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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 "qphongalphamaterial.h"
++ #include "qphongalphamaterial_p.h"
++
++ #include <Qt3DRender/qfilterkey.h>
++ #include <Qt3DRender/qmaterial.h>
++ #include <Qt3DRender/qeffect.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 <Qt3DRender/qblendequation.h>
++ #include <Qt3DRender/qblendequationarguments.h>
++ #include <Qt3DRender/qnodepthmask.h>
++ #include <QtCore/QUrl>
++ #include <QtGui/QVector3D>
++ #include <QtGui/QVector4D>
++
++ QT_BEGIN_NAMESPACE
++
++ namespace Qt3DExtras {
++
++ using namespace Qt3DRender;
++
++ QPhongAlphaMaterialPrivate::QPhongAlphaMaterialPrivate()
++ : QMaterialPrivate()
++ , m_phongEffect(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, 0.5f)))
++ , 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_phongAlphaGL3Technique(new QTechnique())
++ , m_phongAlphaGL2Technique(new QTechnique())
++ , m_phongAlphaES2Technique(new QTechnique())
++ , m_phongAlphaRHITechnique(new QTechnique())
++ , m_phongAlphaGL3RenderPass(new QRenderPass())
++ , m_phongAlphaGL2RenderPass(new QRenderPass())
++ , m_phongAlphaES2RenderPass(new QRenderPass())
++ , m_phongAlphaRHIRenderPass(new QRenderPass())
++ , m_phongAlphaGL3Shader(new QShaderProgram())
++ , m_phongAlphaGL3ShaderBuilder(new QShaderProgramBuilder())
++ , m_phongAlphaGL2ES2Shader(new QShaderProgram())
++ , m_phongAlphaGL2ES2ShaderBuilder(new QShaderProgramBuilder())
++ , m_phongAlphaRHIShader(new QShaderProgram())
++ , m_phongAlphaRHIShaderBuilder(new QShaderProgramBuilder())
++ , m_noDepthMask(new QNoDepthMask())
++ , m_blendState(new QBlendEquationArguments())
++ , m_blendEquation(new QBlendEquation())
++ , m_filterKey(new QFilterKey)
++ {
++ }
++
++ // TODO: Define how lights are properties are set in the shaders. Ideally using a QShaderData
++ void QPhongAlphaMaterialPrivate::init()
++ {
++ Q_Q(QPhongAlphaMaterial);
++
++ connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QPhongAlphaMaterialPrivate::handleAmbientChanged);
++ connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QPhongAlphaMaterialPrivate::handleDiffuseChanged);
++ connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QPhongAlphaMaterialPrivate::handleSpecularChanged);
++ connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QPhongAlphaMaterialPrivate::handleShininessChanged);
++
++ m_phongAlphaGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert"))));
++ m_phongAlphaGL3ShaderBuilder->setParent(q);
++ m_phongAlphaGL3ShaderBuilder->setShaderProgram(m_phongAlphaGL3Shader);
++ m_phongAlphaGL3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_phongAlphaGL3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
++ QStringLiteral("specular"),
++ QStringLiteral("normal")});
++
++ m_phongAlphaGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert"))));
++ m_phongAlphaGL2ES2ShaderBuilder->setParent(q);
++ m_phongAlphaGL2ES2ShaderBuilder->setShaderProgram(m_phongAlphaGL2ES2Shader);
++ m_phongAlphaGL2ES2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_phongAlphaGL2ES2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
++ QStringLiteral("specular"),
++ QStringLiteral("normal")});
++
++ m_phongAlphaRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/default_pos_norm.vert"))));
++ m_phongAlphaRHIShaderBuilder->setParent(q);
++ m_phongAlphaRHIShaderBuilder->setShaderProgram(m_phongAlphaRHIShader);
++ m_phongAlphaRHIShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_phongAlphaRHIShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
++ QStringLiteral("specular"),
++ QStringLiteral("normal")});
++
++ m_phongAlphaGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
++ m_phongAlphaGL3Technique->graphicsApiFilter()->setMajorVersion(3);
++ m_phongAlphaGL3Technique->graphicsApiFilter()->setMinorVersion(1);
++ m_phongAlphaGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
++
++ m_phongAlphaGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
++ m_phongAlphaGL2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_phongAlphaGL2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_phongAlphaGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
++
++ m_phongAlphaES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
++ m_phongAlphaES2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_phongAlphaES2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_phongAlphaES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
++
++ m_phongAlphaRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI);
++ m_phongAlphaRHITechnique->graphicsApiFilter()->setMajorVersion(1);
++ m_phongAlphaRHITechnique->graphicsApiFilter()->setMinorVersion(0);
++
++ m_filterKey->setParent(q);
++ m_filterKey->setName(QStringLiteral("renderingStyle"));
++ m_filterKey->setValue(QStringLiteral("forward"));
++
++ m_phongAlphaGL3Technique->addFilterKey(m_filterKey);
++ m_phongAlphaGL2Technique->addFilterKey(m_filterKey);
++ m_phongAlphaES2Technique->addFilterKey(m_filterKey);
++ m_phongAlphaRHITechnique->addFilterKey(m_filterKey);
++
++ m_blendState->setSourceRgb(QBlendEquationArguments::SourceAlpha);
++ m_blendState->setDestinationRgb(QBlendEquationArguments::OneMinusSourceAlpha);
++ m_blendEquation->setBlendFunction(QBlendEquation::Add);
++
++ m_phongAlphaGL3RenderPass->setShaderProgram(m_phongAlphaGL3Shader);
++ m_phongAlphaGL2RenderPass->setShaderProgram(m_phongAlphaGL2ES2Shader);
++ m_phongAlphaES2RenderPass->setShaderProgram(m_phongAlphaGL2ES2Shader);
++ m_phongAlphaRHIRenderPass->setShaderProgram(m_phongAlphaRHIShader);
++
++ m_phongAlphaGL3RenderPass->addRenderState(m_noDepthMask);
++ m_phongAlphaGL3RenderPass->addRenderState(m_blendState);
++ m_phongAlphaGL3RenderPass->addRenderState(m_blendEquation);
++
++ m_phongAlphaGL2RenderPass->addRenderState(m_noDepthMask);
++ m_phongAlphaGL2RenderPass->addRenderState(m_blendState);
++ m_phongAlphaGL2RenderPass->addRenderState(m_blendEquation);
++
++ m_phongAlphaES2RenderPass->addRenderState(m_noDepthMask);
++ m_phongAlphaES2RenderPass->addRenderState(m_blendState);
++ m_phongAlphaES2RenderPass->addRenderState(m_blendEquation);
++
++ m_phongAlphaRHIRenderPass->addRenderState(m_noDepthMask);
++ m_phongAlphaRHIRenderPass->addRenderState(m_blendState);
++ m_phongAlphaRHIRenderPass->addRenderState(m_blendEquation);
++
++ m_phongAlphaGL3Technique->addRenderPass(m_phongAlphaGL3RenderPass);
++ m_phongAlphaGL2Technique->addRenderPass(m_phongAlphaGL2RenderPass);
++ m_phongAlphaES2Technique->addRenderPass(m_phongAlphaES2RenderPass);
++ m_phongAlphaRHITechnique->addRenderPass(m_phongAlphaRHIRenderPass);
++
++ m_phongEffect->addTechnique(m_phongAlphaGL3Technique);
++ m_phongEffect->addTechnique(m_phongAlphaGL2Technique);
++ m_phongEffect->addTechnique(m_phongAlphaES2Technique);
++ m_phongEffect->addTechnique(m_phongAlphaRHITechnique);
++
++ m_phongEffect->addParameter(m_ambientParameter);
++ m_phongEffect->addParameter(m_diffuseParameter);
++ m_phongEffect->addParameter(m_specularParameter);
++ m_phongEffect->addParameter(m_shininessParameter);
++
++ q->setEffect(m_phongEffect);
++ }
++
++ void QPhongAlphaMaterialPrivate::handleAmbientChanged(const QVariant &var)
++ {
++ Q_Q(QPhongAlphaMaterial);
++ emit q->ambientChanged(var.value<QColor>());
++ }
++
++ void QPhongAlphaMaterialPrivate::handleDiffuseChanged(const QVariant &var)
++ {
++ Q_Q(QPhongAlphaMaterial);
++ emit q->diffuseChanged(var.value<QColor>());
++ emit q->alphaChanged(var.value<QColor>().alphaF());
++ }
++
++ void QPhongAlphaMaterialPrivate::handleSpecularChanged(const QVariant &var)
++ {
++ Q_Q(QPhongAlphaMaterial);
++ emit q->specularChanged(var.value<QColor>());
++ }
++
++ void QPhongAlphaMaterialPrivate::handleShininessChanged(const QVariant &var)
++ {
++ Q_Q(QPhongAlphaMaterial);
++ emit q->shininessChanged(var.toFloat());
++ }
++
++ /*!
++ \class Qt3DExtras::QPhongAlphaMaterial
++
++ \brief The QPhongAlphaMaterial class provides a default implementation of
++ the phong lighting effect with alpha.
++ \inmodule Qt3DExtras
++ \since 5.7
++ \inherits Qt3DRender::QMaterial
++
++ \deprecated
++ This class is deprecated; use QDiffuseSpecularMaterial instead.
++
++ 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.
++ \li Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque).
++ \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 QPhongAlphaMaterial instance with parent object \a parent.
++ */
++ QPhongAlphaMaterial::QPhongAlphaMaterial(QNode *parent)
++ : QMaterial(*new QPhongAlphaMaterialPrivate, parent)
++ {
++ Q_D(QPhongAlphaMaterial);
++ d->init();
++
++ QObject::connect(d->m_blendEquation, &Qt3DRender::QBlendEquation::blendFunctionChanged,
++ this, &QPhongAlphaMaterial::blendFunctionArgChanged);
++ QObject::connect(d->m_blendState, &Qt3DRender::QBlendEquationArguments::destinationAlphaChanged,
++ this, &QPhongAlphaMaterial::destinationAlphaArgChanged);
++ QObject::connect(d->m_blendState, &Qt3DRender::QBlendEquationArguments::destinationRgbChanged,
++ this, &QPhongAlphaMaterial::destinationRgbArgChanged);
++ QObject::connect(d->m_blendState, &Qt3DRender::QBlendEquationArguments::sourceAlphaChanged,
++ this, &QPhongAlphaMaterial::sourceAlphaArgChanged);
++ QObject::connect(d->m_blendState, &Qt3DRender::QBlendEquationArguments::sourceRgbChanged,
++ this, &QPhongAlphaMaterial::sourceRgbArgChanged);
++ }
++
++ /*!
++ Destroys the QPhongAlphaMaterial.
++ */
++ QPhongAlphaMaterial::~QPhongAlphaMaterial()
++ {
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongAlphaMaterial::ambient
++
++ Holds the ambient color.
++ */
++ QColor QPhongAlphaMaterial::ambient() const
++ {
++ Q_D(const QPhongAlphaMaterial);
++ return d->m_ambientParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongAlphaMaterial::diffuse
++
++ Holds the diffuse color.
++ */
++ QColor QPhongAlphaMaterial::diffuse() const
++ {
++ Q_D(const QPhongAlphaMaterial);
++ return d->m_diffuseParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongAlphaMaterial::specular
++
++ Holds the specular color.
++ */
++ QColor QPhongAlphaMaterial::specular() const
++ {
++ Q_D(const QPhongAlphaMaterial);
++ return d->m_specularParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongAlphaMaterial::shininess
++
++ Holds the shininess exponent.
++ */
++ float QPhongAlphaMaterial::shininess() const
++ {
++ Q_D(const QPhongAlphaMaterial);
++ return d->m_shininessParameter->value().toFloat();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongAlphaMaterial::alpha
++
++ Holds the alpha component of the object which varies between 0 and 1.
++
++ The default value is 0.5f.
++ */
++ float QPhongAlphaMaterial::alpha() const
++ {
++ Q_D(const QPhongAlphaMaterial);
++ return d->m_diffuseParameter->value().value<QColor>().alphaF();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongAlphaMaterial::sourceRgbArg
++
++ Holds the blend equation source RGB blending argument.
++
++ \sa Qt3DRender::QBlendEquationArguments::Blending
++ */
++ QBlendEquationArguments::Blending QPhongAlphaMaterial::sourceRgbArg() const
++ {
++ Q_D(const QPhongAlphaMaterial);
++ return d->m_blendState->sourceRgb();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongAlphaMaterial::destinationRgbArg
++
++ Holds the blend equation destination RGB blending argument.
++
++ \sa Qt3DRender::QBlendEquationArguments::Blending
++ */
++ QBlendEquationArguments::Blending QPhongAlphaMaterial::destinationRgbArg() const
++ {
++ Q_D(const QPhongAlphaMaterial);
++ return d->m_blendState->destinationRgb();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongAlphaMaterial::sourceAlphaArg
++
++ Holds the blend equation source alpha blending argument.
++
++ \sa Qt3DRender::QBlendEquationArguments::Blending
++ */
++ QBlendEquationArguments::Blending QPhongAlphaMaterial::sourceAlphaArg() const
++ {
++ Q_D(const QPhongAlphaMaterial);
++ return d->m_blendState->sourceAlpha();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongAlphaMaterial::destinationAlphaArg
++
++ Holds the blend equation destination alpha blending argument.
++
++ \sa Qt3DRender::QBlendEquationArguments::Blending
++ */
++ QBlendEquationArguments::Blending QPhongAlphaMaterial::destinationAlphaArg() const
++ {
++ Q_D(const QPhongAlphaMaterial);
++ return d->m_blendState->destinationAlpha();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongAlphaMaterial::blendFunctionArg
++
++ Holds the blend equation function argument.
++
++ \sa Qt3DRender::QBlendEquation::BlendFunction
++ */
++ QBlendEquation::BlendFunction QPhongAlphaMaterial::blendFunctionArg() const
++ {
++ Q_D(const QPhongAlphaMaterial);
++ return d->m_blendEquation->blendFunction();
++ }
++
++ void QPhongAlphaMaterial::setAmbient(const QColor &ambient)
++ {
++ Q_D(QPhongAlphaMaterial);
++ d->m_ambientParameter->setValue(ambient);
++ }
++
++ void QPhongAlphaMaterial::setDiffuse(const QColor &diffuse)
++ {
++ Q_D(QPhongAlphaMaterial);
++ QColor currentDiffuse = d->m_diffuseParameter->value().value<QColor>();
++ QColor newDiffuse = diffuse;
++ newDiffuse.setAlphaF(currentDiffuse.alphaF());
++ d->m_diffuseParameter->setValue(newDiffuse);
++ }
++
++ void QPhongAlphaMaterial::setSpecular(const QColor &specular)
++ {
++ Q_D(QPhongAlphaMaterial);
++ d->m_specularParameter->setValue(specular);
++ }
++
++ void QPhongAlphaMaterial::setShininess(float shininess)
++ {
++ Q_D(QPhongAlphaMaterial);
++ d->m_shininessParameter->setValue(shininess);
++ }
++
++ void QPhongAlphaMaterial::setAlpha(float alpha)
++ {
++ Q_D(QPhongAlphaMaterial);
++ QColor diffuse = d->m_diffuseParameter->value().value<QColor>();
++ diffuse.setAlphaF(alpha);
++ d->m_diffuseParameter->setValue(diffuse);
++ }
++
++ void QPhongAlphaMaterial::setSourceRgbArg(QBlendEquationArguments::Blending sourceRgbArg)
++ {
++ Q_D(QPhongAlphaMaterial);
++ d->m_blendState->setSourceRgb(sourceRgbArg);
++ }
++
++ void QPhongAlphaMaterial::setDestinationRgbArg(QBlendEquationArguments::Blending destinationRgbArg)
++ {
++ Q_D(QPhongAlphaMaterial);
++ d->m_blendState->setDestinationRgb(destinationRgbArg);
++ }
++
++ void QPhongAlphaMaterial::setSourceAlphaArg(QBlendEquationArguments::Blending sourceAlphaArg)
++ {
++ Q_D(QPhongAlphaMaterial);
++ d->m_blendState->setSourceAlpha(sourceAlphaArg);
++ }
++
++ void QPhongAlphaMaterial::setDestinationAlphaArg(QBlendEquationArguments::Blending destinationAlphaArg)
++ {
++ Q_D(QPhongAlphaMaterial);
++ d->m_blendState->setDestinationAlpha(destinationAlphaArg);
++ }
++
++ void QPhongAlphaMaterial::setBlendFunctionArg(QBlendEquation::BlendFunction blendFunctionArg)
++ {
++ Q_D(QPhongAlphaMaterial);
++ d->m_blendEquation->setBlendFunction(blendFunctionArg);
++ }
++
++ } // namespace Qt3DExtras
++
++ QT_END_NAMESPACE
++
++ #include "moc_qphongalphamaterial.cpp"