Revision control
++ // Copyright (C) 2015 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 "qgoochmaterial.h"
++ #include "qgoochmaterial_p.h"
++
++ #include <Qt3DRender/qfilterkey.h>
++ #include <Qt3DRender/qeffect.h>
++ #include <Qt3DRender/qgraphicsapifilter.h>
++ #include <Qt3DRender/qparameter.h>
++ #include <Qt3DRender/qrenderpass.h>
++ #include <Qt3DRender/qtechnique.h>
++ #include <QtCore/qurl.h>
++
++ QT_BEGIN_NAMESPACE
++
++ namespace Qt3DExtras {
++
++ QGoochMaterialPrivate::QGoochMaterialPrivate()
++ : QMaterialPrivate()
++ , m_effect(new Qt3DRender::QEffect)
++ , m_diffuseParameter(new Qt3DRender::QParameter(QStringLiteral("kd"), QColor::fromRgbF(0.0f, 0.0f, 0.0f)))
++ , m_specularParameter(new Qt3DRender::QParameter(QStringLiteral("ks"), QColor::fromRgbF(0.0f, 0.0f, 0.0f)))
++ , m_coolParameter(new Qt3DRender::QParameter(QStringLiteral("kblue"), QColor::fromRgbF(0.0f, 0.0f, 0.4f)))
++ , m_warmParameter(new Qt3DRender::QParameter(QStringLiteral("kyellow"), QColor::fromRgbF(0.4f, 0.4f, 0.0f)))
++ , m_alphaParameter(new Qt3DRender::QParameter(QStringLiteral("alpha"), 0.25f))
++ , m_betaParameter(new Qt3DRender::QParameter(QStringLiteral("beta"), 0.5f))
++ , m_shininessParameter(new Qt3DRender::QParameter(QStringLiteral("shininess"), 100.0f))
++ , m_gl3Technique(new Qt3DRender::QTechnique)
++ , m_gl2Technique(new Qt3DRender::QTechnique)
++ , m_es2Technique(new Qt3DRender::QTechnique)
++ , m_rhiTechnique(new Qt3DRender::QTechnique)
++ , m_gl3RenderPass(new Qt3DRender::QRenderPass)
++ , m_gl2RenderPass(new Qt3DRender::QRenderPass)
++ , m_es2RenderPass(new Qt3DRender::QRenderPass)
++ , m_rhiRenderPass(new Qt3DRender::QRenderPass)
++ , m_gl3Shader(new Qt3DRender::QShaderProgram)
++ , m_gl2ES2Shader(new Qt3DRender::QShaderProgram)
++ , m_rhiShader(new Qt3DRender::QShaderProgram)
++ , m_filterKey(new Qt3DRender::QFilterKey)
++ {
++ }
++
++ void QGoochMaterialPrivate::init()
++ {
++ Q_Q(QGoochMaterial);
++
++ connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QGoochMaterialPrivate::handleDiffuseChanged);
++ connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QGoochMaterialPrivate::handleSpecularChanged);
++ connect(m_coolParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QGoochMaterialPrivate::handleCoolChanged);
++ connect(m_warmParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QGoochMaterialPrivate::handleWarmChanged);
++ connect(m_alphaParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QGoochMaterialPrivate::handleAlphaChanged);
++ connect(m_betaParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QGoochMaterialPrivate::handleBetaChanged);
++ connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QGoochMaterialPrivate::handleShininessChanged);
++
++ m_gl3Shader->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/gooch.vert"))));
++ m_gl3Shader->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/gooch.frag"))));
++ m_gl2ES2Shader->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/gooch.vert"))));
++ m_gl2ES2Shader->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/gooch.frag"))));
++ m_rhiShader->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/gooch.vert"))));
++ m_rhiShader->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/gooch.frag"))));
++
++ m_gl3Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
++ m_gl3Technique->graphicsApiFilter()->setMajorVersion(3);
++ m_gl3Technique->graphicsApiFilter()->setMinorVersion(1);
++ m_gl3Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::CoreProfile);
++
++ m_gl2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
++ m_gl2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_gl2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_gl2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
++
++ m_es2Technique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGLES);
++ m_es2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_es2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_es2Technique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
++
++ m_rhiTechnique->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::RHI);
++ m_rhiTechnique->graphicsApiFilter()->setMajorVersion(1);
++ m_rhiTechnique->graphicsApiFilter()->setMinorVersion(0);
++ m_rhiTechnique->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::CoreProfile);
++
++ 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_rhiTechnique->addFilterKey(m_filterKey);
++
++ m_gl3RenderPass->setShaderProgram(m_gl3Shader);
++ m_gl2RenderPass->setShaderProgram(m_gl2ES2Shader);
++ m_es2RenderPass->setShaderProgram(m_gl2ES2Shader);
++ m_rhiRenderPass->setShaderProgram(m_rhiShader);
++
++ m_gl3Technique->addRenderPass(m_gl3RenderPass);
++ m_gl2Technique->addRenderPass(m_gl2RenderPass);
++ m_es2Technique->addRenderPass(m_es2RenderPass);
++ m_rhiTechnique->addRenderPass(m_rhiRenderPass);
++
++ m_effect->addTechnique(m_gl3Technique);
++ m_effect->addTechnique(m_gl2Technique);
++ m_effect->addTechnique(m_es2Technique);
++ m_effect->addTechnique(m_rhiTechnique);
++
++ m_effect->addParameter(m_diffuseParameter);
++ m_effect->addParameter(m_specularParameter);
++ m_effect->addParameter(m_coolParameter);
++ m_effect->addParameter(m_warmParameter);
++ m_effect->addParameter(m_alphaParameter);
++ m_effect->addParameter(m_betaParameter);
++ m_effect->addParameter(m_shininessParameter);
++
++ q->setEffect(m_effect);
++ }
++
++ void QGoochMaterialPrivate::handleDiffuseChanged(const QVariant &var)
++ {
++ Q_Q(QGoochMaterial);
++ emit q->diffuseChanged(var.value<QColor>());
++ }
++
++ void QGoochMaterialPrivate::handleSpecularChanged(const QVariant &var)
++ {
++ Q_Q(QGoochMaterial);
++ emit q->specularChanged(var.value<QColor>());
++ }
++
++ void QGoochMaterialPrivate::handleCoolChanged(const QVariant &var)
++ {
++ Q_Q(QGoochMaterial);
++ emit q->coolChanged(var.value<QColor>());
++ }
++
++ void QGoochMaterialPrivate::handleWarmChanged(const QVariant &var)
++ {
++ Q_Q(QGoochMaterial);
++ emit q->warmChanged(var.value<QColor>());
++ }
++
++ void QGoochMaterialPrivate::handleAlphaChanged(const QVariant &var)
++ {
++ Q_Q(QGoochMaterial);
++ emit q->alphaChanged(var.toFloat());
++ }
++
++ void QGoochMaterialPrivate::handleBetaChanged(const QVariant &var)
++ {
++ Q_Q(QGoochMaterial);
++ emit q->betaChanged(var.toFloat());
++ }
++
++ void QGoochMaterialPrivate::handleShininessChanged(const QVariant &var)
++ {
++ Q_Q(QGoochMaterial);
++ emit q->shininessChanged(var.toFloat());
++ }
++
++ /*!
++ \class Qt3DExtras::QGoochMaterial
++ \ingroup qt3d-extras-materials
++ \brief The QGoochMaterial provides a material that implements the Gooch
++ shading model, popular in CAD and CAM applications.
++ \inmodule Qt3DExtras
++ \since 5.7
++ \inherits Qt3DRender::QMaterial
++
++ The Gooch lighting model uses both color and brightness to help show the
++ curvature of 3D surfaces. This is often better than models such as Phong
++ that rely purely upon changes in brightness. In situations such as in CAD
++ and CAM applications where photorealism is not a goal, the Gooch shading
++ model in conjunction with some kind of silhouette edge inking is a popular
++ solution.
++
++ The Gooch lighting model is explained fully in the \l{original Gooch
++ paper}. The Gooch model mixes a diffuse object color with a user-provided
++ cool color and warm color to produce the end points of a color ramp that is
++ used to shade the object based upon the cosine of the angle between the
++ vector from the fragment to the light source and the fragment's normal
++ vector. Optionally, a specular highlight can be added on top. The relative
++ contributions to the cool and warm colors by the diffuse color are
++ controlled by the alpha and beta properties respecitvely.
++
++ 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 QGoochMaterial instance with parent object \a parent.
++ */
++ QGoochMaterial::QGoochMaterial(QNode *parent)
++ : QMaterial(*new QGoochMaterialPrivate, parent)
++ {
++ Q_D(QGoochMaterial);
++ d->init();
++ }
++
++ /*! \internal */
++ QGoochMaterial::~QGoochMaterial()
++ {
++ }
++
++ QGoochMaterial::QGoochMaterial(QGoochMaterialPrivate &dd, QNode *parent)
++ : QMaterial(dd, parent)
++ {
++ Q_D(QGoochMaterial);
++ d->init();
++ }
++
++ /*!
++ \property Qt3DExtras::QGoochMaterial::diffuse
++
++ Holds the current diffuse color.
++ */
++ QColor QGoochMaterial::diffuse() const
++ {
++ Q_D(const QGoochMaterial);
++ return d->m_diffuseParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QGoochMaterial::specular
++
++ Holds the current specular color.
++ */
++ QColor QGoochMaterial::specular() const
++ {
++ Q_D(const QGoochMaterial);
++ return d->m_specularParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QGoochMaterial::cool
++
++ Holds the current cool color.
++ */
++ QColor QGoochMaterial::cool() const
++ {
++ Q_D(const QGoochMaterial);
++ return d->m_coolParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QGoochMaterial::warm
++
++ Holds the current warm color.
++ */
++ QColor QGoochMaterial::warm() const
++ {
++ Q_D(const QGoochMaterial);
++ return d->m_warmParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QGoochMaterial::alpha
++
++ Holds the current alpha value. The start point of the color ramp
++ used by the Gooch shader is calculated as {c = cool + alpha * diffuse}.
++ */
++ float QGoochMaterial::alpha() const
++ {
++ Q_D(const QGoochMaterial);
++ return d->m_alphaParameter->value().toFloat();
++ }
++
++ /*!
++ \property Qt3DExtras::QGoochMaterial::beta
++
++ Holds the current beta value. The start point of the color ramp
++ used by the Gooch shader is calculated as {c = warm + beta * diffuse}.
++ */
++ float QGoochMaterial::beta() const
++ {
++ Q_D(const QGoochMaterial);
++ return d->m_betaParameter->value().toFloat();
++ }
++
++ /*!
++ \property Qt3DExtras::QGoochMaterial::shininess
++
++ Holds the current shininess value. Higher values of shininess result in
++ a smaller and brighter highlight.
++ */
++ float QGoochMaterial::shininess() const
++ {
++ Q_D(const QGoochMaterial);
++ return d->m_shininessParameter->value().toFloat();
++ }
++
++ void QGoochMaterial::setDiffuse(const QColor &diffuse)
++ {
++ Q_D(QGoochMaterial);
++ return d->m_diffuseParameter->setValue(diffuse);
++ }
++
++ void QGoochMaterial::setSpecular(const QColor &specular)
++ {
++ Q_D(QGoochMaterial);
++ return d->m_specularParameter->setValue(specular);
++ }
++
++ void QGoochMaterial::setCool(const QColor &cool)
++ {
++ Q_D(QGoochMaterial);
++ return d->m_coolParameter->setValue(cool);
++ }
++
++ void QGoochMaterial::setWarm(const QColor &warm)
++ {
++ Q_D(QGoochMaterial);
++ return d->m_warmParameter->setValue(warm);
++ }
++
++ void QGoochMaterial::setAlpha(float alpha)
++ {
++ Q_D(QGoochMaterial);
++ return d->m_alphaParameter->setValue(alpha);
++ }
++
++ void QGoochMaterial::setBeta(float beta)
++ {
++ Q_D(QGoochMaterial);
++ return d->m_betaParameter->setValue(beta);
++ }
++
++ void QGoochMaterial::setShininess(float shininess)
++ {
++ Q_D(QGoochMaterial);
++ return d->m_shininessParameter->setValue(shininess);
++ }
++
++ }
++
++ QT_END_NAMESPACE
++
++ #include "moc_qgoochmaterial.cpp"