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| |
| #include "qnormaldiffusespecularmapmaterial.h" |
| #include "qnormaldiffusespecularmapmaterial_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 <QtCore/QUrl> |
| #include <QtGui/QVector3D> |
| #include <QtGui/QVector4D> |
| |
| QT_BEGIN_NAMESPACE |
| |
| using namespace Qt3DRender; |
| |
| namespace Qt3DExtras { |
| |
| QNormalDiffuseSpecularMapMaterialPrivate::QNormalDiffuseSpecularMapMaterialPrivate() |
| : QMaterialPrivate() |
| , m_normalDiffuseSpecularEffect(new QEffect()) |
| , m_diffuseTexture(new QTexture2D()) |
| , m_normalTexture(new QTexture2D()) |
| , m_specularTexture(new QTexture2D()) |
| , m_ambientParameter(new QParameter(QStringLiteral("ka"), QColor::fromRgbF(0.05f, 0.05f, 0.05f, 1.0f))) |
| , m_diffuseParameter(new QParameter(QStringLiteral("diffuseTexture"), m_diffuseTexture)) |
| , m_normalParameter(new QParameter(QStringLiteral("normalTexture"), m_normalTexture)) |
| , m_specularParameter(new QParameter(QStringLiteral("specularTexture"), m_specularTexture)) |
| , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f)) |
| , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f)) |
| , m_normalDiffuseSpecularGL3Technique(new QTechnique()) |
| , m_normalDiffuseSpecularGL2Technique(new QTechnique()) |
| , m_normalDiffuseSpecularES2Technique(new QTechnique()) |
| , m_normalDiffuseSpecularRHITechnique(new QTechnique()) |
| , m_normalDiffuseSpecularGL3RenderPass(new QRenderPass()) |
| , m_normalDiffuseSpecularGL2RenderPass(new QRenderPass()) |
| , m_normalDiffuseSpecularES2RenderPass(new QRenderPass()) |
| , m_normalDiffuseSpecularRHIRenderPass(new QRenderPass()) |
| , m_normalDiffuseSpecularGL3Shader(new QShaderProgram()) |
| , m_normalDiffuseSpecularGL3ShaderBuilder(new QShaderProgramBuilder()) |
| , m_normalDiffuseSpecularGL2ES2Shader(new QShaderProgram()) |
| , m_normalDiffuseSpecularGL2ES2ShaderBuilder(new QShaderProgramBuilder()) |
| , m_normalDiffuseSpecularRHIShader(new QShaderProgram()) |
| , m_normalDiffuseSpecularRHIShaderBuilder(new QShaderProgramBuilder()) |
| , m_filterKey(new QFilterKey) |
| { |
| m_diffuseTexture->setMagnificationFilter(QAbstractTexture::Linear); |
| m_diffuseTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear); |
| m_diffuseTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat)); |
| m_diffuseTexture->setGenerateMipMaps(true); |
| m_diffuseTexture->setMaximumAnisotropy(16.0f); |
| |
| m_normalTexture->setMagnificationFilter(QAbstractTexture::Linear); |
| m_normalTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear); |
| m_normalTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat)); |
| m_normalTexture->setGenerateMipMaps(true); |
| m_normalTexture->setMaximumAnisotropy(16.0f); |
| |
| m_specularTexture->setMagnificationFilter(QAbstractTexture::Linear); |
| m_specularTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear); |
| m_specularTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat)); |
| m_specularTexture->setGenerateMipMaps(true); |
| m_specularTexture->setMaximumAnisotropy(16.0f); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterialPrivate::init() |
| { |
| Q_Q(QNormalDiffuseSpecularMapMaterial); |
| |
| connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseSpecularMapMaterialPrivate::handleAmbientChanged); |
| connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseSpecularMapMaterialPrivate::handleDiffuseChanged); |
| connect(m_normalParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseSpecularMapMaterialPrivate::handleNormalChanged); |
| connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseSpecularMapMaterialPrivate::handleSpecularChanged); |
| connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseSpecularMapMaterialPrivate::handleShininessChanged); |
| connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QNormalDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged); |
| |
| m_normalDiffuseSpecularGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert")))); |
| m_normalDiffuseSpecularGL3ShaderBuilder->setParent(q); |
| m_normalDiffuseSpecularGL3ShaderBuilder->setShaderProgram(m_normalDiffuseSpecularGL3Shader); |
| m_normalDiffuseSpecularGL3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json"))); |
| m_normalDiffuseSpecularGL3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"), |
| QStringLiteral("specularTexture"), |
| QStringLiteral("normalTexture")}); |
| |
| m_normalDiffuseSpecularGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert")))); |
| m_normalDiffuseSpecularGL2ES2ShaderBuilder->setParent(q); |
| m_normalDiffuseSpecularGL2ES2ShaderBuilder->setShaderProgram(m_normalDiffuseSpecularGL2ES2Shader); |
| m_normalDiffuseSpecularGL2ES2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json"))); |
| m_normalDiffuseSpecularGL2ES2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"), |
| QStringLiteral("specularTexture"), |
| QStringLiteral("normalTexture")}); |
| |
| m_normalDiffuseSpecularRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/default.vert")))); |
| m_normalDiffuseSpecularRHIShaderBuilder->setParent(q); |
| m_normalDiffuseSpecularRHIShaderBuilder->setShaderProgram(m_normalDiffuseSpecularRHIShader); |
| m_normalDiffuseSpecularRHIShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json"))); |
| m_normalDiffuseSpecularRHIShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"), |
| QStringLiteral("specularTexture"), |
| QStringLiteral("normalTexture")}); |
| |
| m_normalDiffuseSpecularGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| m_normalDiffuseSpecularGL3Technique->graphicsApiFilter()->setMajorVersion(3); |
| m_normalDiffuseSpecularGL3Technique->graphicsApiFilter()->setMinorVersion(1); |
| m_normalDiffuseSpecularGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); |
| |
| m_normalDiffuseSpecularGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| m_normalDiffuseSpecularGL2Technique->graphicsApiFilter()->setMajorVersion(2); |
| m_normalDiffuseSpecularGL2Technique->graphicsApiFilter()->setMinorVersion(0); |
| m_normalDiffuseSpecularGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
| |
| m_normalDiffuseSpecularES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); |
| m_normalDiffuseSpecularES2Technique->graphicsApiFilter()->setMajorVersion(2); |
| m_normalDiffuseSpecularES2Technique->graphicsApiFilter()->setMinorVersion(0); |
| m_normalDiffuseSpecularES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
| |
| m_normalDiffuseSpecularRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI); |
| m_normalDiffuseSpecularRHITechnique->graphicsApiFilter()->setMajorVersion(1); |
| m_normalDiffuseSpecularRHITechnique->graphicsApiFilter()->setMinorVersion(0); |
| |
| m_filterKey->setParent(q); |
| m_filterKey->setName(QStringLiteral("renderingStyle")); |
| m_filterKey->setValue(QStringLiteral("forward")); |
| |
| m_normalDiffuseSpecularGL3Technique->addFilterKey(m_filterKey); |
| m_normalDiffuseSpecularGL2Technique->addFilterKey(m_filterKey); |
| m_normalDiffuseSpecularES2Technique->addFilterKey(m_filterKey); |
| m_normalDiffuseSpecularRHITechnique->addFilterKey(m_filterKey); |
| |
| m_normalDiffuseSpecularGL3RenderPass->setShaderProgram(m_normalDiffuseSpecularGL3Shader); |
| m_normalDiffuseSpecularGL2RenderPass->setShaderProgram(m_normalDiffuseSpecularGL2ES2Shader); |
| m_normalDiffuseSpecularES2RenderPass->setShaderProgram(m_normalDiffuseSpecularGL2ES2Shader); |
| m_normalDiffuseSpecularRHIRenderPass->setShaderProgram(m_normalDiffuseSpecularRHIShader); |
| |
| m_normalDiffuseSpecularGL3Technique->addRenderPass(m_normalDiffuseSpecularGL3RenderPass); |
| m_normalDiffuseSpecularGL2Technique->addRenderPass(m_normalDiffuseSpecularGL2RenderPass); |
| m_normalDiffuseSpecularES2Technique->addRenderPass(m_normalDiffuseSpecularES2RenderPass); |
| m_normalDiffuseSpecularRHITechnique->addRenderPass(m_normalDiffuseSpecularRHIRenderPass); |
| |
| m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularGL3Technique); |
| m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularGL2Technique); |
| m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularES2Technique); |
| m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularRHITechnique); |
| |
| m_normalDiffuseSpecularEffect->addParameter(m_ambientParameter); |
| m_normalDiffuseSpecularEffect->addParameter(m_diffuseParameter); |
| m_normalDiffuseSpecularEffect->addParameter(m_normalParameter); |
| m_normalDiffuseSpecularEffect->addParameter(m_specularParameter); |
| m_normalDiffuseSpecularEffect->addParameter(m_shininessParameter); |
| m_normalDiffuseSpecularEffect->addParameter(m_textureScaleParameter); |
| |
| q->setEffect(m_normalDiffuseSpecularEffect); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterialPrivate::handleAmbientChanged(const QVariant &var) |
| { |
| Q_Q(QNormalDiffuseSpecularMapMaterial); |
| emit q->ambientChanged(var.value<QColor>()); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterialPrivate::handleDiffuseChanged(const QVariant &var) |
| { |
| Q_Q(QNormalDiffuseSpecularMapMaterial); |
| emit q->diffuseChanged(var.value<QAbstractTexture *>()); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterialPrivate::handleNormalChanged(const QVariant &var) |
| { |
| Q_Q(QNormalDiffuseSpecularMapMaterial); |
| emit q->normalChanged(var.value<QAbstractTexture *>()); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterialPrivate::handleSpecularChanged(const QVariant &var) |
| { |
| Q_Q(QNormalDiffuseSpecularMapMaterial); |
| emit q->specularChanged(var.value<QAbstractTexture *>()); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterialPrivate::handleShininessChanged(const QVariant &var) |
| { |
| Q_Q(QNormalDiffuseSpecularMapMaterial); |
| emit q->shininessChanged(var.toFloat()); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged(const QVariant &var) |
| { |
| Q_Q(QNormalDiffuseSpecularMapMaterial); |
| emit q->textureScaleChanged(var.toFloat()); |
| } |
| |
| /*! |
| \class Qt3DExtras::QNormalDiffuseSpecularMapMaterial |
| \brief The QNormalDiffuseSpecularMapMaterial provides a default implementation of the phong |
| lighting and bump effect where the diffuse and specular light components are read from texture |
| maps and the normals of the mesh being rendered from a normal texture map. |
| \inmodule Qt3DExtras |
| \since 5.7 |
| \inherits Qt3DRender::QMaterial |
| |
| \deprecated |
| This class is deprecated; use 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 QNormalDiffuseSpecularMapMaterial instance with parent object \a parent. |
| */ |
| QNormalDiffuseSpecularMapMaterial::QNormalDiffuseSpecularMapMaterial(QNode *parent) |
| : QMaterial(*new QNormalDiffuseSpecularMapMaterialPrivate, parent) |
| { |
| Q_D(QNormalDiffuseSpecularMapMaterial); |
| d->init(); |
| } |
| |
| /*! \internal */ |
| QNormalDiffuseSpecularMapMaterial::QNormalDiffuseSpecularMapMaterial(QNormalDiffuseSpecularMapMaterialPrivate &dd, QNode *parent) |
| : QMaterial(dd, parent) |
| { |
| Q_D(QNormalDiffuseSpecularMapMaterial); |
| d->init(); |
| } |
| |
| /*! |
| Destroys the QNormalDiffuseSpecularMapMaterial instance. |
| */ |
| QNormalDiffuseSpecularMapMaterial::~QNormalDiffuseSpecularMapMaterial() |
| { |
| } |
| |
| /*! |
| \property QNormalDiffuseSpecularMapMaterial::ambient |
| |
| Holds the current ambient color. |
| */ |
| QColor QNormalDiffuseSpecularMapMaterial::ambient() const |
| { |
| Q_D(const QNormalDiffuseSpecularMapMaterial); |
| return d->m_ambientParameter->value().value<QColor>(); |
| } |
| |
| /*! |
| \property QNormalDiffuseSpecularMapMaterial::diffuse |
| |
| Holds the current diffuse map texture. |
| |
| By default, the diffuse texture has the following properties: |
| |
| \list |
| \li Linear minification and magnification filters |
| \li Linear mipmap with mipmapping enabled |
| \li Repeat wrap mode |
| \li Maximum anisotropy of 16.0 |
| \endlist |
| */ |
| QAbstractTexture *QNormalDiffuseSpecularMapMaterial::diffuse() const |
| { |
| Q_D(const QNormalDiffuseSpecularMapMaterial); |
| return d->m_diffuseParameter->value().value<QAbstractTexture *>(); |
| } |
| |
| /*! |
| \property QNormalDiffuseSpecularMapMaterial::normal |
| |
| Holds the current normal map texture. |
| |
| By default, the normal texture has the following properties: |
| |
| \list |
| \li Linear minification and magnification filters |
| \li Repeat wrap mode |
| \li Maximum anisotropy of 16.0 |
| \endlist |
| */ |
| QAbstractTexture *QNormalDiffuseSpecularMapMaterial::normal() const |
| { |
| Q_D(const QNormalDiffuseSpecularMapMaterial); |
| return d->m_normalParameter->value().value<QAbstractTexture *>(); |
| } |
| |
| /*! |
| \property QNormalDiffuseSpecularMapMaterial::specular |
| |
| Holds the current specular map texture. |
| |
| By default, the specular texture has the following properties: |
| |
| \list |
| \li Linear minification and magnification filters |
| \li Linear mipmap with mipmapping enabled |
| \li Repeat wrap mode |
| \li Maximum anisotropy of 16.0 |
| \endlist |
| */ |
| QAbstractTexture *QNormalDiffuseSpecularMapMaterial::specular() const |
| { |
| Q_D(const QNormalDiffuseSpecularMapMaterial); |
| return d->m_specularParameter->value().value<QAbstractTexture *>(); |
| } |
| |
| /*! |
| \property QNormalDiffuseSpecularMapMaterial::shininess |
| |
| Holds the current shininess as a float value. |
| */ |
| float QNormalDiffuseSpecularMapMaterial::shininess() const |
| { |
| Q_D(const QNormalDiffuseSpecularMapMaterial); |
| return d->m_shininessParameter->value().toFloat(); |
| } |
| |
| /*! |
| \property QNormalDiffuseSpecularMapMaterial::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. |
| */ |
| float QNormalDiffuseSpecularMapMaterial::textureScale() const |
| { |
| Q_D(const QNormalDiffuseSpecularMapMaterial); |
| return d->m_textureScaleParameter->value().toFloat(); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterial::setAmbient(const QColor &ambient) |
| { |
| Q_D(QNormalDiffuseSpecularMapMaterial); |
| d->m_ambientParameter->setValue(ambient); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterial::setDiffuse(QAbstractTexture *diffuse) |
| { |
| Q_D(QNormalDiffuseSpecularMapMaterial); |
| d->m_diffuseParameter->setValue(QVariant::fromValue(diffuse)); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterial::setNormal(QAbstractTexture *normal) |
| { |
| Q_D(QNormalDiffuseSpecularMapMaterial); |
| d->m_normalParameter->setValue(QVariant::fromValue(normal)); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterial::setSpecular(QAbstractTexture *specular) |
| { |
| Q_D(QNormalDiffuseSpecularMapMaterial); |
| d->m_specularParameter->setValue(QVariant::fromValue(specular)); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterial::setShininess(float shininess) |
| { |
| Q_D(QNormalDiffuseSpecularMapMaterial); |
| d->m_shininessParameter->setValue(shininess); |
| } |
| |
| void QNormalDiffuseSpecularMapMaterial::setTextureScale(float textureScale) |
| { |
| Q_D(QNormalDiffuseSpecularMapMaterial); |
| d->m_textureScaleParameter->setValue(textureScale); |
| } |
| |
| } // namespace Qt3DExtras |
| |
| QT_END_NAMESPACE |