffuseRHIRenderPass->addRenderState(m_depthTest); |
| |
| m_normalDiffuseGL3Technique->addRenderPass(m_normalDiffuseGL3RenderPass); |
| m_normalDiffuseGL2Technique->addRenderPass(m_normalDiffuseGL2RenderPass); |
| m_normalDiffuseES2Technique->addRenderPass(m_normalDiffuseES2RenderPass); |
| m_normalDiffuseRHITechnique->addRenderPass(m_normalDiffuseRHIRenderPass); |
| |
| m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL3Technique); |
| m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL2Technique); |
| m_normalDiffuseEffect->addTechnique(m_normalDiffuseES2Technique); |
| m_normalDiffuseEffect->addTechnique(m_normalDiffuseRHITechnique); |
| |
| m_normalDiffuseEffect->addParameter(m_ambientParameter); |
| m_normalDiffuseEffect->addParameter(m_diffuseParameter); |
| m_normalDiffuseEffect->addParameter(m_normalParameter); |
| m_normalDiffuseEffect->addParameter(m_specularParameter); |
| m_normalDiffuseEffect->addParameter(m_shininessParameter); |
| m_normalDiffuseEffect->addParameter(m_textureScaleParameter); |
| |
| q->setEffect(m_normalDiffuseEffect); |
| } |
| |
| |
| /*! |
| \class Qt3DExtras::QNormalDiffuseMapAlphaMaterial |
| \brief The QNormalDiffuseMapAlphaMaterial provides a specialization of QNormalDiffuseMapMaterial |
| with alpha coverage and a depth test performed in the rendering pass. |
| \inmodule Qt3DExtras |
| \since 5.7 |
| \inherits Qt3DExtras::QNormalDiffuseMapMaterial |
| |
| \deprecated |
| This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial instead. |
| |
| The specular lighting effect is based on the combination of 3 lighting components ambient, |
| diffuse and specular. The relative strengths of these components are controlled by means of |
| their reflectivity coefficients which are modelled as RGB triplets: |
| |
| \list |
| \li Ambient is the color that is emitted by an object without any other light source. |
| \li Diffuse is the color that is emitted for rought surface reflections with the lights. |
| \li Specular is the color emitted for shiny surface reflections with the lights. |
| \li The shininess of a surface is controlled by a float property. |
| \endlist |
| |
| 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 QNormalDiffuseMapAlphaMaterial instance with parent object \a parent. |
| */ |
| QNormalDiffuseMapAlphaMaterial::QNormalDiffuseMapAlphaMaterial(QNode *parent) |
| : QNormalDiffuseMapMaterial(*new QNormalDiffuseMapAlphaMaterialPrivate, parent) |
| { |
| } |
| |
| /*! |
| Destroys the QNormalDiffuseMapAlphaMaterial instance. |
| */ |
| QNormalDiffuseMapAlphaMaterial::~QNormalDiffuseMapAlphaMaterial() |
| { |
| } |
| |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |