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// 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 "qdiffusespecularmaterial.h"
#include "qdiffusespecularmaterial_p.h"
#include <Qt3DRender/qfilterkey.h>
#include <Qt3DRender/qmaterial.h>
#include <Qt3DRender/qeffect.h>
#include <Qt3DRender/qtechnique.h>
#include <Qt3DRender/qtexture.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;
QDiffuseSpecularMaterialPrivate::QDiffuseSpecularMaterialPrivate()
: QMaterialPrivate()
, m_effect(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_diffuseTextureParameter(new QParameter(QStringLiteral("diffuseTexture"), QVariant()))
, m_specularTextureParameter(new QParameter(QStringLiteral("specularTexture"), QVariant()))
, m_shininessParameter(new QParameter(QStringLiteral("shininess"), 150.0f))
, m_normalTextureParameter(new QParameter(QStringLiteral("normalTexture"), QVariant()))
, m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale"), 1.0f))
, m_gl3Technique(new QTechnique())
, m_gl2Technique(new QTechnique())
, m_es2Technique(new QTechnique())
, m_rhiTechnique(new QTechnique())
, m_gl3RenderPass(new QRenderPass())
, m_gl2RenderPass(new QRenderPass())
, m_es2RenderPass(new QRenderPass())
, m_rhiRenderPass(new QRenderPass())
, m_gl3Shader(new QShaderProgram())
, m_gl3ShaderBuilder(new QShaderProgramBuilder())
, m_gl2es2Shader(new QShaderProgram())
, m_gl2es2ShaderBuilder(new QShaderProgramBuilder())
, m_rhiShader(new QShaderProgram())
, m_rhiShaderBuilder(new QShaderProgramBuilder())
, m_noDepthMask(new QNoDepthMask())
, m_blendState(new QBlendEquationArguments())
, m_blendEquation(new QBlendEquation())
, m_filterKey(new QFilterKey)
{
}
void QDiffuseSpecularMaterialPrivate::init()
{
Q_Q(QDiffuseSpecularMaterial);
connect(m_ambientParameter, &Qt3DRender::QParameter::valueChanged,
this, &QDiffuseSpecularMaterialPrivate::handleAmbientChanged);
QObject::connect(m_diffuseParameter, &Qt3DRender::QParameter::valueChanged,
q, &QDiffuseSpecularMaterial::diffuseChanged);
QObject::connect(m_specularParameter, &Qt3DRender::QParameter::valueChanged,
q, &QDiffuseSpecularMaterial::specularChanged);
connect(m_shininessParameter, &Qt3DRender::QParameter::valueChanged,
this, &QDiffuseSpecularMaterialPrivate::handleShininessChanged);
QObject::connect(m_normalTextureParameter, &Qt3DRender::QParameter::valueChanged,
q, &QDiffuseSpecularMaterial::normalChanged);
connect(m_textureScaleParameter, &Qt3DRender::QParameter::valueChanged,
this, &QDiffuseSpecularMaterialPrivate::handleTextureScaleChanged);
QObject::connect(m_noDepthMask, &QNoDepthMask::enabledChanged,
q, &QDiffuseSpecularMaterial::alphaBlendingEnabledChanged);
m_gl3Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert"))));
m_gl3ShaderBuilder->setParent(q);
m_gl3ShaderBuilder->setShaderProgram(m_gl3Shader);
m_gl3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
m_gl3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
QStringLiteral("specular"),
QStringLiteral("normal")});
m_gl2es2Shader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/default.vert"))));
m_gl2es2ShaderBuilder->setParent(q);
m_gl2es2ShaderBuilder->setShaderProgram(m_gl2es2Shader);
m_gl2es2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
m_gl2es2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
QStringLiteral("specular"),
QStringLiteral("normal")});
m_rhiShader->setVertexShaderCode(QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/rhi/default_pos_norm.vert"))));
m_rhiShaderBuilder->setParent(q);
m_rhiShaderBuilder->setShaderProgram(m_rhiShader);
m_rhiShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json")));
m_rhiShaderBuilder->setEnabledLayers({QStringLiteral("diffuse"),
QStringLiteral("specular"),
QStringLiteral("normal")});
m_gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
m_gl3Technique->graphicsApiFilter()->setMajorVersion(3);
m_gl3Technique->graphicsApiFilter()->setMinorVersion(1);
m_gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
m_gl2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
m_gl2Technique->graphicsApiFilter()->setMajorVersion(2);
m_gl2Technique->graphicsApiFilter()->setMinorVersion(0);
m_gl2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
m_es2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
m_es2Technique->graphicsApiFilter()->setMajorVersion(2);
m_es2Technique->graphicsApiFilter()->setMinorVersion(0);
m_es2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
m_rhiTechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI);
m_rhiTechnique->graphicsApiFilter()->setMajorVersion(1);
m_rhiTechnique->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);
m_gl3RenderPass->setShaderProgram(m_gl3Shader);
m_gl2RenderPass->setShaderProgram(m_gl2es2Shader);
m_es2RenderPass->setShaderProgram(m_gl2es2Shader);
m_rhiRenderPass->setShaderProgram(m_rhiShader);
m_gl3RenderPass->addRenderState(m_noDepthMask);
m_gl3RenderPass->addRenderState(m_blendState);
m_gl3RenderPass->addRenderState(m_blendEquation);
m_gl2RenderPass->addRenderState(m_noDepthMask);
m_gl2RenderPass->addRenderState(m_blendState);
m_gl2RenderPass->addRenderState(m_blendEquation);
m_es2RenderPass->addRenderState(m_noDepthMask);
m_es2RenderPass->addRenderState(m_blendState);
m_es2RenderPass->addRenderState(m_blendEquation);
m_rhiRenderPass->addRenderState(m_noDepthMask);
m_rhiRenderPass->addRenderState(m_blendState);
m_rhiRenderPass->addRenderState(m_blendEquation);
m_gl3Technique->addRenderPass(m_gl3RenderPass);
m_gl2Technique->addRenderPass(m_gl2RenderPass);
m_es2Technique->addRenderPass(m_es2RenderPass);
m_rhiTechnique->addRenderPass(m_rhiRenderPass);
m_filterKey->setParent(q);
m_filterKey->setName(QStringLiteral("renderingStyle"));
m_filterKey->setValue(QStringLiteral("forward"));
m_gl3Technique->addFilterKey(m_filterKey);
m_gl2Technique->addFilterKey(m_filterKey);
m_es2Technique->addFilterKey(m_filterKey);
m_rhiTechnique->addFilterKey(m_filterKey);
m_effect->addTechnique(m_gl3Technique);
m_effect->addTechnique(m_gl2Technique);
m_effect->addTechnique(m_es2Technique);
m_effect->addTechnique(m_rhiTechnique);
m_effect->addParameter(m_ambientParameter);
m_effect->addParameter(m_diffuseParameter);
m_effect->addParameter(m_specularParameter);
m_effect->addParameter(m_shininessParameter);
m_effect->addParameter(m_textureScaleParameter);
q->setEffect(m_effect);
}
void QDiffuseSpecularMaterialPrivate::handleAmbientChanged(const QVariant &var)
{
Q_Q(QDiffuseSpecularMaterial);
emit q->ambientChanged(var.value<QColor>());
}
void QDiffuseSpecularMaterialPrivate::handleShininessChanged(const QVariant &var)
{
Q_Q(QDiffuseSpecularMaterial);
emit q->shininessChanged(var.toFloat());
}
void QDiffuseSpecularMaterialPrivate::handleTextureScaleChanged(const QVariant &var)
{
Q_Q(QDiffuseSpecularMaterial);
emit q->textureScaleChanged(var.toFloat());
}
/*!
\class Qt3DExtras::QDiffuseSpecularMaterial
\ingroup qt3d-extras-materials
\brief The QDiffuseSpecularMaterial class provides a default implementation
of the phong lighting effect.
\inmodule Qt3DExtras
\since 5.10
\inherits Qt3DRender::QMaterial
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.
*/
/*!
\qmltype DiffuseSpecularMaterial
\brief The DiffuseSpecularMaterial class provides a default implementation
of the phong lighting effect.
\since 5.10
\inqmlmodule Qt3D.Extras
\nativetype Qt3DExtras::QDiffuseSpecularMaterial
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 rough 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 QDiffuseSpecularMaterial instance with parent object \a parent.
*/
QDiffuseSpecularMaterial::QDiffuseSpecularMaterial(QNode *parent)
: QMaterial(*new QDiffuseSpecularMaterialPrivate, parent)
{
Q_D(QDiffuseSpecularMaterial);
d->init();
}
/*!
Destroys the QDiffuseSpecularMaterial.
*/
QDiffuseSpecularMaterial::~QDiffuseSpecularMaterial()
{
}
/*!
\property Qt3DExtras::QDiffuseSpecularMaterial::ambient
Holds the ambient color that is emitted by an object without any other
light source.
*/
/*!
\qmlproperty color DiffuseSpecularMaterial::ambient
Holds the ambient color that is emitted by an object without any other
light source.
*/
QColor QDiffuseSpecularMaterial::ambient() const
{
Q_D(const QDiffuseSpecularMaterial);
return d->m_ambientParameter->value().value<QColor>();
}
/*!
\property Qt3DExtras::QDiffuseSpecularMaterial::diffuse
Holds the diffuse color of the material that is emitted for rough surface
reflections with the lights. This can be either a plain color value or a
texture.
*/
/*!
\qmlproperty var DiffuseSpecularMaterial::diffuse
Holds the diffuse color of the material that is emitted for rough surface
reflections with the lights. This can be either a plain color value or a
texture.
*/
QVariant QDiffuseSpecularMaterial::diffuse() const
{
Q_D(const QDiffuseSpecularMaterial);
return d->m_diffuseParameter->value();
}
/*!
\property Qt3DExtras::QDiffuseSpecularMaterial::specular
Holds the specular color of the material that is emitted for shiny surface
reflections with the lights. This can be either a plain color value or a
texture.
*/
/*!
\qmlproperty var DiffuseSpecularMaterial::specular
Holds the specular color of the material that is emitted for shiny surface
reflections with the lights. This can be either a plain color value or a
texture.
*/
QVariant QDiffuseSpecularMaterial::specular() const
{
Q_D(const QDiffuseSpecularMaterial);
return d->m_specularParameter->value();
}
/*!
\property Qt3DExtras::QDiffuseSpecularMaterial::shininess
Holds the shininess exponent. Higher values of shininess result in
a smaller and brighter highlight.
Defaults to 150.0.
*/
/*!
\qmlproperty real DiffuseSpecularMaterial::shininess
Holds the shininess exponent. Higher values of shininess result in
a smaller and brighter highlight.
Defaults to 150.0.
*/
float QDiffuseSpecularMaterial::shininess() const
{
Q_D(const QDiffuseSpecularMaterial);
return d->m_shininessParameter->value().toFloat();
}
/*!
\property Qt3DExtras::QDiffuseSpecularMaterial::normal
Holds the current normal map texture of the material. This can only be a
texture, otherwise it is ignored. By default this map is not set.
*/
/*!
\qmlproperty var DiffuseSpecularMaterial::normal
Holds the current normal map texture of the material. This can only be a
texture, otherwise it is ignored. By default this map is not set.
*/
QVariant QDiffuseSpecularMaterial::normal() const
{
Q_D(const QDiffuseSpecularMaterial);
return d->m_normalTextureParameter->value();
}
/*!
\property Qt3DExtras::QDiffuseSpecularMaterial::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.
*/
/*!
\qmlproperty real DiffuseSpecularMaterial::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 WrapMode.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 QDiffuseSpecularMaterial::textureScale() const
{
Q_D(const QDiffuseSpecularMaterial);
return d->m_textureScaleParameter->value().toFloat();
}
/*!
\property Qt3DExtras::QDiffuseSpecularMaterial::alphaBlending
Indicates if the alpha information coming from the diffuse property will
be taken into account during rendering. Defaults to false.
*/
/*!
\qmlproperty bool DiffuseSpecularMaterial::alphaBlending
Indicates if the alpha information coming from the diffuse property will
be taken into account during rendering. Defaults to false.
*/
bool QDiffuseSpecularMaterial::isAlphaBlendingEnabled() const
{
Q_D(const QDiffuseSpecularMaterial);
return d->m_noDepthMask->isEnabled();
}
void QDiffuseSpecularMaterial::setAmbient(const QColor &ambient)
{
Q_D(QDiffuseSpecularMaterial);
d->m_ambientParameter->setValue(ambient);
}
void QDiffuseSpecularMaterial::setDiffuse(const QVariant &diffuse)
{
Q_D(QDiffuseSpecularMaterial);
d->m_diffuseParameter->setValue(diffuse);
d->m_diffuseTextureParameter->setValue(diffuse);
auto layers = d->m_gl3ShaderBuilder->enabledLayers();
if (diffuse.value<QAbstractTexture *>()) {
layers.removeAll(QStringLiteral("diffuse"));
layers.append(QStringLiteral("diffuseTexture"));
d->m_effect->addParameter(d->m_diffuseTextureParameter);
d->m_effect->removeParameter(d->m_diffuseParameter);
} else {
layers.removeAll(QStringLiteral("diffuseTexture"));
layers.append(QStringLiteral("diffuse"));
d->m_effect->removeParameter(d->m_diffuseTextureParameter);
d->m_effect->addParameter(d->m_diffuseParameter);
}
d->m_gl3ShaderBuilder->setEnabledLayers(layers);
d->m_gl2es2ShaderBuilder->setEnabledLayers(layers);
}
void QDiffuseSpecularMaterial::setSpecular(const QVariant &specular)
{
Q_D(QDiffuseSpecularMaterial);
d->m_specularParameter->setValue(specular);
d->m_specularTextureParameter->setValue(specular);
auto layers = d->m_gl3ShaderBuilder->enabledLayers();
if (specular.value<QAbstractTexture *>()) {
layers.removeAll(QStringLiteral("specular"));
layers.append(QStringLiteral("specularTexture"));
d->m_effect->addParameter(d->m_specularTextureParameter);
d->m_effect->removeParameter(d->m_specularParameter);
} else {
layers.removeAll(QStringLiteral("specularTexture"));
layers.append(QStringLiteral("specular"));
d->m_effect->removeParameter(d->m_specularTextureParameter);
d->m_effect->addParameter(d->m_specularParameter);
}
d->m_gl3ShaderBuilder->setEnabledLayers(layers);
d->m_gl2es2ShaderBuilder->setEnabledLayers(layers);
}
void QDiffuseSpecularMaterial::setShininess(float shininess)
{
Q_D(QDiffuseSpecularMaterial);
d->m_shininessParameter->setValue(shininess);
}
void QDiffuseSpecularMaterial::setNormal(const QVariant &normal)
{
Q_D(QDiffuseSpecularMaterial);
d->m_normalTextureParameter->setValue(normal);
auto layers = d->m_gl3ShaderBuilder->enabledLayers();
if (normal.value<QAbstractTexture *>()) {
layers.removeAll(QStringLiteral("normal"));
layers.append(QStringLiteral("normalTexture"));
d->m_effect->addParameter(d->m_normalTextureParameter);
} else {
layers.removeAll(QStringLiteral("normalTexture"));
layers.append(QStringLiteral("normal"));
d->m_effect->removeParameter(d->m_normalTextureParameter);
}
d->m_gl3ShaderBuilder->setEnabledLayers(layers);
}
void QDiffuseSpecularMaterial::setTextureScale(float textureScale)
{
Q_D(QDiffuseSpecularMaterial);
d->m_textureScaleParameter->setValue(textureScale);
}
void QDiffuseSpecularMaterial::setAlphaBlendingEnabled(bool enabled)
{
Q_D(QDiffuseSpecularMaterial);
d->m_noDepthMask->setEnabled(enabled);
d->m_blendState->setEnabled(enabled);
d->m_blendEquation->setEnabled(enabled);
}
} // namespace Qt3DExtras
QT_END_NAMESPACE
#include "moc_qdiffusespecularmaterial.cpp"