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#include "qenvironmentlight.h"
#include "qenvironmentlight_p.h"
#include "qabstracttexture.h"
#include <QVector3D>
#include <cmath>
QT_BEGIN_NAMESPACE
namespace Qt3DRender
{
/*!
* \qmltype EnvironmentLight
* \inqmlmodule Qt3D.Render
* \instantiates Qt3DRender::QEnvironmentLight
* \brief Encapsulate an environment light object in a Qt 3D scene.
* \since 5.9
*
* EnvironmentLight uses cubemaps to implement image-based lighting (IBL), a technique
* often used in conjunction with physically-based rendering (PBR). The cubemaps are
* typically expected be based on high dynamic range (HDR) images, with a suitable
* OpenGL format (such as RGBA16F) that can handle the increased range of values.
*
* There are a variety of tools that can be used to produce the cubemaps needed by
* EnvironmentLight. Some examples include
*
* \list
* \li \l {https://github.com/dariomanesku/cmftStudio}{cmftStudio}
* \li \l {https://github.com/derkreature/IBLBaker}{IBLBaker}
* \li \l {https://www.knaldtech.com/lys/}{Lys}
* \endlist
*
* \l {https://hdrihaven.com/hdris/}{HDRI Haven} provides many CC0-licensed HDR images
* that can be used as source material for the above tools.
*/
QEnvironmentLightPrivate::QEnvironmentLightPrivate()
: m_shaderData(new QShaderData)
, m_irradiance(nullptr)
, m_specular(nullptr)
{
}
QEnvironmentLightPrivate::~QEnvironmentLightPrivate()
{
}
void QEnvironmentLightPrivate::_q_updateEnvMapsSize()
{
QVector3D irradianceSize;
if (m_irradiance != nullptr)
irradianceSize = QVector3D(m_irradiance->width(),
m_irradiance->height(),
m_irradiance->depth());
m_shaderData->setProperty("irradianceSize", QVariant::fromValue(irradianceSize));
QVector3D specularSize;
if (m_specular != nullptr)
specularSize = QVector3D(m_specular->width(),
m_specular->height(),
m_specular->depth());
m_shaderData->setProperty("specularSize", QVariant::fromValue(specularSize));
const int levels = int(std::log2(specularSize.x() > 0.0f ? specularSize.x() : 1.0f)) + 1;
m_shaderData->setProperty("specularMipLevels", QVariant::fromValue(levels));
}
Qt3DCore::QNodeCreatedChangeBasePtr QEnvironmentLight::createNodeCreationChange() const
{
auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QEnvironmentLightData>::create(this);
auto &data = creationChange->data;
Q_D(const QEnvironmentLight);
data.shaderDataId = qIdForNode(d->m_shaderData);
return creationChange;
}
/*!
\class Qt3DRender::QEnvironmentLight
\inmodule Qt3DRender
\brief Encapsulate an environment light object in a Qt 3D scene.
\since 5.9
QEnvironmentLight uses cubemaps to implement image-based lighting (IBL), a technique
often used in conjunction with physically-based rendering (PBR). The cubemaps are
typically expected be based on high dynamic range (HDR) images, with a suitable
OpenGL format (such as RGBA16F) that can handle the increased range of values.
There are a variety of tools that can be used to produce the cubemaps needed by
QEnvironmentLight. Some examples include
\list
\li \l {https://github.com/dariomanesku/cmftStudio}{cmftStudio}
\li \l {https://github.com/derkreature/IBLBaker}{IBLBaker}
\li \l {https://www.knaldtech.com/lys/}{Lys}
\endlist
\l {https://hdrihaven.com/hdris/}{HDRI Haven} provides many CC0-licensed HDR images
that can be used as source material for the above tools.
*/
QEnvironmentLight::QEnvironmentLight(Qt3DCore::QNode *parent)
: QComponent(*new QEnvironmentLightPrivate, parent)
{
Q_D(QEnvironmentLight);
d->m_shaderData->setParent(this);
}
/*! \internal */
QEnvironmentLight::QEnvironmentLight(QEnvironmentLightPrivate &dd, QNode *parent)
: QComponent(dd, parent)
{
Q_D(QEnvironmentLight);
d->m_shaderData->setParent(this);
}
QEnvironmentLight::~QEnvironmentLight()
{
}
/*!
\qmlproperty Texture EnvironmentLight::irradiance
Holds the current environment irradiance map texture.
By default, the environment irradiance texture is null.
\note The exact meaning and use of this property is up to the
material implementation.
*/
/*!
\property QEnvironmentLight::irradiance
Holds the current environment irradiance map texture.
By default, the environment irradiance texture is null.
\note The exact meaning and use of this property is up to the
material implementation.
*/
QAbstractTexture *QEnvironmentLight::irradiance() const
{
Q_D(const QEnvironmentLight);
return d->m_irradiance;
}
/*!
\qmlproperty Texture EnvironmentLight::specular
Holds the current environment specular map texture.
By default, the environment specular texture is null.
\note The exact meaning and use of this property is up to the
material implementation.
*/
/*!
\property QEnvironmentLight::specular
Holds the current environment specular map texture.
By default, the environment specular texture is null.
\note The exact meaning and use of this property is up to the
material implementation.
*/
QAbstractTexture *QEnvironmentLight::specular() const
{
Q_D(const QEnvironmentLight);
return d->m_specular;
}
void QEnvironmentLight::setIrradiance(QAbstractTexture *i)
{
Q_D(QEnvironmentLight);
if (irradiance() == i)
return;
if (irradiance()) {
d->unregisterDestructionHelper(d->m_irradiance);
QObject::disconnect(d->m_irradiance, SIGNAL(widthChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
QObject::disconnect(d->m_irradiance, SIGNAL(heightChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
QObject::disconnect(d->m_irradiance, SIGNAL(depthChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
}
if (i && !i->parent())
i->setParent(this);
d->m_irradiance = i;
d->m_shaderData->setProperty("irradiance", QVariant::fromValue(i));
d->_q_updateEnvMapsSize();
if (i) {
d->registerDestructionHelper(i, &QEnvironmentLight::setIrradiance, i);
QObject::connect(d->m_irradiance, SIGNAL(widthChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
QObject::connect(d->m_irradiance, SIGNAL(heightChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
QObject::connect(d->m_irradiance, SIGNAL(depthChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
}
emit irradianceChanged(i);
}
void QEnvironmentLight::setSpecular(QAbstractTexture *s)
{
Q_D(QEnvironmentLight);
if (specular() == s)
return;
if (specular()) {
d->unregisterDestructionHelper(d->m_specular);
QObject::disconnect(d->m_specular, SIGNAL(widthChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
QObject::disconnect(d->m_specular, SIGNAL(heightChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
QObject::disconnect(d->m_specular, SIGNAL(depthChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
}
if (s && !s->parent())
s->setParent(this);
d->m_specular = s;
d->m_shaderData->setProperty("specular", QVariant::fromValue(s));
d->_q_updateEnvMapsSize();
if (s) {
d->registerDestructionHelper(s, &QEnvironmentLight::setSpecular, s);
QObject::connect(d->m_specular, SIGNAL(widthChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
QObject::connect(d->m_specular, SIGNAL(heightChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
QObject::connect(d->m_specular, SIGNAL(depthChanged(int)), this, SLOT(_q_updateEnvMapsSize()));
}
emit specularChanged(s);
}
} // namespace Qt3DRender
QT_END_NAMESPACE
#include "moc_qenvironmentlight.cpp"