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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 "qnormaldiffusespecularmapmaterial.h"
++ #include "qnormaldiffusespecularmapmaterial_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;
++
++ QNormalDiffuseSpecularMapMaterialPrivate::QNormalDiffuseSpecularMapMaterialPrivate()
++ : QMaterialPrivate()
++ , m_normalDiffuseSpecularEffect(new QEffect())
++ , m_diffuseTexture(new QTexture2D())
++ , m_normalTexture(new QTexture2D())
++ , m_specularTexture(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_normalParameter(new QParameter(QStringLiteral("normalTexture"), m_normalTexture))
++ , m_specularParameter(new QParameter(QStringLiteral("specularTexture"), m_specularTexture))
++ , m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
++ , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
++ , m_normalDiffuseSpecularGL3Technique(new QTechnique())
++ , m_normalDiffuseSpecularGL2Technique(new QTechnique())
++ , m_normalDiffuseSpecularES2Technique(new QTechnique())
++ , m_normalDiffuseSpecularRHITechnique(new QTechnique())
++ , m_normalDiffuseSpecularGL3RenderPass(new QRenderPass())
++ , m_normalDiffuseSpecularGL2RenderPass(new QRenderPass())
++ , m_normalDiffuseSpecularES2RenderPass(new QRenderPass())
++ , m_normalDiffuseSpecularRHIRenderPass(new QRenderPass())
++ , m_normalDiffuseSpecularGL3Shader(new QShaderProgram())
++ , m_normalDiffuseSpecularGL3ShaderBuilder(new QShaderProgramBuilder())
++ , m_normalDiffuseSpecularGL2ES2Shader(new QShaderProgram())
++ , m_normalDiffuseSpecularGL2ES2ShaderBuilder(new QShaderProgramBuilder())
++ , m_normalDiffuseSpecularRHIShader(new QShaderProgram())
++ , m_normalDiffuseSpecularRHIShaderBuilder(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);
++
++ m_specularTexture->setMagnificationFilter(QAbstractTexture::Linear);
++ m_specularTexture->setMinificationFilter(QAbstractTexture::LinearMipMapLinear);
++ m_specularTexture->setWrapMode(QTextureWrapMode(QTextureWrapMode::Repeat));
++ m_specularTexture->setGenerateMipMaps(true);
++ m_specularTexture->setMaximumAnisotropy(16.0f);
++ }
++
++ void QNormalDiffuseSpecularMapMaterialPrivate::init()
++ {
++ Q_Q(QNormalDiffuseSpecularMapMaterial);
++
++ connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseSpecularMapMaterialPrivate::handleAmbientChanged);
++ connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseSpecularMapMaterialPrivate::handleDiffuseChanged);
++ connect(m_normalParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseSpecularMapMaterialPrivate::handleNormalChanged);
++ connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseSpecularMapMaterialPrivate::handleSpecularChanged);
++ connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseSpecularMapMaterialPrivate::handleShininessChanged);
++ connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QNormalDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged);
++
++ m_normalDiffuseSpecularGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert"))));
++ m_normalDiffuseSpecularGL3ShaderBuilder->setParent(q);
++ m_normalDiffuseSpecularGL3ShaderBuilder->setShaderProgram(m_normalDiffuseSpecularGL3Shader);
++ m_normalDiffuseSpecularGL3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_normalDiffuseSpecularGL3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
++ QStringLiteral("specularTexture"),
++ QStringLiteral("normalTexture")});
++
++ m_normalDiffuseSpecularGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert"))));
++ m_normalDiffuseSpecularGL2ES2ShaderBuilder->setParent(q);
++ m_normalDiffuseSpecularGL2ES2ShaderBuilder->setShaderProgram(m_normalDiffuseSpecularGL2ES2Shader);
++ m_normalDiffuseSpecularGL2ES2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_normalDiffuseSpecularGL2ES2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
++ QStringLiteral("specularTexture"),
++ QStringLiteral("normalTexture")});
++
++ m_normalDiffuseSpecularRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/default_pos_norm_tex_tan.vert"))));
++ m_normalDiffuseSpecularRHIShaderBuilder->setParent(q);
++ m_normalDiffuseSpecularRHIShaderBuilder->setShaderProgram(m_normalDiffuseSpecularRHIShader);
++ m_normalDiffuseSpecularRHIShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_normalDiffuseSpecularRHIShaderBuilder->setEnabledLayers({QStringLiteral("diffuseTexture"),
++ QStringLiteral("specularTexture"),
++ QStringLiteral("normalTexture")});
++
++ m_normalDiffuseSpecularGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
++ m_normalDiffuseSpecularGL3Technique->graphicsApiFilter()->setMajorVersion(3);
++ m_normalDiffuseSpecularGL3Technique->graphicsApiFilter()->setMinorVersion(1);
++ m_normalDiffuseSpecularGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
++
++ m_normalDiffuseSpecularGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
++ m_normalDiffuseSpecularGL2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_normalDiffuseSpecularGL2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_normalDiffuseSpecularGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
++
++ m_normalDiffuseSpecularES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
++ m_normalDiffuseSpecularES2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_normalDiffuseSpecularES2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_normalDiffuseSpecularES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
++
++ m_normalDiffuseSpecularRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI);
++ m_normalDiffuseSpecularRHITechnique->graphicsApiFilter()->setMajorVersion(1);
++ m_normalDiffuseSpecularRHITechnique->graphicsApiFilter()->setMinorVersion(0);
++
++ m_filterKey->setParent(q);
++ m_filterKey->setName(QStringLiteral("renderingStyle"));
++ m_filterKey->setValue(QStringLiteral("forward"));
++
++ m_normalDiffuseSpecularGL3Technique->addFilterKey(m_filterKey);
++ m_normalDiffuseSpecularGL2Technique->addFilterKey(m_filterKey);
++ m_normalDiffuseSpecularES2Technique->addFilterKey(m_filterKey);
++ m_normalDiffuseSpecularRHITechnique->addFilterKey(m_filterKey);
++
++ m_normalDiffuseSpecularGL3RenderPass->setShaderProgram(m_normalDiffuseSpecularGL3Shader);
++ m_normalDiffuseSpecularGL2RenderPass->setShaderProgram(m_normalDiffuseSpecularGL2ES2Shader);
++ m_normalDiffuseSpecularES2RenderPass->setShaderProgram(m_normalDiffuseSpecularGL2ES2Shader);
++ m_normalDiffuseSpecularRHIRenderPass->setShaderProgram(m_normalDiffuseSpecularRHIShader);
++
++ m_normalDiffuseSpecularGL3Technique->addRenderPass(m_normalDiffuseSpecularGL3RenderPass);
++ m_normalDiffuseSpecularGL2Technique->addRenderPass(m_normalDiffuseSpecularGL2RenderPass);
++ m_normalDiffuseSpecularES2Technique->addRenderPass(m_normalDiffuseSpecularES2RenderPass);
++ m_normalDiffuseSpecularRHITechnique->addRenderPass(m_normalDiffuseSpecularRHIRenderPass);
++
++ m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularGL3Technique);
++ m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularGL2Technique);
++ m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularES2Technique);
++ m_normalDiffuseSpecularEffect->addTechnique(m_normalDiffuseSpecularRHITechnique);
++
++ m_normalDiffuseSpecularEffect->addParameter(m_ambientParameter);
++ m_normalDiffuseSpecularEffect->addParameter(m_diffuseParameter);
++ m_normalDiffuseSpecularEffect->addParameter(m_normalParameter);
++ m_normalDiffuseSpecularEffect->addParameter(m_specularParameter);
++ m_normalDiffuseSpecularEffect->addParameter(m_shininessParameter);
++ m_normalDiffuseSpecularEffect->addParameter(m_textureScaleParameter);
++
++ q->setEffect(m_normalDiffuseSpecularEffect);
++ }
++
++ void QNormalDiffuseSpecularMapMaterialPrivate::handleAmbientChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseSpecularMapMaterial);
++ emit q->ambientChanged(var.value<QColor>());
++ }
++
++ void QNormalDiffuseSpecularMapMaterialPrivate::handleDiffuseChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseSpecularMapMaterial);
++ emit q->diffuseChanged(var.value<QAbstractTexture *>());
++ }
++
++ void QNormalDiffuseSpecularMapMaterialPrivate::handleNormalChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseSpecularMapMaterial);
++ emit q->normalChanged(var.value<QAbstractTexture *>());
++ }
++
++ void QNormalDiffuseSpecularMapMaterialPrivate::handleSpecularChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseSpecularMapMaterial);
++ emit q->specularChanged(var.value<QAbstractTexture *>());
++ }
++
++ void QNormalDiffuseSpecularMapMaterialPrivate::handleShininessChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseSpecularMapMaterial);
++ emit q->shininessChanged(var.toFloat());
++ }
++
++ void QNormalDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged(const QVariant &var)
++ {
++ Q_Q(QNormalDiffuseSpecularMapMaterial);
++ emit q->textureScaleChanged(var.toFloat());
++ }
++
++ /*!
++ \class Qt3DExtras::QNormalDiffuseSpecularMapMaterial
++ \brief The QNormalDiffuseSpecularMapMaterial provides a default implementation of the phong
++ lighting and bump effect where the diffuse and specular light components are read from texture
++ maps 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 QNormalDiffuseSpecularMapMaterial instance with parent object \a parent.
++ */
++ QNormalDiffuseSpecularMapMaterial::QNormalDiffuseSpecularMapMaterial(QNode *parent)
++ : QMaterial(*new QNormalDiffuseSpecularMapMaterialPrivate, parent)
++ {
++ Q_D(QNormalDiffuseSpecularMapMaterial);
++ d->init();
++ }
++
++ /*! \internal */
++ QNormalDiffuseSpecularMapMaterial::QNormalDiffuseSpecularMapMaterial(QNormalDiffuseSpecularMapMaterialPrivate &dd, QNode *parent)
++ : QMaterial(dd, parent)
++ {
++ Q_D(QNormalDiffuseSpecularMapMaterial);
++ d->init();
++ }
++
++ /*!
++ Destroys the QNormalDiffuseSpecularMapMaterial instance.
++ */
++ QNormalDiffuseSpecularMapMaterial::~QNormalDiffuseSpecularMapMaterial()
++ {
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseSpecularMapMaterial::ambient
++
++ Holds the current ambient color.
++ */
++ QColor QNormalDiffuseSpecularMapMaterial::ambient() const
++ {
++ Q_D(const QNormalDiffuseSpecularMapMaterial);
++ return d->m_ambientParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseSpecularMapMaterial::diffuse
++
++ Holds the current diffuse map texture.
++
++ 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 *QNormalDiffuseSpecularMapMaterial::diffuse() const
++ {
++ Q_D(const QNormalDiffuseSpecularMapMaterial);
++ return d->m_diffuseParameter->value().value<QAbstractTexture *>();
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseSpecularMapMaterial::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 *QNormalDiffuseSpecularMapMaterial::normal() const
++ {
++ Q_D(const QNormalDiffuseSpecularMapMaterial);
++ return d->m_normalParameter->value().value<QAbstractTexture *>();
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseSpecularMapMaterial::specular
++
++ Holds the current specular map texture.
++
++ By default, the specular 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 *QNormalDiffuseSpecularMapMaterial::specular() const
++ {
++ Q_D(const QNormalDiffuseSpecularMapMaterial);
++ return d->m_specularParameter->value().value<QAbstractTexture *>();
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseSpecularMapMaterial::shininess
++
++ Holds the current shininess as a float value.
++ */
++ float QNormalDiffuseSpecularMapMaterial::shininess() const
++ {
++ Q_D(const QNormalDiffuseSpecularMapMaterial);
++ return d->m_shininessParameter->value().toFloat();
++ }
++
++ /*!
++ \property Qt3DExtras::QNormalDiffuseSpecularMapMaterial::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 QNormalDiffuseSpecularMapMaterial::textureScale() const
++ {
++ Q_D(const QNormalDiffuseSpecularMapMaterial);
++ return d->m_textureScaleParameter->value().toFloat();
++ }
++
++ void QNormalDiffuseSpecularMapMaterial::setAmbient(const QColor &ambient)
++ {
++ Q_D(QNormalDiffuseSpecularMapMaterial);
++ d->m_ambientParameter->setValue(ambient);
++ }
++
++ void QNormalDiffuseSpecularMapMaterial::setDiffuse(QAbstractTexture *diffuse)
++ {
++ Q_D(QNormalDiffuseSpecularMapMaterial);
++ d->m_diffuseParameter->setValue(QVariant::fromValue(diffuse));
++ }
++
++ void QNormalDiffuseSpecularMapMaterial::setNormal(QAbstractTexture *normal)
++ {
++ Q_D(QNormalDiffuseSpecularMapMaterial);
++ d->m_normalParameter->setValue(QVariant::fromValue(normal));
++ }
++
++ void QNormalDiffuseSpecularMapMaterial::setSpecular(QAbstractTexture *specular)
++ {
++ Q_D(QNormalDiffuseSpecularMapMaterial);
++ d->m_specularParameter->setValue(QVariant::fromValue(specular));
++ }
++
++ void QNormalDiffuseSpecularMapMaterial::setShininess(float shininess)
++ {
++ Q_D(QNormalDiffuseSpecularMapMaterial);
++ d->m_shininessParameter->setValue(shininess);
++ }
++
++ void QNormalDiffuseSpecularMapMaterial::setTextureScale(float textureScale)
++ {
++ Q_D(QNormalDiffuseSpecularMapMaterial);
++ d->m_textureScaleParameter->setValue(textureScale);
++ }
++
++ } // namespace Qt3DExtras
++
++ QT_END_NAMESPACE
++
++ #include "moc_qnormaldiffusespecularmapmaterial.cpp"