Revision control

Copy as Markdown

// Copyright (C) 2017 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 "qtexturematerial.h"
#include "qtexturematerial_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/qparameter.h>
#include <Qt3DRender/qrenderpass.h>
#include <Qt3DRender/qgraphicsapifilter.h>
#include <Qt3DRender/qblendequation.h>
#include <Qt3DRender/qblendequationarguments.h>
#include <Qt3DRender/qnodepthmask.h>
#include <QUrl>
QT_BEGIN_NAMESPACE
namespace Qt3DExtras {
using namespace Qt3DRender;
QTextureMaterialPrivate::QTextureMaterialPrivate()
: QMaterialPrivate()
, m_textureEffect(new QEffect)
, m_textureParameter(new QParameter(QStringLiteral("diffuseTexture"), new QTexture2D))
, m_textureTransformParameter(new QParameter(QStringLiteral("texCoordTransform"), QVariant::fromValue(QMatrix3x3())))
, m_textureGL3Technique(new QTechnique)
, m_textureGL2Technique(new QTechnique)
, m_textureES2Technique(new QTechnique)
, m_textureRHITechnique(new QTechnique)
, m_textureGL3RenderPass(new QRenderPass)
, m_textureGL2RenderPass(new QRenderPass)
, m_textureES2RenderPass(new QRenderPass)
, m_textureRHIRenderPass(new QRenderPass)
, m_textureGL3Shader(new QShaderProgram)
, m_textureGL2ES2Shader(new QShaderProgram)
, m_textureRHIShader(new QShaderProgram)
, m_noDepthMask(new QNoDepthMask())
, m_blendState(new QBlendEquationArguments())
, m_blendEquation(new QBlendEquation())
, m_filterKey(new QFilterKey)
{
}
void QTextureMaterialPrivate::init()
{
connect(m_textureParameter, &Qt3DRender::QParameter::valueChanged,
this, &QTextureMaterialPrivate::handleTextureChanged);
connect(m_textureTransformParameter, &Qt3DRender::QParameter::valueChanged,
this, &QTextureMaterialPrivate::handleTextureTransformChanged);
m_textureGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/unlittexture.vert"))));
m_textureGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/unlittexture.frag"))));
m_textureGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/unlittexture.vert"))));
m_textureGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/unlittexture.frag"))));
m_textureRHIShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/unlittexture.vert"))));
m_textureRHIShader->setFragmentShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/unlittexture.frag"))));
m_textureGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
m_textureGL3Technique->graphicsApiFilter()->setMajorVersion(3);
m_textureGL3Technique->graphicsApiFilter()->setMinorVersion(1);
m_textureGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
m_textureGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
m_textureGL2Technique->graphicsApiFilter()->setMajorVersion(2);
m_textureGL2Technique->graphicsApiFilter()->setMinorVersion(0);
m_textureGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
m_textureES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
m_textureES2Technique->graphicsApiFilter()->setMajorVersion(2);
m_textureES2Technique->graphicsApiFilter()->setMinorVersion(0);
m_textureES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
m_textureRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI);
m_textureRHITechnique->graphicsApiFilter()->setMajorVersion(1);
m_textureRHITechnique->graphicsApiFilter()->setMinorVersion(0);
m_noDepthMask->setEnabled(false);
m_blendState->setEnabled(false);
m_blendState->setSourceRgb(QBlendEquationArguments::SourceAlpha);
m_blendState->setDestinationRgb(QBlendEquationArguments::OneMinusSourceAlpha);
m_blendEquation->setEnabled(false);
m_blendEquation->setBlendFunction(QBlendEquation::Add);
Q_Q(QTextureMaterial);
m_filterKey->setParent(q);
m_filterKey->setName(QStringLiteral("renderingStyle"));
m_filterKey->setValue(QStringLiteral("forward"));
m_textureGL3Technique->addFilterKey(m_filterKey);
m_textureGL2Technique->addFilterKey(m_filterKey);
m_textureES2Technique->addFilterKey(m_filterKey);
m_textureRHITechnique->addFilterKey(m_filterKey);
m_textureGL3RenderPass->setShaderProgram(m_textureGL3Shader);
m_textureGL2RenderPass->setShaderProgram(m_textureGL2ES2Shader);
m_textureES2RenderPass->setShaderProgram(m_textureGL2ES2Shader);
m_textureRHIRenderPass->setShaderProgram(m_textureRHIShader);
m_textureGL3RenderPass->addRenderState(m_noDepthMask);
m_textureGL3RenderPass->addRenderState(m_blendState);
m_textureGL3RenderPass->addRenderState(m_blendEquation);
m_textureGL2RenderPass->addRenderState(m_noDepthMask);
m_textureGL2RenderPass->addRenderState(m_blendState);
m_textureGL2RenderPass->addRenderState(m_blendEquation);
m_textureES2RenderPass->addRenderState(m_noDepthMask);
m_textureES2RenderPass->addRenderState(m_blendState);
m_textureES2RenderPass->addRenderState(m_blendEquation);
m_textureRHIRenderPass->addRenderState(m_noDepthMask);
m_textureRHIRenderPass->addRenderState(m_blendState);
m_textureRHIRenderPass->addRenderState(m_blendEquation);
m_textureGL3Technique->addRenderPass(m_textureGL3RenderPass);
m_textureGL2Technique->addRenderPass(m_textureGL2RenderPass);
m_textureES2Technique->addRenderPass(m_textureES2RenderPass);
m_textureRHITechnique->addRenderPass(m_textureRHIRenderPass);
m_textureEffect->addTechnique(m_textureGL3Technique);
m_textureEffect->addTechnique(m_textureGL2Technique);
m_textureEffect->addTechnique(m_textureES2Technique);
m_textureEffect->addTechnique(m_textureRHITechnique);
m_textureEffect->addParameter(m_textureParameter);
m_textureEffect->addParameter(m_textureTransformParameter);
q->setEffect(m_textureEffect);
}
void QTextureMaterialPrivate::handleTextureChanged(const QVariant &var)
{
Q_Q(QTextureMaterial);
emit q->textureChanged(var.value<QAbstractTexture *>());
}
void QTextureMaterialPrivate::handleTextureTransformChanged(const QVariant &var)
{
Q_Q(QTextureMaterial);
const QMatrix3x3 matrix = var.value<QMatrix3x3>();
emit q->textureTransformChanged(matrix);
emit q->textureOffsetChanged(QVector2D(matrix(0, 2), matrix(1, 2)));
}
/*!
\class Qt3DExtras::QTextureMaterial
\ingroup qt3d-extras-materials
\brief The QTextureMaterial provides a default implementation of a simple unlit
texture material.
\inmodule Qt3DExtras
\since 5.9
\inherits Qt3DRender::QMaterial
This material uses an effect with a single render pass approach. Techniques are provided
for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
*/
/*!
Constructs a new QTextureMaterial instance with parent object \a parent.
*/
QTextureMaterial::QTextureMaterial(QNode *parent)
: QMaterial(*new QTextureMaterialPrivate, parent)
{
Q_D(QTextureMaterial);
d->init();
}
/*!
Destroys the QTextureMaterial instance.
*/
QTextureMaterial::~QTextureMaterial()
{
}
/*!
\property Qt3DExtras::QTextureMaterial::texture
Holds the current texture used by the material.
*/
QAbstractTexture *QTextureMaterial::texture() const
{
Q_D(const QTextureMaterial);
return d->m_textureParameter->value().value<QAbstractTexture *>();
}
/*!
\property Qt3DExtras::QTextureMaterial::textureOffset
This is a utility property. It sets the translation component of the general
texture transform matrix
*/
QVector2D QTextureMaterial::textureOffset() const
{
Q_D(const QTextureMaterial);
const QMatrix3x3 matrix = d->m_textureTransformParameter->value().value<QMatrix3x3>();
return QVector2D(matrix(0, 2), matrix(1, 2));
}
/*!
\property Qt3DExtras::QTextureMaterial::textureTransform
Holds the current texture transform. It is applied to texture
coordinates at render time. Defaults to identity matrix.
*/
QMatrix3x3 QTextureMaterial::textureTransform() const
{
Q_D(const QTextureMaterial);
return d->m_textureTransformParameter->value().value<QMatrix3x3>();
}
void QTextureMaterial::setTexture(QAbstractTexture *texture)
{
Q_D(QTextureMaterial);
d->m_textureParameter->setValue(QVariant::fromValue(texture));
}
void QTextureMaterial::setTextureOffset(QVector2D textureOffset)
{
Q_D(QTextureMaterial);
QMatrix3x3 matrix = d->m_textureTransformParameter->value().value<QMatrix3x3>();
matrix(0, 2) = textureOffset.x();
matrix(1, 2) = textureOffset.y();
d->m_textureTransformParameter->setValue(QVariant::fromValue(matrix));
}
void QTextureMaterial::setTextureTransform(const QMatrix3x3 &matrix)
{
Q_D(QTextureMaterial);
d->m_textureTransformParameter->setValue(QVariant::fromValue(matrix));
}
/*!
\property Qt3DExtras::QTextureMaterial::alphaBlending
Indicates if the alpha information coming from the diffuse property will
be taken into account during rendering. Defaults to false.
*/
/*!
\qmlproperty bool TextureMaterial::alphaBlending
Indicates if the alpha information coming from the diffuse property will
be taken into account during rendering. Defaults to false.
*/
bool QTextureMaterial::isAlphaBlendingEnabled() const
{
Q_D(const QTextureMaterial);
return d->m_noDepthMask->isEnabled();
}
void QTextureMaterial::setAlphaBlendingEnabled(bool enabled)
{
Q_D(QTextureMaterial);
d->m_noDepthMask->setEnabled(enabled);
d->m_blendState->setEnabled(enabled);
d->m_blendEquation->setEnabled(enabled);
}
} // namespace Qt3DExtras
QT_END_NAMESPACE
#include "moc_qtexturematerial.cpp"