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39 | |
40 | #include "qpervertexcolormaterial.h" |
41 | #include "qpervertexcolormaterial_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/qshaderprogram.h> |
48 | #include <Qt3DRender/qparameter.h> |
49 | #include <Qt3DRender/qrenderpass.h> |
50 | #include <Qt3DRender/qgraphicsapifilter.h> |
51 | #include <QtCore/QUrl> |
52 | #include <QtGui/QVector3D> |
53 | #include <QtGui/QVector4D> |
54 | |
55 | QT_BEGIN_NAMESPACE |
56 | |
57 | using namespace Qt3DRender; |
58 | |
59 | namespace Qt3DExtras { |
60 | |
61 | QPerVertexColorMaterialPrivate::() |
62 | : QMaterialPrivate() |
63 | , m_vertexEffect(new QEffect()) |
64 | , m_vertexGL3Technique(new QTechnique()) |
65 | , m_vertexGL2Technique(new QTechnique()) |
66 | , m_vertexES2Technique(new QTechnique()) |
67 | , m_vertexRHITechnique(new QTechnique()) |
68 | , m_vertexGL3RenderPass(new QRenderPass()) |
69 | , m_vertexGL2RenderPass(new QRenderPass()) |
70 | , m_vertexES2RenderPass(new QRenderPass()) |
71 | , m_vertexRHIRenderPass(new QRenderPass()) |
72 | , m_vertexGL3Shader(new QShaderProgram()) |
73 | , m_vertexGL2ES2Shader(new QShaderProgram()) |
74 | , m_vertexRHIShader(new QShaderProgram()) |
75 | , m_filterKey(new QFilterKey) |
76 | { |
77 | } |
78 | |
79 | /*! |
80 | \class Qt3DExtras::QPerVertexColorMaterial |
81 | \ingroup qt3d-extras-materials |
82 | \brief The QPerVertexColorMaterial class provides a default implementation for rendering the |
83 | color properties set for each vertex. |
84 | \inmodule Qt3DExtras |
85 | \since 5.7 |
86 | \inherits Qt3DRender::QMaterial |
87 | |
88 | This lighting effect is based on the combination of 2 lighting components ambient and diffuse. |
89 | Ambient is set by the vertex color. |
90 | Diffuse takes in account the normal distribution of each vertex. |
91 | |
92 | \list |
93 | \li Ambient is the color that is emitted by an object without any other light source. |
94 | \li Diffuse is the color that is emitted for rough surface reflections with the lights |
95 | \endlist |
96 | |
97 | This material uses an effect with a single render pass approach and forms fragment lighting. |
98 | Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. |
99 | */ |
100 | |
101 | /*! |
102 | Constructs a new QPerVertexColorMaterial instance with parent object \a parent. |
103 | */ |
104 | QPerVertexColorMaterial::(QNode *parent) |
105 | : QMaterial(*new QPerVertexColorMaterialPrivate, parent) |
106 | { |
107 | Q_D(QPerVertexColorMaterial); |
108 | d->init(); |
109 | } |
110 | |
111 | /*! |
112 | Destroys the QPerVertexColorMaterial |
113 | */ |
114 | QPerVertexColorMaterial::() |
115 | { |
116 | } |
117 | |
118 | // TODO: Define how lights are proties are set in the shaders. Ideally using a QShaderData |
119 | void QPerVertexColorMaterialPrivate::() |
120 | { |
121 | m_vertexGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/gl3/pervertexcolor.vert" )))); |
122 | m_vertexGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/gl3/pervertexcolor.frag" )))); |
123 | m_vertexGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/es2/pervertexcolor.vert" )))); |
124 | m_vertexGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/es2/pervertexcolor.frag" )))); |
125 | m_vertexRHIShader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/rhi/pervertexcolor.vert" )))); |
126 | m_vertexRHIShader->setFragmentShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/rhi/pervertexcolor.frag" )))); |
127 | |
128 | m_vertexGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
129 | m_vertexGL3Technique->graphicsApiFilter()->setMajorVersion(3); |
130 | m_vertexGL3Technique->graphicsApiFilter()->setMinorVersion(1); |
131 | m_vertexGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); |
132 | |
133 | m_vertexGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
134 | m_vertexGL2Technique->graphicsApiFilter()->setMajorVersion(2); |
135 | m_vertexGL2Technique->graphicsApiFilter()->setMinorVersion(0); |
136 | m_vertexGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
137 | |
138 | m_vertexES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); |
139 | m_vertexES2Technique->graphicsApiFilter()->setMajorVersion(2); |
140 | m_vertexES2Technique->graphicsApiFilter()->setMinorVersion(0); |
141 | m_vertexES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
142 | |
143 | m_vertexRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI); |
144 | m_vertexRHITechnique->graphicsApiFilter()->setMajorVersion(1); |
145 | m_vertexRHITechnique->graphicsApiFilter()->setMinorVersion(0); |
146 | |
147 | Q_Q(QPerVertexColorMaterial); |
148 | m_filterKey->setParent(q); |
149 | m_filterKey->setName(QStringLiteral("renderingStyle" )); |
150 | m_filterKey->setValue(QStringLiteral("forward" )); |
151 | |
152 | m_vertexGL3Technique->addFilterKey(filterKey: m_filterKey); |
153 | m_vertexGL2Technique->addFilterKey(filterKey: m_filterKey); |
154 | m_vertexES2Technique->addFilterKey(filterKey: m_filterKey); |
155 | m_vertexRHITechnique->addFilterKey(filterKey: m_filterKey); |
156 | |
157 | m_vertexGL3RenderPass->setShaderProgram(m_vertexGL3Shader); |
158 | m_vertexGL2RenderPass->setShaderProgram(m_vertexGL2ES2Shader); |
159 | m_vertexES2RenderPass->setShaderProgram(m_vertexGL2ES2Shader); |
160 | m_vertexRHIRenderPass->setShaderProgram(m_vertexRHIShader); |
161 | |
162 | m_vertexGL3Technique->addRenderPass(pass: m_vertexGL3RenderPass); |
163 | m_vertexGL2Technique->addRenderPass(pass: m_vertexGL2RenderPass); |
164 | m_vertexES2Technique->addRenderPass(pass: m_vertexES2RenderPass); |
165 | m_vertexRHITechnique->addRenderPass(pass: m_vertexRHIRenderPass); |
166 | |
167 | m_vertexEffect->addTechnique(t: m_vertexGL3Technique); |
168 | m_vertexEffect->addTechnique(t: m_vertexGL2Technique); |
169 | m_vertexEffect->addTechnique(t: m_vertexES2Technique); |
170 | m_vertexEffect->addTechnique(t: m_vertexRHITechnique); |
171 | |
172 | q->setEffect(m_vertexEffect); |
173 | } |
174 | |
175 | } // namespace Qt3DExtras |
176 | |
177 | QT_END_NAMESPACE |
178 | |