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 "qphongmaterial.h"
++ #include "qphongmaterial_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 <QtCore/QUrl>
++ #include <QtGui/QVector3D>
++ #include <QtGui/QVector4D>
++
++
++ QT_BEGIN_NAMESPACE
++
++ namespace Qt3DExtras {
++
++ using namespace Qt3DRender;
++
++ QPhongMaterialPrivate::QPhongMaterialPrivate()
++ : 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, 1.0f)))
++ , 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_phongGL3Technique(new QTechnique())
++ , m_phongGL2Technique(new QTechnique())
++ , m_phongES2Technique(new QTechnique())
++ , m_phongRHITechnique(new QTechnique())
++ , m_phongGL3RenderPass(new QRenderPass())
++ , m_phongGL2RenderPass(new QRenderPass())
++ , m_phongES2RenderPass(new QRenderPass())
++ , m_phongRHIRenderPass(new QRenderPass())
++ , m_phongGL3Shader(new QShaderProgram())
++ , m_phongGL3ShaderBuilder(new QShaderProgramBuilder())
++ , m_phongGL2ES2Shader(new QShaderProgram())
++ , m_phongGL2ES2ShaderBuilder(new QShaderProgramBuilder())
++ , m_phongRHIShader(new QShaderProgram())
++ , m_phongRHIShaderBuilder(new QShaderProgramBuilder())
++ , m_filterKey(new QFilterKey)
++ {
++ }
++
++ void QPhongMaterialPrivate::init()
++ {
++ Q_Q(QPhongMaterial);
++
++ connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QPhongMaterialPrivate::handleAmbientChanged);
++ connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QPhongMaterialPrivate::handleDiffuseChanged);
++ connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QPhongMaterialPrivate::handleSpecularChanged);
++ connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
++ this, &QPhongMaterialPrivate::handleShininessChanged);
++
++ m_phongGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert"))));
++ m_phongGL3ShaderBuilder->setParent(q);
++ m_phongGL3ShaderBuilder->setShaderProgram(m_phongGL3Shader);
++ m_phongGL3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_phongGL3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
++ QStringLiteral("specular"),
++ QStringLiteral("normal")});
++
++ m_phongGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert"))));
++ m_phongGL2ES2ShaderBuilder->setParent(q);
++ m_phongGL2ES2ShaderBuilder->setShaderProgram(m_phongGL2ES2Shader);
++ m_phongGL2ES2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_phongGL2ES2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
++ QStringLiteral("specular"),
++ QStringLiteral("normal")});
++
++ m_phongRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/default_pos_norm.vert"))));
++ m_phongRHIShaderBuilder->setParent(q);
++ m_phongRHIShaderBuilder->setShaderProgram(m_phongRHIShader);
++ m_phongRHIShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
++ m_phongRHIShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
++ QStringLiteral("specular"),
++ QStringLiteral("normal")});
++
++ m_phongGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
++ m_phongGL3Technique->graphicsApiFilter()->setMajorVersion(3);
++ m_phongGL3Technique->graphicsApiFilter()->setMinorVersion(1);
++ m_phongGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
++
++ m_phongGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
++ m_phongGL2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_phongGL2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_phongGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
++
++ m_phongES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
++ m_phongES2Technique->graphicsApiFilter()->setMajorVersion(2);
++ m_phongES2Technique->graphicsApiFilter()->setMinorVersion(0);
++ m_phongES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
++
++ m_phongRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI);
++ m_phongRHITechnique->graphicsApiFilter()->setMajorVersion(1);
++ m_phongRHITechnique->graphicsApiFilter()->setMinorVersion(0);
++
++ m_phongGL3RenderPass->setShaderProgram(m_phongGL3Shader);
++ m_phongGL2RenderPass->setShaderProgram(m_phongGL2ES2Shader);
++ m_phongES2RenderPass->setShaderProgram(m_phongGL2ES2Shader);
++ m_phongRHIRenderPass->setShaderProgram(m_phongRHIShader);
++
++ m_phongGL3Technique->addRenderPass(m_phongGL3RenderPass);
++ m_phongGL2Technique->addRenderPass(m_phongGL2RenderPass);
++ m_phongES2Technique->addRenderPass(m_phongES2RenderPass);
++ m_phongRHITechnique->addRenderPass(m_phongRHIRenderPass);
++
++ m_filterKey->setParent(q);
++ m_filterKey->setName(QStringLiteral("renderingStyle"));
++ m_filterKey->setValue(QStringLiteral("forward"));
++
++ m_phongGL3Technique->addFilterKey(m_filterKey);
++ m_phongGL2Technique->addFilterKey(m_filterKey);
++ m_phongES2Technique->addFilterKey(m_filterKey);
++ m_phongRHITechnique->addFilterKey(m_filterKey);
++
++ m_phongEffect->addTechnique(m_phongGL3Technique);
++ m_phongEffect->addTechnique(m_phongGL2Technique);
++ m_phongEffect->addTechnique(m_phongES2Technique);
++ m_phongEffect->addTechnique(m_phongRHITechnique);
++
++ 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 QPhongMaterialPrivate::handleAmbientChanged(const QVariant &var)
++ {
++ Q_Q(QPhongMaterial);
++ emit q->ambientChanged(var.value<QColor>());
++ }
++
++ void QPhongMaterialPrivate::handleDiffuseChanged(const QVariant &var)
++ {
++ Q_Q(QPhongMaterial);
++ emit q->diffuseChanged(var.value<QColor>());
++ }
++
++ void QPhongMaterialPrivate::handleSpecularChanged(const QVariant &var)
++ {
++ Q_Q(QPhongMaterial);
++ emit q->specularChanged(var.value<QColor>());
++ }
++
++ void QPhongMaterialPrivate::handleShininessChanged(const QVariant &var)
++ {
++ Q_Q(QPhongMaterial);
++ emit q->shininessChanged(var.toFloat());
++ }
++
++ /*!
++ \class Qt3DExtras::QPhongMaterial
++ \brief The QPhongMaterial class provides a default implementation of the phong lighting effect.
++ \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.
++ \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 QPhongMaterial instance with parent object \a parent.
++ */
++ QPhongMaterial::QPhongMaterial(QNode *parent)
++ : QMaterial(*new QPhongMaterialPrivate, parent)
++ {
++ Q_D(QPhongMaterial);
++ d->init();
++ }
++
++ /*!
++ Destroys the QPhongMaterial.
++ */
++ QPhongMaterial::~QPhongMaterial()
++ {
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongMaterial::ambient
++
++ Holds the ambient color.
++ */
++ QColor QPhongMaterial::ambient() const
++ {
++ Q_D(const QPhongMaterial);
++ return d->m_ambientParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongMaterial::diffuse
++
++ Holds the diffuse color.
++ */
++ QColor QPhongMaterial::diffuse() const
++ {
++ Q_D(const QPhongMaterial);
++ return d->m_diffuseParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongMaterial::specular
++
++ Holds the specular color.
++ */
++ QColor QPhongMaterial::specular() const
++ {
++ Q_D(const QPhongMaterial);
++ return d->m_specularParameter->value().value<QColor>();
++ }
++
++ /*!
++ \property Qt3DExtras::QPhongMaterial::shininess
++
++ Holds the shininess exponent.
++ */
++ float QPhongMaterial::shininess() const
++ {
++ Q_D(const QPhongMaterial);
++ return d->m_shininessParameter->value().toFloat();
++ }
++
++ void QPhongMaterial::setAmbient(const QColor &ambient)
++ {
++ Q_D(QPhongMaterial);
++ d->m_ambientParameter->setValue(ambient);
++ }
++
++ void QPhongMaterial::setDiffuse(const QColor &diffuse)
++ {
++ Q_D(QPhongMaterial);
++ d->m_diffuseParameter->setValue(diffuse);
++ }
++
++ void QPhongMaterial::setSpecular(const QColor &specular)
++ {
++ Q_D(QPhongMaterial);
++ d->m_specularParameter->setValue(specular);
++ }
++
++ void QPhongMaterial::setShininess(float shininess)
++ {
++ Q_D(QPhongMaterial);
++ d->m_shininessParameter->setValue(shininess);
++ }
++
++ } // namespace Qt3DExtras
++
++ QT_END_NAMESPACE
++
++ #include "moc_qphongmaterial.cpp"