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++ // 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 "qnormaldiffusemapmaterial.h"
++ #include "qnormaldiffusemapmaterial_p.h"
++
++ #include <Qt3DRender/qfilterkey.h>
++ #include <Qt3DRender/qeffect.h>
++ #include <Qt3DRender/qtexture.h>
++ #include <Qt3DRender/qtechnique.h>
++ #include <Qt3DRender/qparameter.h>
++ #include <Qt3DRender/qshaderprogram.h>
++ #include <Qt3DRender/qshaderprogrambuilder.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;
++
++ QNormalDiffuseMapMaterialPrivate::QNormalDiffuseMapMaterialPrivate()
++ : QMaterialPrivate()
++ , m_normalDiffuseEffect(new QEffect())
++ , m_diffuseTexture(new QTexture2D())
++ , m_normalTexture(new QTexture2D())
++ , m_ambientParameter(new QParameter(QStringLiteral("ka"), QColor::fromRgbF(0.1f, 0.1f, 0.1f, 1.0f)))
++ , m_diffuseParameter(new QParameter(QStringLiteral("diffuseTexture"), m_diffuseTexture))
++ , m_normalParameter(new QParameter(QStringLiteral("normalTexture"), m_normalTexture))
++ , 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_normalDiffuseGL3Technique(new QTechnique())
++ , m_normalDiffuseGL2Technique(new QTechnique())
++ , m_normalDiffuseES2Technique(new QTechnique())
++ , m_normalDiffuseRHITechnique(new QTechnique())
++ , m_normalDiffuseGL3RenderPass(new QRenderPass())
++ , m_normalDiffuseGL2RenderPass(new QRenderPass())
++ , m_normalDiffuseES2RenderPass(new QRenderPass())
++ , m_normalDiffuseRHIRenderPass(new QRenderPass())
++ , m_normalDiffuseGL3Shader(new QShaderProgram())
++ , m_normalDiffuseGL3ShaderBuilder(new QShaderProgramBuilder())
++ , m_normalDiffuseGL2ES2Shader(new QShaderProgram())
++ , m_normalDiffuseGL2ES2ShaderBuilder(new QShaderProgramBuilder())
++ , m_normalDiffuseRHIShader(new QShaderProgram())
++ , m_normalDiffuseRHIShaderBuilder(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);
++
++ m_normalTexture->setMagnificationFilter(QAbstractTexture::Linear);
++ m_normalTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear);
++ m_normalTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat));
++ m_normalTexture->setGenerateMipMaps(true);
++ m_normalTexture->setMaximumAnisotropy(16.0f);
++ }
++
++ void QNormalDiffuseMapMaterialPrivate::init()
++ {
++ Q_Q(QNormalDiffuseMapMaterial);
++
++ connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseMapMaterialPrivate::handleAmbientChanged);
++ connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseMapMaterialPrivate::handleDiffuseChanged);
++ connect(m_normalParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseMapMaterialPrivate::handleNormalChanged);
++ connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseMapMaterialPrivate::handleSpecularChanged);
++ connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseMapMaterialPrivate::handleShininessChanged);
++ connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseMapMaterialPrivate::handleTextureScaleChanged);
++
++ m_normalDiffuseGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert"))));
++ m_normalDiffuseGL3ShaderBuilder->setParent(q);
++ m_normalDiffuseGL3ShaderBuilder->setShaderProgram(m_normalDiffuseGL3Shader);
++ m_normalDiffuseGL3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_normalDiffuseGL3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
++ QStringLiteral("specular"),
++ QStringLiteral("normalTexture")});
++
++ m_normalDiffuseGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert"))));
++ m_normalDiffuseGL2ES2ShaderBuilder->setParent(q);
++ m_normalDiffuseGL2ES2ShaderBuilder->setShaderProgram(m_normalDiffuseGL2ES2Shader);
++ m_normalDiffuseGL2ES2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_normalDiffuseGL2ES2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
++ QStringLiteral("specular"),
++ QStringLiteral("normalTexture")});
++
++ m_normalDiffuseRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/default_pos_norm_tex_tan.vert"))));
++ m_normalDiffuseRHIShaderBuilder->setParent(q);
++ m_normalDiffuseRHIShaderBuilder->setShaderProgram(m_normalDiffuseRHIShader);
++ m_normalDiffuseRHIShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_normalDiffuseRHIShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
++ QStringLiteral("specular"),
++ QStringLiteral("normalTexture")});
++
++ m_normalDiffuseGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
++ m_normalDiffuseGL3Technique->graphicsApiFilter()->setMajorVersion(3);
++ m_normalDiffuseGL3Technique->graphicsApiFilter()->setMinorVersion(1);
++ m_normalDiffuseGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
++
++ m_normalDiffuseGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
++ m_normalDiffuseGL2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_normalDiffuseGL2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_normalDiffuseGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
++
++ m_normalDiffuseES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
++ m_normalDiffuseES2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_normalDiffuseES2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_normalDiffuseES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
++
++ m_normalDiffuseRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI);
++ m_normalDiffuseRHITechnique->graphicsApiFilter()->setMajorVersion(1);
++ m_normalDiffuseRHITechnique->graphicsApiFilter()->setMinorVersion(0);
++
++ m_filterKey->setParent(q);
++ m_filterKey->setName(QStringLiteral("renderingStyle"));
++ m_filterKey->setValue(QStringLiteral("forward"));
++
++ m_normalDiffuseGL3Technique->addFilterKey(m_filterKey);
++ m_normalDiffuseGL2Technique->addFilterKey(m_filterKey);
++ m_normalDiffuseES2Technique->addFilterKey(m_filterKey);
++ m_normalDiffuseRHITechnique->addFilterKey(m_filterKey);
++
++ m_normalDiffuseGL3RenderPass->setShaderProgram(m_normalDiffuseGL3Shader);
++ m_normalDiffuseGL2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader);
++ m_normalDiffuseES2RenderPass->setShaderProgram(m_normalDiffuseGL2ES2Shader);
++ m_normalDiffuseRHIRenderPass->setShaderProgram(m_normalDiffuseRHIShader);
++
++ m_normalDiffuseGL3Technique->addRenderPass(m_normalDiffuseGL3RenderPass);
++ m_normalDiffuseGL2Technique->addRenderPass(m_normalDiffuseGL2RenderPass);
++ m_normalDiffuseES2Technique->addRenderPass(m_normalDiffuseES2RenderPass);
++ m_normalDiffuseRHITechnique->addRenderPass(m_normalDiffuseRHIRenderPass);
++
++ m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL3Technique);
++ m_normalDiffuseEffect->addTechnique(m_normalDiffuseGL2Technique);
++ m_normalDiffuseEffect->addTechnique(m_normalDiffuseES2Technique);
++ m_normalDiffuseEffect->addTechnique(m_normalDiffuseRHITechnique);
++
++ m_normalDiffuseEffect->addParameter(m_ambientParameter);
++ m_normalDiffuseEffect->addParameter(m_diffuseParameter);
++ m_normalDiffuseEffect->addParameter(m_normalParameter);
++ m_normalDiffuseEffect->addParameter(m_specularParameter);
++ m_normalDiffuseEffect->addParameter(m_shininessParameter);
++ m_normalDiffuseEffect->addParameter(m_textureScaleParameter);
++
++ q->setEffect(m_normalDiffuseEffect);
++ }
++
++ void QNormalDiffuseMapMaterialPrivate::handleAmbientChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseMapMaterial);
++ emit q->ambientChanged(var.value<QColor>());
++ }
++
++ void QNormalDiffuseMapMaterialPrivate::handleDiffuseChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseMapMaterial);
++ emit q->diffuseChanged(var.value<QAbstractTexture *>());
++ }
++
++ void QNormalDiffuseMapMaterialPrivate::handleNormalChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseMapMaterial);
++ emit q->normalChanged(var.value<QAbstractTexture *>());
++ }
++
++ void QNormalDiffuseMapMaterialPrivate::handleSpecularChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseMapMaterial);
++ emit q->specularChanged(var.value<QColor>());
++ }
++
++ void QNormalDiffuseMapMaterialPrivate::handleShininessChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseMapMaterial);
++ emit q->shininessChanged(var.toFloat());
++ }
++
++ void QNormalDiffuseMapMaterialPrivate::handleTextureScaleChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseMapMaterial);
++ emit q->textureScaleChanged(var.toFloat());
++ }
++
++ /*!
++ \class Qt3DExtras::QNormalDiffuseMapMaterial
++ \brief The QNormalDiffuseMapMaterial provides a default implementation of the phong lighting
++ and bump effect where the diffuse light component is read from a texture map and the normals of
++ the mesh being rendered from a normal texture map.
++ \inmodule Qt3DExtras
++ \since 5.7
++ \inherits Qt3DRender::QMaterial
++
++ \deprecated
++ This class is deprecated; use 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 QNormalDiffuseMapMaterial instance with parent object \a parent.
++ */
++ QNormalDiffuseMapMaterial::QNormalDiffuseMapMaterial(QNode *parent)
++ : QMaterial(*new QNormalDiffuseMapMaterialPrivate, parent)
++ {
++ Q_D(QNormalDiffuseMapMaterial);
++ d->init();
++ }
++
++ /*! \internal */
++ QNormalDiffuseMapMaterial::QNormalDiffuseMapMaterial(QNormalDiffuseMapMaterialPrivate &dd, QNode *parent)
++ : QMaterial(dd, parent)
++ {
++ Q_D(QNormalDiffuseMapMaterial);
++ d->init();
++ }
++
++ /*!
++ Destroys the QNormalDiffuseMapMaterial instance.
++ */
++ QNormalDiffuseMapMaterial::~QNormalDiffuseMapMaterial()
++ {
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseMapMaterial::ambient
++
++ Holds the current ambient color.
++ */
++ QColor QNormalDiffuseMapMaterial::ambient() const
++ {
++ Q_D(const QNormalDiffuseMapMaterial);
++ return d->m_ambientParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseMapMaterial::specular
++
++ Holds the current specular color.
++ */
++ QColor QNormalDiffuseMapMaterial::specular() const
++ {
++ Q_D(const QNormalDiffuseMapMaterial);
++ return d->m_specularParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseMapMaterial::diffuse
++
++ Holds the current diffuse map texture.
++
++ By default, the diffuse texture has these properties:
++
++ \list
++ \li Linear minification and magnification filters
++ \li Linear mipmap with mipmapping enabled
++ \li Repeat wrap modeM
++ \li Maximum anisotropy of 16.0
++ \endlist
++ */
++ QAbstractTexture *QNormalDiffuseMapMaterial::diffuse() const
++ {
++ Q_D(const QNormalDiffuseMapMaterial);
++ return d->m_diffuseParameter->value().value<QAbstractTexture *>();
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseMapMaterial::normal
++
++ Holds the current normal map texture.
++
++ By default, the normal texture has the following properties:
++
++ \list
++ \li Linear minification and magnification filters
++ \li Repeat wrap mode
++ \li Maximum anisotropy of 16.0
++ \endlist
++ */
++ QAbstractTexture *QNormalDiffuseMapMaterial::normal() const
++ {
++ Q_D(const QNormalDiffuseMapMaterial);
++ return d->m_normalParameter->value().value<QAbstractTexture *>();
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseMapMaterial::shininess
++
++ Holds the current shininess as a float value.
++ */
++ float QNormalDiffuseMapMaterial::shininess() const
++ {
++ Q_D(const QNormalDiffuseMapMaterial);
++ return d->m_shininessParameter->value().toFloat();
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseMapMaterial::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 QNormalDiffuseMapMaterial::textureScale() const
++ {
++ Q_D(const QNormalDiffuseMapMaterial);
++ return d->m_textureScaleParameter->value().toFloat();
++ }
++
++ void QNormalDiffuseMapMaterial::setAmbient(const QColor &ambient)
++ {
++ Q_D(QNormalDiffuseMapMaterial);
++ d->m_ambientParameter->setValue(ambient);
++ }
++
++ void QNormalDiffuseMapMaterial::setSpecular(const QColor &specular)
++ {
++ Q_D(QNormalDiffuseMapMaterial);
++ d->m_specularParameter->setValue(specular);
++ }
++
++ void QNormalDiffuseMapMaterial::setDiffuse(QAbstractTexture *diffuse)
++ {
++ Q_D(QNormalDiffuseMapMaterial);
++ d->m_diffuseParameter->setValue(QVariant::fromValue(diffuse));
++ }
++
++ void QNormalDiffuseMapMaterial::setNormal(QAbstractTexture *normal)
++ {
++ Q_D(QNormalDiffuseMapMaterial);
++ d->m_normalParameter->setValue(QVariant::fromValue(normal));
++ }
++
++ void QNormalDiffuseMapMaterial::setShininess(float shininess)
++ {
++ Q_D(QNormalDiffuseMapMaterial);
++ d->m_shininessParameter->setValue(shininess);
++ }
++
++ void QNormalDiffuseMapMaterial::setTextureScale(float textureScale)
++ {
++ Q_D(QNormalDiffuseMapMaterial);
++ d->m_textureScaleParameter->setValue(textureScale);
++ }
++
++ } // namespace Qt3DRender
++
++ QT_END_NAMESPACE
++
++ #include "moc_qnormaldiffusemapmaterial.cpp"