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| 39 |  | 
| 40 | #include "qdiffusespecularmaterial.h" | 
| 41 | #include "qdiffusespecularmaterial_p.h" | 
| 42 |  | 
| 43 | #include <Qt3DRender/qfilterkey.h> | 
| 44 | #include <Qt3DRender/qmaterial.h> | 
| 45 | #include <Qt3DRender/qeffect.h> | 
| 46 | #include <Qt3DRender/qtechnique.h> | 
| 47 | #include <Qt3DRender/qtexture.h> | 
| 48 | #include <Qt3DRender/qshaderprogram.h> | 
| 49 | #include <Qt3DRender/qshaderprogrambuilder.h> | 
| 50 | #include <Qt3DRender/qparameter.h> | 
| 51 | #include <Qt3DRender/qrenderpass.h> | 
| 52 | #include <Qt3DRender/qgraphicsapifilter.h> | 
| 53 | #include <Qt3DRender/qblendequation.h> | 
| 54 | #include <Qt3DRender/qblendequationarguments.h> | 
| 55 | #include <Qt3DRender/qnodepthmask.h> | 
| 56 | #include <QtCore/QUrl> | 
| 57 | #include <QtGui/QVector3D> | 
| 58 | #include <QtGui/QVector4D> | 
| 59 |  | 
| 60 |  | 
| 61 | QT_BEGIN_NAMESPACE | 
| 62 |  | 
| 63 | using namespace Qt3DRender; | 
| 64 |  | 
| 65 | namespace Qt3DExtras { | 
| 66 |  | 
| 67 | QDiffuseSpecularMaterialPrivate::() | 
| 68 |     : QMaterialPrivate() | 
| 69 |     , m_effect(new QEffect()) | 
| 70 |     , m_ambientParameter(new QParameter(QStringLiteral("ka" ), QColor::fromRgbF(r: 0.05f, g: 0.05f, b: 0.05f, a: 1.0f))) | 
| 71 |     , m_diffuseParameter(new QParameter(QStringLiteral("kd" ), QColor::fromRgbF(r: 0.7f, g: 0.7f, b: 0.7f, a: 1.0f))) | 
| 72 |     , m_specularParameter(new QParameter(QStringLiteral("ks" ), QColor::fromRgbF(r: 0.01f, g: 0.01f, b: 0.01f, a: 1.0f))) | 
| 73 |     , m_diffuseTextureParameter(new QParameter(QStringLiteral("diffuseTexture" ), QVariant())) | 
| 74 |     , m_specularTextureParameter(new QParameter(QStringLiteral("specularTexture" ), QVariant())) | 
| 75 |     , m_shininessParameter(new QParameter(QStringLiteral("shininess" ), 150.0f)) | 
| 76 |     , m_normalTextureParameter(new QParameter(QStringLiteral("normalTexture" ), QVariant())) | 
| 77 |     , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale" ), 1.0f)) | 
| 78 |     , m_gl3Technique(new QTechnique()) | 
| 79 |     , m_gl2Technique(new QTechnique()) | 
| 80 |     , m_es2Technique(new QTechnique()) | 
| 81 |     , m_rhiTechnique(new QTechnique()) | 
| 82 |     , m_gl3RenderPass(new QRenderPass()) | 
| 83 |     , m_gl2RenderPass(new QRenderPass()) | 
| 84 |     , m_es2RenderPass(new QRenderPass()) | 
| 85 |     , m_rhiRenderPass(new QRenderPass()) | 
| 86 |     , m_gl3Shader(new QShaderProgram()) | 
| 87 |     , m_gl3ShaderBuilder(new QShaderProgramBuilder()) | 
| 88 |     , m_gl2es2Shader(new QShaderProgram()) | 
| 89 |     , m_gl2es2ShaderBuilder(new QShaderProgramBuilder()) | 
| 90 |     , m_rhiShader(new QShaderProgram()) | 
| 91 |     , m_rhiShaderBuilder(new QShaderProgramBuilder()) | 
| 92 |     , m_noDepthMask(new QNoDepthMask()) | 
| 93 |     , m_blendState(new QBlendEquationArguments()) | 
| 94 |     , m_blendEquation(new QBlendEquation()) | 
| 95 |     , m_filterKey(new QFilterKey) | 
| 96 | { | 
| 97 | } | 
| 98 |  | 
| 99 | void QDiffuseSpecularMaterialPrivate::() | 
| 100 | { | 
| 101 |     Q_Q(QDiffuseSpecularMaterial); | 
| 102 |  | 
| 103 |     connect(sender: m_ambientParameter, signal: &Qt3DRender::QParameter::valueChanged, | 
| 104 |             receiverPrivate: this, slot: &QDiffuseSpecularMaterialPrivate::handleAmbientChanged); | 
| 105 |     QObject::connect(sender: m_diffuseParameter, signal: &Qt3DRender::QParameter::valueChanged, | 
| 106 |                      receiver: q, slot: &QDiffuseSpecularMaterial::diffuseChanged); | 
| 107 |     QObject::connect(sender: m_specularParameter, signal: &Qt3DRender::QParameter::valueChanged, | 
| 108 |                      receiver: q, slot: &QDiffuseSpecularMaterial::specularChanged); | 
| 109 |     connect(sender: m_shininessParameter, signal: &Qt3DRender::QParameter::valueChanged, | 
| 110 |             receiverPrivate: this, slot: &QDiffuseSpecularMaterialPrivate::handleShininessChanged); | 
| 111 |     QObject::connect(sender: m_normalTextureParameter, signal: &Qt3DRender::QParameter::valueChanged, | 
| 112 |                      receiver: q, slot: &QDiffuseSpecularMaterial::normalChanged); | 
| 113 |     connect(sender: m_textureScaleParameter, signal: &Qt3DRender::QParameter::valueChanged, | 
| 114 |             receiverPrivate: this, slot: &QDiffuseSpecularMaterialPrivate::handleTextureScaleChanged); | 
| 115 |     QObject::connect(sender: m_noDepthMask, signal: &QNoDepthMask::enabledChanged, | 
| 116 |                      receiver: q, slot: &QDiffuseSpecularMaterial::alphaBlendingEnabledChanged); | 
| 117 |  | 
| 118 |     m_gl3Shader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert" )))); | 
| 119 |     m_gl3ShaderBuilder->setParent(q); | 
| 120 |     m_gl3ShaderBuilder->setShaderProgram(m_gl3Shader); | 
| 121 |     m_gl3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json" ))); | 
| 122 |     m_gl3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse" ), | 
| 123 |                                                QStringLiteral("specular" ), | 
| 124 |                                                QStringLiteral("normal" )}); | 
| 125 |  | 
| 126 |     m_gl2es2Shader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/es2/default.vert" )))); | 
| 127 |     m_gl2es2ShaderBuilder->setParent(q); | 
| 128 |     m_gl2es2ShaderBuilder->setShaderProgram(m_gl2es2Shader); | 
| 129 |     m_gl2es2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json" ))); | 
| 130 |     m_gl2es2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse" ), | 
| 131 |                                                   QStringLiteral("specular" ), | 
| 132 |                                                   QStringLiteral("normal" )}); | 
| 133 |  | 
| 134 |     m_rhiShader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/rhi/default.vert" )))); | 
| 135 |     m_rhiShaderBuilder->setParent(q); | 
| 136 |     m_rhiShaderBuilder->setShaderProgram(m_rhiShader); | 
| 137 |     m_rhiShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json" ))); | 
| 138 |     m_rhiShaderBuilder->setEnabledLayers({QStringLiteral("diffuse" ), | 
| 139 |                                                QStringLiteral("specular" ), | 
| 140 |                                                QStringLiteral("normal" )}); | 
| 141 |  | 
| 142 |  | 
| 143 |     m_gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); | 
| 144 |     m_gl3Technique->graphicsApiFilter()->setMajorVersion(3); | 
| 145 |     m_gl3Technique->graphicsApiFilter()->setMinorVersion(1); | 
| 146 |     m_gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); | 
| 147 |  | 
| 148 |     m_gl2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); | 
| 149 |     m_gl2Technique->graphicsApiFilter()->setMajorVersion(2); | 
| 150 |     m_gl2Technique->graphicsApiFilter()->setMinorVersion(0); | 
| 151 |     m_gl2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); | 
| 152 |  | 
| 153 |     m_es2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); | 
| 154 |     m_es2Technique->graphicsApiFilter()->setMajorVersion(2); | 
| 155 |     m_es2Technique->graphicsApiFilter()->setMinorVersion(0); | 
| 156 |     m_es2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); | 
| 157 |  | 
| 158 |     m_rhiTechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI); | 
| 159 |     m_rhiTechnique->graphicsApiFilter()->setMajorVersion(1); | 
| 160 |     m_rhiTechnique->graphicsApiFilter()->setMinorVersion(0); | 
| 161 |  | 
| 162 |     m_noDepthMask->setEnabled(false); | 
| 163 |     m_blendState->setEnabled(false); | 
| 164 |     m_blendState->setSourceRgb(QBlendEquationArguments::SourceAlpha); | 
| 165 |     m_blendState->setDestinationRgb(QBlendEquationArguments::OneMinusSourceAlpha); | 
| 166 |     m_blendEquation->setEnabled(false); | 
| 167 |     m_blendEquation->setBlendFunction(QBlendEquation::Add); | 
| 168 |  | 
| 169 |     m_gl3RenderPass->setShaderProgram(m_gl3Shader); | 
| 170 |     m_gl2RenderPass->setShaderProgram(m_gl2es2Shader); | 
| 171 |     m_es2RenderPass->setShaderProgram(m_gl2es2Shader); | 
| 172 |     m_rhiRenderPass->setShaderProgram(m_rhiShader); | 
| 173 |  | 
| 174 |     m_gl3RenderPass->addRenderState(state: m_noDepthMask); | 
| 175 |     m_gl3RenderPass->addRenderState(state: m_blendState); | 
| 176 |     m_gl3RenderPass->addRenderState(state: m_blendEquation); | 
| 177 |  | 
| 178 |     m_gl2RenderPass->addRenderState(state: m_noDepthMask); | 
| 179 |     m_gl2RenderPass->addRenderState(state: m_blendState); | 
| 180 |     m_gl2RenderPass->addRenderState(state: m_blendEquation); | 
| 181 |  | 
| 182 |     m_es2RenderPass->addRenderState(state: m_noDepthMask); | 
| 183 |     m_es2RenderPass->addRenderState(state: m_blendState); | 
| 184 |     m_es2RenderPass->addRenderState(state: m_blendEquation); | 
| 185 |  | 
| 186 |     m_rhiRenderPass->addRenderState(state: m_noDepthMask); | 
| 187 |     m_rhiRenderPass->addRenderState(state: m_blendState); | 
| 188 |     m_rhiRenderPass->addRenderState(state: m_blendEquation); | 
| 189 |  | 
| 190 |     m_gl3Technique->addRenderPass(pass: m_gl3RenderPass); | 
| 191 |     m_gl2Technique->addRenderPass(pass: m_gl2RenderPass); | 
| 192 |     m_es2Technique->addRenderPass(pass: m_es2RenderPass); | 
| 193 |     m_rhiTechnique->addRenderPass(pass: m_rhiRenderPass); | 
| 194 |  | 
| 195 |     m_filterKey->setParent(q); | 
| 196 |     m_filterKey->setName(QStringLiteral("renderingStyle" )); | 
| 197 |     m_filterKey->setValue(QStringLiteral("forward" )); | 
| 198 |  | 
| 199 |     m_gl3Technique->addFilterKey(filterKey: m_filterKey); | 
| 200 |     m_gl2Technique->addFilterKey(filterKey: m_filterKey); | 
| 201 |     m_es2Technique->addFilterKey(filterKey: m_filterKey); | 
| 202 |     m_rhiTechnique->addFilterKey(filterKey: m_filterKey); | 
| 203 |  | 
| 204 |     m_effect->addTechnique(t: m_gl3Technique); | 
| 205 |     m_effect->addTechnique(t: m_gl2Technique); | 
| 206 |     m_effect->addTechnique(t: m_es2Technique); | 
| 207 |     m_effect->addTechnique(t: m_rhiTechnique); | 
| 208 |  | 
| 209 |     m_effect->addParameter(parameter: m_ambientParameter); | 
| 210 |     m_effect->addParameter(parameter: m_diffuseParameter); | 
| 211 |     m_effect->addParameter(parameter: m_specularParameter); | 
| 212 |     m_effect->addParameter(parameter: m_shininessParameter); | 
| 213 |     m_effect->addParameter(parameter: m_textureScaleParameter); | 
| 214 |  | 
| 215 |     q->setEffect(m_effect); | 
| 216 | } | 
| 217 |  | 
| 218 | void QDiffuseSpecularMaterialPrivate::handleAmbientChanged(const QVariant &var) | 
| 219 | { | 
| 220 |     Q_Q(QDiffuseSpecularMaterial); | 
| 221 |     emit q->ambientChanged(ambient: var.value<QColor>()); | 
| 222 | } | 
| 223 |  | 
| 224 | void QDiffuseSpecularMaterialPrivate::handleShininessChanged(const QVariant &var) | 
| 225 | { | 
| 226 |     Q_Q(QDiffuseSpecularMaterial); | 
| 227 |     emit q->shininessChanged(shininess: var.toFloat()); | 
| 228 | } | 
| 229 |  | 
| 230 | void QDiffuseSpecularMaterialPrivate::handleTextureScaleChanged(const QVariant &var) | 
| 231 | { | 
| 232 |     Q_Q(QDiffuseSpecularMaterial); | 
| 233 |     emit q->textureScaleChanged(textureScale: var.toFloat()); | 
| 234 | } | 
| 235 |  | 
| 236 | /*! | 
| 237 |     \class Qt3DExtras::QDiffuseSpecularMaterial | 
| 238 |     \ingroup qt3d-extras-materials | 
| 239 |     \brief The QDiffuseSpecularMaterial class provides a default implementation | 
| 240 |     of the phong lighting effect. | 
| 241 |     \inmodule Qt3DExtras | 
| 242 |     \since 5.10 | 
| 243 |     \inherits Qt3DRender::QMaterial | 
| 244 |  | 
| 245 |     The phong lighting effect is based on the combination of 3 lighting | 
| 246 |     components ambient, diffuse and specular. The relative strengths of these | 
| 247 |     components are controlled by means of their reflectivity coefficients which | 
| 248 |     are modelled as RGB triplets: | 
| 249 |  | 
| 250 |     \list | 
| 251 |     \li Ambient is the color that is emitted by an object without any other | 
| 252 |         light source. | 
| 253 |     \li Diffuse is the color that is emitted for rought surface reflections | 
| 254 |         with the lights. | 
| 255 |     \li Specular is the color emitted for shiny surface reflections with the | 
| 256 |         lights. | 
| 257 |     \li The shininess of a surface is controlled by a float property. | 
| 258 |     \endlist | 
| 259 |  | 
| 260 |     This material uses an effect with a single render pass approach and | 
| 261 |     performs per fragment lighting. Techniques are provided for OpenGL 2, | 
| 262 |     OpenGL 3 or above as well as OpenGL ES 2. | 
| 263 | */ | 
| 264 | /*! | 
| 265 |     \qmltype DiffuseSpecularMaterial | 
| 266 |     \brief The DiffuseSpecularMaterial class provides a default implementation | 
| 267 |     of the phong lighting effect. | 
| 268 |     \since 5.10 | 
| 269 |     \inqmlmodule Qt3D.Extras | 
| 270 |     \instantiates Qt3DExtras::QDiffuseSpecularMaterial | 
| 271 |  | 
| 272 |     The phong lighting effect is based on the combination of 3 lighting | 
| 273 |     components ambient, diffuse and specular. The relative strengths of these | 
| 274 |     components are controlled by means of their reflectivity coefficients which | 
| 275 |     are modelled as RGB triplets: | 
| 276 |  | 
| 277 |     \list | 
| 278 |     \li Ambient is the color that is emitted by an object without any other | 
| 279 |         light source. | 
| 280 |     \li Diffuse is the color that is emitted for rough surface reflections | 
| 281 |         with the lights. | 
| 282 |     \li Specular is the color emitted for shiny surface reflections with the | 
| 283 |         lights. | 
| 284 |     \li The shininess of a surface is controlled by a float property. | 
| 285 |     \endlist | 
| 286 |  | 
| 287 |     This material uses an effect with a single render pass approach and | 
| 288 |     performs per fragment lighting. Techniques are provided for OpenGL 2, | 
| 289 |     OpenGL 3 or above as well as OpenGL ES 2. | 
| 290 |  */ | 
| 291 |  | 
| 292 | /*! | 
| 293 |     Constructs a new QDiffuseSpecularMaterial instance with parent object \a parent. | 
| 294 | */ | 
| 295 | QDiffuseSpecularMaterial::(QNode *parent) | 
| 296 |     : QMaterial(*new QDiffuseSpecularMaterialPrivate, parent) | 
| 297 | { | 
| 298 |     Q_D(QDiffuseSpecularMaterial); | 
| 299 |     d->init(); | 
| 300 | } | 
| 301 |  | 
| 302 | /*! | 
| 303 |    Destroys the QDiffuseSpecularMaterial. | 
| 304 | */ | 
| 305 | QDiffuseSpecularMaterial::() | 
| 306 | { | 
| 307 | } | 
| 308 |  | 
| 309 | /*! | 
| 310 |     \property QDiffuseSpecularMaterial::ambient | 
| 311 |  | 
| 312 |     Holds the ambient color that is emitted by an object without any other | 
| 313 |     light source. | 
| 314 | */ | 
| 315 | /*! | 
| 316 |     \qmlproperty color DiffuseSpecularMaterial::ambient | 
| 317 |  | 
| 318 |     Holds the ambient color that is emitted by an object without any other | 
| 319 |     light source. | 
| 320 | */ | 
| 321 | QColor QDiffuseSpecularMaterial::() const | 
| 322 | { | 
| 323 |     Q_D(const QDiffuseSpecularMaterial); | 
| 324 |     return d->m_ambientParameter->value().value<QColor>(); | 
| 325 | } | 
| 326 |  | 
| 327 | /*! | 
| 328 |     \property QDiffuseSpecularMaterial::diffuse | 
| 329 |  | 
| 330 |     Holds the diffuse color of the material that is emitted for rough surface | 
| 331 |     reflections with the lights. This can be either a plain color value or a | 
| 332 |     texture. | 
| 333 | */ | 
| 334 | /*! | 
| 335 |     \qmlproperty var DiffuseSpecularMaterial::diffuse | 
| 336 |  | 
| 337 |     Holds the diffuse color of the material that is emitted for rough surface | 
| 338 |     reflections with the lights. This can be either a plain color value or a | 
| 339 |     texture. | 
| 340 | */ | 
| 341 | QVariant QDiffuseSpecularMaterial::() const | 
| 342 | { | 
| 343 |     Q_D(const QDiffuseSpecularMaterial); | 
| 344 |     return d->m_diffuseParameter->value(); | 
| 345 | } | 
| 346 |  | 
| 347 | /*! | 
| 348 |     \property QDiffuseSpecularMaterial::specular | 
| 349 |  | 
| 350 |     Holds the specular color of the material that is emitted for shiny surface | 
| 351 |     reflections with the lights. This can be either a plain color value or a | 
| 352 |     texture. | 
| 353 | */ | 
| 354 | /*! | 
| 355 |     \qmlproperty var DiffuseSpecularMaterial::specular | 
| 356 |  | 
| 357 |     Holds the specular color of the material that is emitted for shiny surface | 
| 358 |     reflections with the lights. This can be either a plain color value or a | 
| 359 |     texture. | 
| 360 | */ | 
| 361 | QVariant QDiffuseSpecularMaterial::() const | 
| 362 | { | 
| 363 |     Q_D(const QDiffuseSpecularMaterial); | 
| 364 |     return d->m_specularParameter->value(); | 
| 365 | } | 
| 366 |  | 
| 367 | /*! | 
| 368 |     \property QDiffuseSpecularMaterial::shininess | 
| 369 |  | 
| 370 |     Holds the shininess exponent. Higher values of shininess result in | 
| 371 |     a smaller and brighter highlight. | 
| 372 |  | 
| 373 |     Defaults to 150.0. | 
| 374 | */ | 
| 375 | /*! | 
| 376 |     \qmlproperty real DiffuseSpecularMaterial::shininess | 
| 377 |  | 
| 378 |     Holds the shininess exponent. Higher values of shininess result in | 
| 379 |     a smaller and brighter highlight. | 
| 380 |  | 
| 381 |     Defaults to 150.0. | 
| 382 | */ | 
| 383 | float QDiffuseSpecularMaterial::() const | 
| 384 | { | 
| 385 |     Q_D(const QDiffuseSpecularMaterial); | 
| 386 |     return d->m_shininessParameter->value().toFloat(); | 
| 387 | } | 
| 388 |  | 
| 389 | /*! | 
| 390 |     \property QDiffuseSpecularMaterial::normal | 
| 391 |  | 
| 392 |     Holds the current normal map texture of the material. This can only be a | 
| 393 |     texture, otherwise it is ignored. By default this map is not set. | 
| 394 | */ | 
| 395 | /*! | 
| 396 |     \qmlproperty var DiffuseSpecularMaterial::normal | 
| 397 |  | 
| 398 |     Holds the current normal map texture of the material. This can only be a | 
| 399 |     texture, otherwise it is ignored. By default this map is not set. | 
| 400 | */ | 
| 401 | QVariant QDiffuseSpecularMaterial::() const | 
| 402 | { | 
| 403 |     Q_D(const QDiffuseSpecularMaterial); | 
| 404 |     return d->m_normalTextureParameter->value(); | 
| 405 | } | 
| 406 |  | 
| 407 | /*! | 
| 408 |     \property QDiffuseSpecularMaterial::textureScale | 
| 409 |  | 
| 410 |     Holds the current texture scale. It is applied as a multiplier to texture | 
| 411 |     coordinates at render time. Defaults to 1.0. | 
| 412 |  | 
| 413 |     When used in conjunction with QTextureWrapMode::Repeat, textureScale provides a simple | 
| 414 |     way to tile a texture across a surface. For example, a texture scale of \c 4.0 | 
| 415 |     would result in 16 (4x4) tiles. | 
| 416 | */ | 
| 417 | /*! | 
| 418 |     \qmlproperty real DiffuseSpecularMaterial::textureScale | 
| 419 |  | 
| 420 |     Holds the current texture scale. It is applied as a multiplier to texture | 
| 421 |     coordinates at render time. Defaults to 1.0. | 
| 422 |  | 
| 423 |     When used in conjunction with WrapMode.Repeat, textureScale provides a simple | 
| 424 |     way to tile a texture across a surface. For example, a texture scale of \c 4.0 | 
| 425 |     would result in 16 (4x4) tiles. | 
| 426 | */ | 
| 427 | float QDiffuseSpecularMaterial::() const | 
| 428 | { | 
| 429 |     Q_D(const QDiffuseSpecularMaterial); | 
| 430 |     return d->m_textureScaleParameter->value().toFloat(); | 
| 431 | } | 
| 432 |  | 
| 433 | /*! | 
| 434 |     \property QDiffuseSpecularMaterial::alphaBlending | 
| 435 |  | 
| 436 |     Indicates if the alpha information coming from the diffuse property will | 
| 437 |     be taken into account during rendering. Defaults to false. | 
| 438 | */ | 
| 439 | /*! | 
| 440 |     \qmlproperty bool DiffuseSpecularMaterial::alphaBlending | 
| 441 |  | 
| 442 |     Indicates if the alpha information coming from the diffuse property will | 
| 443 |     be taken into account during rendering. Defaults to false. | 
| 444 | */ | 
| 445 | bool QDiffuseSpecularMaterial::() const | 
| 446 | { | 
| 447 |     Q_D(const QDiffuseSpecularMaterial); | 
| 448 |     return d->m_noDepthMask->isEnabled(); | 
| 449 | } | 
| 450 |  | 
| 451 | void QDiffuseSpecularMaterial::(const QColor &ambient) | 
| 452 | { | 
| 453 |     Q_D(QDiffuseSpecularMaterial); | 
| 454 |     d->m_ambientParameter->setValue(ambient); | 
| 455 | } | 
| 456 |  | 
| 457 | void QDiffuseSpecularMaterial::(const QVariant &diffuse) | 
| 458 | { | 
| 459 |     Q_D(QDiffuseSpecularMaterial); | 
| 460 |     d->m_diffuseParameter->setValue(diffuse); | 
| 461 |     d->m_diffuseTextureParameter->setValue(diffuse); | 
| 462 |  | 
| 463 |     auto layers = d->m_gl3ShaderBuilder->enabledLayers(); | 
| 464 |     if (diffuse.value<QAbstractTexture *>()) { | 
| 465 |         layers.removeAll(QStringLiteral("diffuse" )); | 
| 466 |         layers.append(QStringLiteral("diffuseTexture" )); | 
| 467 |         d->m_effect->addParameter(parameter: d->m_diffuseTextureParameter); | 
| 468 |         d->m_effect->removeParameter(parameter: d->m_diffuseParameter); | 
| 469 |     } else { | 
| 470 |         layers.removeAll(QStringLiteral("diffuseTexture" )); | 
| 471 |         layers.append(QStringLiteral("diffuse" )); | 
| 472 |         d->m_effect->removeParameter(parameter: d->m_diffuseTextureParameter); | 
| 473 |         d->m_effect->addParameter(parameter: d->m_diffuseParameter); | 
| 474 |     } | 
| 475 |     d->m_gl3ShaderBuilder->setEnabledLayers(layers); | 
| 476 |     d->m_gl2es2ShaderBuilder->setEnabledLayers(layers); | 
| 477 | } | 
| 478 |  | 
| 479 | void QDiffuseSpecularMaterial::(const QVariant &specular) | 
| 480 | { | 
| 481 |     Q_D(QDiffuseSpecularMaterial); | 
| 482 |     d->m_specularParameter->setValue(specular); | 
| 483 |     d->m_specularTextureParameter->setValue(specular); | 
| 484 |  | 
| 485 |     auto layers = d->m_gl3ShaderBuilder->enabledLayers(); | 
| 486 |     if (specular.value<QAbstractTexture *>()) { | 
| 487 |         layers.removeAll(QStringLiteral("specular" )); | 
| 488 |         layers.append(QStringLiteral("specularTexture" )); | 
| 489 |         d->m_effect->addParameter(parameter: d->m_specularTextureParameter); | 
| 490 |         d->m_effect->removeParameter(parameter: d->m_specularParameter); | 
| 491 |     } else { | 
| 492 |         layers.removeAll(QStringLiteral("specularTexture" )); | 
| 493 |         layers.append(QStringLiteral("specular" )); | 
| 494 |         d->m_effect->removeParameter(parameter: d->m_specularTextureParameter); | 
| 495 |         d->m_effect->addParameter(parameter: d->m_specularParameter); | 
| 496 |     } | 
| 497 |     d->m_gl3ShaderBuilder->setEnabledLayers(layers); | 
| 498 |     d->m_gl2es2ShaderBuilder->setEnabledLayers(layers); | 
| 499 | } | 
| 500 |  | 
| 501 | void QDiffuseSpecularMaterial::(float shininess) | 
| 502 | { | 
| 503 |     Q_D(QDiffuseSpecularMaterial); | 
| 504 |     d->m_shininessParameter->setValue(shininess); | 
| 505 | } | 
| 506 |  | 
| 507 | void QDiffuseSpecularMaterial::(const QVariant &normal) | 
| 508 | { | 
| 509 |     Q_D(QDiffuseSpecularMaterial); | 
| 510 |     d->m_normalTextureParameter->setValue(normal); | 
| 511 |  | 
| 512 |     auto layers = d->m_gl3ShaderBuilder->enabledLayers(); | 
| 513 |     if (normal.value<QAbstractTexture *>()) { | 
| 514 |         layers.removeAll(QStringLiteral("normal" )); | 
| 515 |         layers.append(QStringLiteral("normalTexture" )); | 
| 516 |         d->m_effect->addParameter(parameter: d->m_normalTextureParameter); | 
| 517 |     } else { | 
| 518 |         layers.removeAll(QStringLiteral("normalTexture" )); | 
| 519 |         layers.append(QStringLiteral("normal" )); | 
| 520 |         d->m_effect->removeParameter(parameter: d->m_normalTextureParameter); | 
| 521 |     } | 
| 522 |     d->m_gl3ShaderBuilder->setEnabledLayers(layers); | 
| 523 | } | 
| 524 |  | 
| 525 | void QDiffuseSpecularMaterial::(float textureScale) | 
| 526 | { | 
| 527 |     Q_D(QDiffuseSpecularMaterial); | 
| 528 |     d->m_textureScaleParameter->setValue(textureScale); | 
| 529 | } | 
| 530 |  | 
| 531 | void QDiffuseSpecularMaterial::(bool enabled) | 
| 532 | { | 
| 533 |     Q_D(QDiffuseSpecularMaterial); | 
| 534 |     d->m_noDepthMask->setEnabled(enabled); | 
| 535 |     d->m_blendState->setEnabled(enabled); | 
| 536 |     d->m_blendEquation->setEnabled(enabled); | 
| 537 | } | 
| 538 |  | 
| 539 | } // namespace Qt3DExtras | 
| 540 |  | 
| 541 | QT_END_NAMESPACE | 
| 542 |  |