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| |
| #include "qdiffusespecularmaterial.h" |
| #include "qdiffusespecularmaterial_p.h" |
| |
| #include <Qt3DRender/qfilterkey.h> |
| #include <Qt3DRender/qmaterial.h> |
| #include <Qt3DRender/qeffect.h> |
| #include <Qt3DRender/qtechnique.h> |
| #include <Qt3DRender/qtexture.h> |
| #include <Qt3DRender/qshaderprogram.h> |
| #include <Qt3DRender/qshaderprogrambuilder.h> |
| #include <Qt3DRender/qparameter.h> |
| #include <Qt3DRender/qrenderpass.h> |
| #include <Qt3DRender/qgraphicsapifilter.h> |
| #include <Qt3DRender/qblendequation.h> |
| #include <Qt3DRender/qblendequationarguments.h> |
| #include <Qt3DRender/qnodepthmask.h> |
| #include <QtCore/QUrl> |
| #include <QtGui/QVector3D> |
| #include <QtGui/QVector4D> |
| |
| |
| QT_BEGIN_NAMESPACE |
| |
| using namespace Qt3DRender; |
| |
| namespace Qt3DExtras { |
| |
| QDiffuseSpecularMaterialPrivate::QDiffuseSpecularMaterialPrivate() |
| : QMaterialPrivate() |
| , m_effect(new QEffect()) |
| , m_ambientParameter(new QParameter(QStringLiteral("ka"), QColor::fromRgbF(0.05f, 0.05f, 0.05f, 1.0f))) |
| , m_diffuseParameter(new QParameter(QStringLiteral("kd"), QColor::fromRgbF(0.7f, 0.7f, 0.7f, 1.0f))) |
| , m_specularParameter(new QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.01f, 0.01f, 0.01f, 1.0f))) |
| , m_diffuseTextureParameter(new QParameter(QStringLiteral("diffuseTexture"), QVariant())) |
| , m_specularTextureParameter(new QParameter(QStringLiteral("specularTexture"), QVariant())) |
| , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f)) |
| , m_normalTextureParameter(new QParameter(QStringLiteral("normalTexture"), QVariant())) |
| , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f)) |
| , m_gl3Technique(new QTechnique()) |
| , m_gl2Technique(new QTechnique()) |
| , m_es2Technique(new QTechnique()) |
| , m_gl3RenderPass(new QRenderPass()) |
| , m_gl2RenderPass(new QRenderPass()) |
| , m_es2RenderPass(new QRenderPass()) |
| , m_gl3Shader(new QShaderProgram()) |
| , m_gl3ShaderBuilder(new QShaderProgramBuilder()) |
| , m_gl2es2Shader(new QShaderProgram()) |
| , m_gl2es2ShaderBuilder(new QShaderProgramBuilder()) |
| , m_noDepthMask(new QNoDepthMask()) |
| , m_blendState(new QBlendEquationArguments()) |
| , m_blendEquation(new QBlendEquation()) |
| , m_filterKey(new QFilterKey) |
| { |
| } |
| |
| void QDiffuseSpecularMaterialPrivate::init() |
| { |
| Q_Q(QDiffuseSpecularMaterial); |
| |
| connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QDiffuseSpecularMaterialPrivate::handleAmbientChanged); |
| QObject::connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged, |
| q, &QDiffuseSpecularMaterial::diffuseChanged); |
| QObject::connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged, |
| q, &QDiffuseSpecularMaterial::specularChanged); |
| connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QDiffuseSpecularMaterialPrivate::handleShininessChanged); |
| QObject::connect(m_normalTextureParameter, &Qt3DRender::QParameter::valueChanged, |
| q, &QDiffuseSpecularMaterial::normalChanged); |
| connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged, |
| this, &QDiffuseSpecularMaterialPrivate::handleTextureScaleChanged); |
| QObject::connect(m_noDepthMask, &QNoDepthMask::enabledChanged, |
| q, &QDiffuseSpecularMaterial::alphaBlendingEnabledChanged); |
| |
| m_gl3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert")))); |
| m_gl3ShaderBuilder->setParent(q); |
| m_gl3ShaderBuilder->setShaderProgram(m_gl3Shader); |
| m_gl3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json"))); |
| m_gl3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"), |
| QStringLiteral("specular"), |
| QStringLiteral("normal")}); |
| |
| m_gl2es2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert")))); |
| m_gl2es2ShaderBuilder->setParent(q); |
| m_gl2es2ShaderBuilder->setShaderProgram(m_gl2es2Shader); |
| m_gl2es2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json"))); |
| m_gl2es2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"), |
| QStringLiteral("specular"), |
| QStringLiteral("normal")}); |
| |
| |
| m_gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| m_gl3Technique->graphicsApiFilter()->setMajorVersion(3); |
| m_gl3Technique->graphicsApiFilter()->setMinorVersion(1); |
| m_gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); |
| |
| m_gl2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| m_gl2Technique->graphicsApiFilter()->setMajorVersion(2); |
| m_gl2Technique->graphicsApiFilter()->setMinorVersion(0); |
| m_gl2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
| |
| m_es2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); |
| m_es2Technique->graphicsApiFilter()->setMajorVersion(2); |
| m_es2Technique->graphicsApiFilter()->setMinorVersion(0); |
| m_es2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
| |
| m_noDepthMask->setEnabled(false); |
| m_blendState->setEnabled(false); |
| m_blendState->setSourceRgb(QBlendEquationArguments::SourceAlpha); |
| m_blendState->setDestinationRgb(QBlendEquationArguments::OneMinusSourceAlpha); |
| m_blendEquation->setEnabled(false); |
| m_blendEquation->setBlendFunction(QBlendEquation::Add); |
| |
| m_gl3RenderPass->setShaderProgram(m_gl3Shader); |
| m_gl2RenderPass->setShaderProgram(m_gl2es2Shader); |
| m_es2RenderPass->setShaderProgram(m_gl2es2Shader); |
| |
| m_gl3RenderPass->addRenderState(m_noDepthMask); |
| m_gl3RenderPass->addRenderState(m_blendState); |
| m_gl3RenderPass->addRenderState(m_blendEquation); |
| |
| m_gl2RenderPass->addRenderState(m_noDepthMask); |
| m_gl2RenderPass->addRenderState(m_blendState); |
| m_gl2RenderPass->addRenderState(m_blendEquation); |
| |
| m_es2RenderPass->addRenderState(m_noDepthMask); |
| m_es2RenderPass->addRenderState(m_blendState); |
| m_es2RenderPass->addRenderState(m_blendEquation); |
| |
| m_gl3Technique->addRenderPass(m_gl3RenderPass); |
| m_gl2Technique->addRenderPass(m_gl2RenderPass); |
| m_es2Technique->addRenderPass(m_es2RenderPass); |
| |
| m_filterKey->setParent(q); |
| m_filterKey->setName(QStringLiteral("renderingStyle")); |
| m_filterKey->setValue(QStringLiteral("forward")); |
| |
| m_gl3Technique->addFilterKey(m_filterKey); |
| m_gl2Technique->addFilterKey(m_filterKey); |
| m_es2Technique->addFilterKey(m_filterKey); |
| |
| m_effect->addTechnique(m_gl3Technique); |
| m_effect->addTechnique(m_gl2Technique); |
| m_effect->addTechnique(m_es2Technique); |
| |
| m_effect->addParameter(m_ambientParameter); |
| m_effect->addParameter(m_diffuseParameter); |
| m_effect->addParameter(m_specularParameter); |
| m_effect->addParameter(m_shininessParameter); |
| m_effect->addParameter(m_textureScaleParameter); |
| |
| q->setEffect(m_effect); |
| } |
| |
| void QDiffuseSpecularMaterialPrivate::handleAmbientChanged(const QVariant &var) |
| { |
| Q_Q(QDiffuseSpecularMaterial); |
| emit q->ambientChanged(var.value<QColor>()); |
| } |
| |
| void QDiffuseSpecularMaterialPrivate::handleShininessChanged(const QVariant &var) |
| { |
| Q_Q(QDiffuseSpecularMaterial); |
| emit q->shininessChanged(var.toFloat()); |
| } |
| |
| void QDiffuseSpecularMaterialPrivate::handleTextureScaleChanged(const QVariant &var) |
| { |
| Q_Q(QDiffuseSpecularMaterial); |
| emit q->textureScaleChanged(var.toFloat()); |
| } |
| |
| /*! |
| \class Qt3DExtras::QDiffuseSpecularMaterial |
| \ingroup qt3d-extras-materials |
| \brief The QDiffuseSpecularMaterial class provides a default implementation |
| of the phong lighting effect. |
| \inmodule Qt3DExtras |
| \since 5.10 |
| \inherits Qt3DRender::QMaterial |
| |
| The phong 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. |
| */ |
| /*! |
| \qmltype DiffuseSpecularMaterial |
| \brief The DiffuseSpecularMaterial class provides a default implementation |
| of the phong lighting effect. |
| \since 5.10 |
| \inqmlmodule Qt3D.Extras |
| \instantiates Qt3DExtras::QDiffuseSpecularMaterial |
| |
| The phong 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 rough 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 QDiffuseSpecularMaterial instance with parent object \a parent. |
| */ |
| QDiffuseSpecularMaterial::QDiffuseSpecularMaterial(QNode *parent) |
| : QMaterial(*new QDiffuseSpecularMaterialPrivate, parent) |
| { |
| Q_D(QDiffuseSpecularMaterial); |
| d->init(); |
| } |
| |
| /*! |
| Destroys the QDiffuseSpecularMaterial. |
| */ |
| QDiffuseSpecularMaterial::~QDiffuseSpecularMaterial() |
| { |
| } |
| |
| /*! |
| \property QDiffuseSpecularMaterial::ambient |
| |
| Holds the ambient color that is emitted by an object without any other |
| light source. |
| */ |
| /*! |
| \qmlproperty color DiffuseSpecularMaterial::ambient |
| |
| Holds the ambient color that is emitted by an object without any other |
| light source. |
| */ |
| QColor QDiffuseSpecularMaterial::ambient() const |
| { |
| Q_D(const QDiffuseSpecularMaterial); |
| return d->m_ambientParameter->value().value<QColor>(); |
| } |
| |
| /*! |
| \property QDiffuseSpecularMaterial::diffuse |
| |
| Holds the diffuse color of the material that is emitted for rough surface |
| reflections with the lights. This can be either a plain color value or a |
| texture. |
| */ |
| /*! |
| \qmlproperty var DiffuseSpecularMaterial::diffuse |
| |
| Holds the diffuse color of the material that is emitted for rough surface |
| reflections with the lights. This can be either a plain color value or a |
| texture. |
| */ |
| QVariant QDiffuseSpecularMaterial::diffuse() const |
| { |
| Q_D(const QDiffuseSpecularMaterial); |
| return d->m_diffuseParameter->value(); |
| } |
| |
| /*! |
| \property QDiffuseSpecularMaterial::specular |
| |
| Holds the specular color of the material that is emitted for shiny surface |
| reflections with the lights. This can be either a plain color value or a |
| texture. |
| */ |
| /*! |
| \qmlproperty var DiffuseSpecularMaterial::specular |
| |
| Holds the specular color of the material that is emitted for shiny surface |
| reflections with the lights. This can be either a plain color value or a |
| texture. |
| */ |
| QVariant QDiffuseSpecularMaterial::specular() const |
| { |
| Q_D(const QDiffuseSpecularMaterial); |
| return d->m_specularParameter->value(); |
| } |
| |
| /*! |
| \property QDiffuseSpecularMaterial::shininess |
| |
| Holds the shininess exponent. Higher values of shininess result in |
| a smaller and brighter highlight. |
| |
| Defaults to 150.0. |
| */ |
| /*! |
| \qmlproperty real DiffuseSpecularMaterial::shininess |
| |
| Holds the shininess exponent. Higher values of shininess result in |
| a smaller and brighter highlight. |
| |
| Defaults to 150.0. |
| */ |
| float QDiffuseSpecularMaterial::shininess() const |
| { |
| Q_D(const QDiffuseSpecularMaterial); |
| return d->m_shininessParameter->value().toFloat(); |
| } |
| |
| /*! |
| \property QDiffuseSpecularMaterial::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 var DiffuseSpecularMaterial::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 QDiffuseSpecularMaterial::normal() const |
| { |
| Q_D(const QDiffuseSpecularMaterial); |
| return d->m_normalTextureParameter->value(); |
| } |
| |
| /*! |
| \property QDiffuseSpecularMaterial::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 DiffuseSpecularMaterial::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 QDiffuseSpecularMaterial::textureScale() const |
| { |
| Q_D(const QDiffuseSpecularMaterial); |
| return d->m_textureScaleParameter->value().toFloat(); |
| } |
| |
| /*! |
| \property QDiffuseSpecularMaterial::alphaBlending |
| |
| Indicates if the alpha information coming from the diffuse property will |
| be taken into account during rendering. Defaults to false. |
| */ |
| /*! |
| \qmlproperty bool DiffuseSpecularMaterial::alphaBlending |
| |
| Indicates if the alpha information coming from the diffuse property will |
| be taken into account during rendering. Defaults to false. |
| */ |
| bool QDiffuseSpecularMaterial::isAlphaBlendingEnabled() const |
| { |
| Q_D(const QDiffuseSpecularMaterial); |
| return d->m_noDepthMask->isEnabled(); |
| } |
| |
| void QDiffuseSpecularMaterial::setAmbient(const QColor &ambient) |
| { |
| Q_D(QDiffuseSpecularMaterial); |
| d->m_ambientParameter->setValue(ambient); |
| } |
| |
| void QDiffuseSpecularMaterial::setDiffuse(const QVariant &diffuse) |
| { |
| Q_D(QDiffuseSpecularMaterial); |
| d->m_diffuseParameter->setValue(diffuse); |
| d->m_diffuseTextureParameter->setValue(diffuse); |
| |
| auto layers = d->m_gl3ShaderBuilder->enabledLayers(); |
| if (diffuse.value<QAbstractTexture *>()) { |
| layers.removeAll(QStringLiteral("diffuse")); |
| layers.append(QStringLiteral("diffuseTexture")); |
| d->m_effect->addParameter(d->m_diffuseTextureParameter); |
| d->m_effect->removeParameter(d->m_diffuseParameter); |
| } else { |
| layers.removeAll(QStringLiteral("diffuseTexture")); |
| layers.append(QStringLiteral("diffuse")); |
| d->m_effect->removeParameter(d->m_diffuseTextureParameter); |
| d->m_effect->addParameter(d->m_diffuseParameter); |
| } |
| d->m_gl3ShaderBuilder->setEnabledLayers(layers); |
| d->m_gl2es2ShaderBuilder->setEnabledLayers(layers); |
| } |
| |
| void QDiffuseSpecularMaterial::setSpecular(const QVariant &specular) |
| { |
| Q_D(QDiffuseSpecularMaterial); |
| d->m_specularParameter->setValue(specular); |
| d->m_specularTextureParameter->setValue(specular); |
| |
| auto layers = d->m_gl3ShaderBuilder->enabledLayers(); |
| if (specular.value<QAbstractTexture *>()) { |
| layers.removeAll(QStringLiteral("specular")); |
| layers.append(QStringLiteral("specularTexture")); |
| d->m_effect->addParameter(d->m_specularTextureParameter); |
| d->m_effect->removeParameter(d->m_specularParameter); |
| } else { |
| layers.removeAll(QStringLiteral("specularTexture")); |
| layers.append(QStringLiteral("specular")); |
| d->m_effect->removeParameter(d->m_specularTextureParameter); |
| d->m_effect->addParameter(d->m_specularParameter); |
| } |
| d->m_gl3ShaderBuilder->setEnabledLayers(layers); |
| d->m_gl2es2ShaderBuilder->setEnabledLayers(layers); |
| } |
| |
| void QDiffuseSpecularMaterial::setShininess(float shininess) |
| { |
| Q_D(QDiffuseSpecularMaterial); |
| d->m_shininessParameter->setValue(shininess); |
| } |
| |
| void QDiffuseSpecularMaterial::setNormal(const QVariant &normal) |
| { |
| Q_D(QDiffuseSpecularMaterial); |
| d->m_normalTextureParameter->setValue(normal); |
| |
| auto layers = d->m_gl3ShaderBuilder->enabledLayers(); |
| if (normal.value<QAbstractTexture *>()) { |
| layers.removeAll(QStringLiteral("normal")); |
| layers.append(QStringLiteral("normalTexture")); |
| d->m_effect->addParameter(d->m_normalTextureParameter); |
| } else { |
| layers.removeAll(QStringLiteral("normalTexture")); |
| layers.append(QStringLiteral("normal")); |
| d->m_effect->removeParameter(d->m_normalTextureParameter); |
| } |
| d->m_gl3ShaderBuilder->setEnabledLayers(layers); |
| } |
| |
| void QDiffuseSpecularMaterial::setTextureScale(float textureScale) |
| { |
| Q_D(QDiffuseSpecularMaterial); |
| d->m_textureScaleParameter->setValue(textureScale); |
| } |
| |
| void QDiffuseSpecularMaterial::setAlphaBlendingEnabled(bool enabled) |
| { |
| Q_D(QDiffuseSpecularMaterial); |
| d->m_noDepthMask->setEnabled(enabled); |
| d->m_blendState->setEnabled(enabled); |
| d->m_blendEquation->setEnabled(enabled); |
| } |
| |
| } // namespace Qt3DExtras |
| |
| QT_END_NAMESPACE |