Revision control

++ // Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "qdiffusemapmaterial.h"
++ #include "qdiffusemapmaterial_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
++
++ namespace Qt3DExtras {
++
++ using namespace Qt3DRender;
++
++ QDiffuseMapMaterialPrivate::QDiffuseMapMaterialPrivate()
++ : QMaterialPrivate()
++ , m_diffuseMapEffect(new QEffect())
++ , m_diffuseTexture(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_specularParameter(new QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.01f, 0.01f, 0.01f, 1.0f)))
++ , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
++ , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
++ , m_diffuseMapGL3Technique(new QTechnique())
++ , m_diffuseMapGL2Technique(new QTechnique())
++ , m_diffuseMapES2Technique(new QTechnique())
++ , m_diffuseMapRHITechnique(new QTechnique())
++ , m_diffuseMapGL3RenderPass(new QRenderPass())
++ , m_diffuseMapGL2RenderPass(new QRenderPass())
++ , m_diffuseMapES2RenderPass(new QRenderPass())
++ , m_diffuseMapRHIRenderPass(new QRenderPass())
++ , m_diffuseMapGL3Shader(new QShaderProgram())
++ , m_diffuseMapGL3ShaderBuilder(new QShaderProgramBuilder())
++ , m_diffuseMapGL2ES2Shader(new QShaderProgram())
++ , m_diffuseMapGL2ES2ShaderBuilder(new QShaderProgramBuilder())
++ , m_diffuseMapRHIShader(new QShaderProgram())
++ , m_diffuseMapRHIShaderBuilder(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);
++ }
++
++ void QDiffuseMapMaterialPrivate::init()
++ {
++ Q_Q(QDiffuseMapMaterial);
++
++ connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QDiffuseMapMaterialPrivate::handleAmbientChanged);
++ connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QDiffuseMapMaterialPrivate::handleDiffuseChanged);
++ connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QDiffuseMapMaterialPrivate::handleSpecularChanged);
++ connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QDiffuseMapMaterialPrivate::handleShininessChanged);
++ connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QDiffuseMapMaterialPrivate::handleTextureScaleChanged);
++
++ m_diffuseMapGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert"))));
++ m_diffuseMapGL3ShaderBuilder->setParent(q);
++ m_diffuseMapGL3ShaderBuilder->setShaderProgram(m_diffuseMapGL3Shader);
++ m_diffuseMapGL3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_diffuseMapGL3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
++ QStringLiteral("specular"),
++ QStringLiteral("normal")});
++
++ m_diffuseMapGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert"))));
++ m_diffuseMapGL2ES2ShaderBuilder->setParent(q);
++ m_diffuseMapGL2ES2ShaderBuilder->setShaderProgram(m_diffuseMapGL2ES2Shader);
++ m_diffuseMapGL2ES2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_diffuseMapGL2ES2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
++ QStringLiteral("specular"),
++ QStringLiteral("normal")});
++
++ m_diffuseMapRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/default_pos_norm_tex.vert"))));
++ m_diffuseMapRHIShaderBuilder->setParent(q);
++ m_diffuseMapRHIShaderBuilder->setShaderProgram(m_diffuseMapRHIShader);
++ m_diffuseMapRHIShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_diffuseMapRHIShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
++ QStringLiteral("specular"),
++ QStringLiteral("normal")});
++
++ m_diffuseMapGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
++ m_diffuseMapGL3Technique->graphicsApiFilter()->setMajorVersion(3);
++ m_diffuseMapGL3Technique->graphicsApiFilter()->setMinorVersion(1);
++ m_diffuseMapGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
++
++ m_diffuseMapGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
++ m_diffuseMapGL2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_diffuseMapGL2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_diffuseMapGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
++
++ m_diffuseMapES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
++ m_diffuseMapES2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_diffuseMapES2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_diffuseMapES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
++
++ m_diffuseMapRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI);
++ m_diffuseMapRHITechnique->graphicsApiFilter()->setMajorVersion(1);
++ m_diffuseMapRHITechnique->graphicsApiFilter()->setMinorVersion(0);
++
++ m_filterKey->setParent(q);
++ m_filterKey->setName(QStringLiteral("renderingStyle"));
++ m_filterKey->setValue(QStringLiteral("forward"));
++
++ m_diffuseMapGL3Technique->addFilterKey(m_filterKey);
++ m_diffuseMapGL2Technique->addFilterKey(m_filterKey);
++ m_diffuseMapES2Technique->addFilterKey(m_filterKey);
++ m_diffuseMapRHITechnique->addFilterKey(m_filterKey);
++
++ m_diffuseMapGL3RenderPass->setShaderProgram(m_diffuseMapGL3Shader);
++ m_diffuseMapGL2RenderPass->setShaderProgram(m_diffuseMapGL2ES2Shader);
++ m_diffuseMapES2RenderPass->setShaderProgram(m_diffuseMapGL2ES2Shader);
++ m_diffuseMapRHIRenderPass->setShaderProgram(m_diffuseMapRHIShader);
++
++ m_diffuseMapGL3Technique->addRenderPass(m_diffuseMapGL3RenderPass);
++ m_diffuseMapGL2Technique->addRenderPass(m_diffuseMapGL2RenderPass);
++ m_diffuseMapES2Technique->addRenderPass(m_diffuseMapES2RenderPass);
++ m_diffuseMapRHITechnique->addRenderPass(m_diffuseMapRHIRenderPass);
++
++ m_diffuseMapEffect->addTechnique(m_diffuseMapGL3Technique);
++ m_diffuseMapEffect->addTechnique(m_diffuseMapGL2Technique);
++ m_diffuseMapEffect->addTechnique(m_diffuseMapES2Technique);
++ m_diffuseMapEffect->addTechnique(m_diffuseMapRHITechnique);
++
++ m_diffuseMapEffect->addParameter(m_ambientParameter);
++ m_diffuseMapEffect->addParameter(m_diffuseParameter);
++ m_diffuseMapEffect->addParameter(m_specularParameter);
++ m_diffuseMapEffect->addParameter(m_shininessParameter);
++ m_diffuseMapEffect->addParameter(m_textureScaleParameter);
++
++ q->setEffect(m_diffuseMapEffect);
++ }
++
++ void QDiffuseMapMaterialPrivate::handleAmbientChanged(const QVariant &var)
++ {
++ Q_Q(QDiffuseMapMaterial);
++ emit q->ambientChanged(var.value<QColor>());
++ }
++
++ void QDiffuseMapMaterialPrivate::handleDiffuseChanged(const QVariant &var)
++ {
++ Q_Q(QDiffuseMapMaterial);
++ emit q->diffuseChanged(var.value<QAbstractTexture *>());
++ }
++
++ void QDiffuseMapMaterialPrivate::handleSpecularChanged(const QVariant &var)
++ {
++ Q_Q(QDiffuseMapMaterial);
++ emit q->specularChanged(var.value<QColor>());
++ }
++
++ void QDiffuseMapMaterialPrivate::handleShininessChanged(const QVariant &var)
++ {
++ Q_Q(QDiffuseMapMaterial);
++ emit q->shininessChanged(var.toFloat());
++ }
++
++ void QDiffuseMapMaterialPrivate::handleTextureScaleChanged(const QVariant &var)
++ {
++ Q_Q(QDiffuseMapMaterial);
++ emit q->textureScaleChanged(var.toFloat());
++ }
++
++ /*!
++ \class Qt3DExtras::QDiffuseMapMaterial
++ \brief The QDiffuseMapMaterial provides a default implementation of the phong lighting effect
++ where the diffuse light component is read from a texture map.
++ \inmodule Qt3DExtras
++ \since 5.7
++ \inherits Qt3DRender::QMaterial
++
++ \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 QDiffuseMapMaterial instance with parent object \a parent.
++ */
++ QDiffuseMapMaterial::QDiffuseMapMaterial(QNode *parent)
++ : QMaterial(*new QDiffuseMapMaterialPrivate, parent)
++ {
++ Q_D(QDiffuseMapMaterial);
++ d->init();
++ }
++
++ /*!
++ Destroys the QDiffuseMapMaterial instance.
++ */
++ QDiffuseMapMaterial::~QDiffuseMapMaterial()
++ {
++ }
++
++ /*!
++ \property Qt3DExtras::QDiffuseMapMaterial::ambient
++
++ Holds the current ambient color.
++ */
++
++ QColor QDiffuseMapMaterial::ambient() const
++ {
++ Q_D(const QDiffuseMapMaterial);
++ return d->m_ambientParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QDiffuseMapMaterial::specular
++
++ Holds the current specular color.
++ */
++ QColor QDiffuseMapMaterial::specular() const
++ {
++ Q_D(const QDiffuseMapMaterial);
++ return d->m_specularParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QDiffuseMapMaterial::shininess
++
++ Holds the current shininess as a float value.
++ */
++ float QDiffuseMapMaterial::shininess() const
++ {
++ Q_D(const QDiffuseMapMaterial);
++ return d->m_shininessParameter->value().toFloat();
++ }
++
++ /*!
++ \property Qt3DExtras::QDiffuseMapMaterial::diffuse
++
++ Holds the current texture used as the diffuse map.
++
++ 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 *QDiffuseMapMaterial::diffuse() const
++ {
++ Q_D(const QDiffuseMapMaterial);
++ return d->m_diffuseParameter->value().value<QAbstractTexture *>();
++ }
++
++ /*!
++ \property Qt3DExtras::QDiffuseMapMaterial::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 QDiffuseMapMaterial::textureScale() const
++ {
++ Q_D(const QDiffuseMapMaterial);
++ return d->m_textureScaleParameter->value().toFloat();
++ }
++
++ void QDiffuseMapMaterial::setAmbient(const QColor &ambient)
++ {
++ Q_D(const QDiffuseMapMaterial);
++ d->m_ambientParameter->setValue(ambient);
++ }
++
++ void QDiffuseMapMaterial::setSpecular(const QColor &specular)
++ {
++ Q_D(QDiffuseMapMaterial);
++ d->m_specularParameter->setValue(specular);
++ }
++
++ void QDiffuseMapMaterial::setShininess(float shininess)
++ {
++ Q_D(QDiffuseMapMaterial);
++ d->m_shininessParameter->setValue(shininess);
++ }
++
++ void QDiffuseMapMaterial::setDiffuse(QAbstractTexture *diffuseMap)
++ {
++ Q_D(QDiffuseMapMaterial);
++ d->m_diffuseParameter->setValue(QVariant::fromValue(diffuseMap));
++ }
++
++ void QDiffuseMapMaterial::setTextureScale(float textureScale)
++ {
++ Q_D(QDiffuseMapMaterial);
++ d->m_textureScaleParameter->setValue(textureScale);
++ }
++
++ } // namespace Qt3DExtras
++
++ QT_END_NAMESPACE
++
++ #include "moc_qdiffusemapmaterial.cpp"