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| ** Copyright (C) 2015 Lorenz Esch (TU Ilmenau). |
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| |
| #include "qpervertexcolormaterial.h" |
| #include "qpervertexcolormaterial_p.h" |
| |
| #include <Qt3DRender/qfilterkey.h> |
| #include <Qt3DRender/qmaterial.h> |
| #include <Qt3DRender/qeffect.h> |
| #include <Qt3DRender/qtechnique.h> |
| #include <Qt3DRender/qshaderprogram.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 { |
| |
| QPerVertexColorMaterialPrivate::QPerVertexColorMaterialPrivate() |
| : QMaterialPrivate() |
| , m_vertexEffect(new QEffect()) |
| , m_vertexGL3Technique(new QTechnique()) |
| , m_vertexGL2Technique(new QTechnique()) |
| , m_vertexES2Technique(new QTechnique()) |
| , m_vertexRHITechnique(new QTechnique()) |
| , m_vertexGL3RenderPass(new QRenderPass()) |
| , m_vertexGL2RenderPass(new QRenderPass()) |
| , m_vertexES2RenderPass(new QRenderPass()) |
| , m_vertexRHIRenderPass(new QRenderPass()) |
| , m_vertexGL3Shader(new QShaderProgram()) |
| , m_vertexGL2ES2Shader(new QShaderProgram()) |
| , m_vertexRHIShader(new QShaderProgram()) |
| , m_filterKey(new QFilterKey) |
| { |
| } |
| |
| /*! |
| \class Qt3DExtras::QPerVertexColorMaterial |
| \ingroup qt3d-extras-materials |
| \brief The QPerVertexColorMaterial class provides a default implementation for rendering the |
| color properties set for each vertex. |
| \inmodule Qt3DExtras |
| \since 5.7 |
| \inherits Qt3DRender::QMaterial |
| |
| This lighting effect is based on the combination of 2 lighting components ambient and diffuse. |
| Ambient is set by the vertex color. |
| Diffuse takes in account the normal distribution of each vertex. |
| |
| \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 rough surface reflections with the lights |
| \endlist |
| |
| This material uses an effect with a single render pass approach and forms fragment lighting. |
| Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. |
| */ |
| |
| /*! |
| Constructs a new QPerVertexColorMaterial instance with parent object \a parent. |
| */ |
| QPerVertexColorMaterial::QPerVertexColorMaterial(QNode *parent) |
| : QMaterial(*new QPerVertexColorMaterialPrivate, parent) |
| { |
| Q_D(QPerVertexColorMaterial); |
| d->init(); |
| } |
| |
| /*! |
| Destroys the QPerVertexColorMaterial |
| */ |
| QPerVertexColorMaterial::~QPerVertexColorMaterial() |
| { |
| } |
| |
| // TODO: Define how lights are proties are set in the shaders. Ideally using a QShaderData |
| void QPerVertexColorMaterialPrivate::init() |
| { |
| m_vertexGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/pervertexcolor.vert")))); |
| m_vertexGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/pervertexcolor.frag")))); |
| m_vertexGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/pervertexcolor.vert")))); |
| m_vertexGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/pervertexcolor.frag")))); |
| m_vertexRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/pervertexcolor.vert")))); |
| m_vertexRHIShader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/pervertexcolor.frag")))); |
| |
| m_vertexGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| m_vertexGL3Technique->graphicsApiFilter()->setMajorVersion(3); |
| m_vertexGL3Technique->graphicsApiFilter()->setMinorVersion(1); |
| m_vertexGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); |
| |
| m_vertexGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| m_vertexGL2Technique->graphicsApiFilter()->setMajorVersion(2); |
| m_vertexGL2Technique->graphicsApiFilter()->setMinorVersion(0); |
| m_vertexGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
| |
| m_vertexES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); |
| m_vertexES2Technique->graphicsApiFilter()->setMajorVersion(2); |
| m_vertexES2Technique->graphicsApiFilter()->setMinorVersion(0); |
| m_vertexES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
| |
| m_vertexRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI); |
| m_vertexRHITechnique->graphicsApiFilter()->setMajorVersion(1); |
| m_vertexRHITechnique->graphicsApiFilter()->setMinorVersion(0); |
| |
| Q_Q(QPerVertexColorMaterial); |
| m_filterKey->setParent(q); |
| m_filterKey->setName(QStringLiteral("renderingStyle")); |
| m_filterKey->setValue(QStringLiteral("forward")); |
| |
| m_vertexGL3Technique->addFilterKey(m_filterKey); |
| m_vertexGL2Technique->addFilterKey(m_filterKey); |
| m_vertexES2Technique->addFilterKey(m_filterKey); |
| m_vertexRHITechnique->addFilterKey(m_filterKey); |
| |
| m_vertexGL3RenderPass->setShaderProgram(m_vertexGL3Shader); |
| m_vertexGL2RenderPass->setShaderProgram(m_vertexGL2ES2Shader); |
| m_vertexES2RenderPass->setShaderProgram(m_vertexGL2ES2Shader); |
| m_vertexRHIRenderPass->setShaderProgram(m_vertexRHIShader); |
| |
| m_vertexGL3Technique->addRenderPass(m_vertexGL3RenderPass); |
| m_vertexGL2Technique->addRenderPass(m_vertexGL2RenderPass); |
| m_vertexES2Technique->addRenderPass(m_vertexES2RenderPass); |
| m_vertexRHITechnique->addRenderPass(m_vertexRHIRenderPass); |
| |
| m_vertexEffect->addTechnique(m_vertexGL3Technique); |
| m_vertexEffect->addTechnique(m_vertexGL2Technique); |
| m_vertexEffect->addTechnique(m_vertexES2Technique); |
| m_vertexEffect->addTechnique(m_vertexRHITechnique); |
| |
| q->setEffect(m_vertexEffect); |
| } |
| |
| } // namespace Qt3DExtras |
| |
| QT_END_NAMESPACE |