1/****************************************************************************
2**
3** Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB).
4** Contact: https://www.qt.io/licensing/
5**
6** This file is part of the Qt3D module of the Qt Toolkit.
7**
8** $QT_BEGIN_LICENSE:LGPL$
9** Commercial License Usage
10** Licensees holding valid commercial Qt licenses may use this file in
11** accordance with the commercial license agreement provided with the
12** Software or, alternatively, in accordance with the terms contained in
13** a written agreement between you and The Qt Company. For licensing terms
14** and conditions see https://www.qt.io/terms-conditions. For further
15** information use the contact form at https://www.qt.io/contact-us.
16**
17** GNU Lesser General Public License Usage
18** Alternatively, this file may be used under the terms of the GNU Lesser
19** General Public License version 3 as published by the Free Software
20** Foundation and appearing in the file LICENSE.LGPL3 included in the
21** packaging of this file. Please review the following information to
22** ensure the GNU Lesser General Public License version 3 requirements
23** will be met: https://www.gnu.org/licenses/lgpl-3.0.html.
24**
25** GNU General Public License Usage
26** Alternatively, this file may be used under the terms of the GNU
27** General Public License version 2.0 or (at your option) the GNU General
28** Public license version 3 or any later version approved by the KDE Free
29** Qt Foundation. The licenses are as published by the Free Software
30** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3
31** included in the packaging of this file. Please review the following
32** information to ensure the GNU General Public License requirements will
33** be met: https://www.gnu.org/licenses/gpl-2.0.html and
34** https://www.gnu.org/licenses/gpl-3.0.html.
35**
36** $QT_END_LICENSE$
37**
38****************************************************************************/
39
40#include "qtexturematerial.h"
41#include "qtexturematerial_p.h"
42#include <Qt3DRender/qfilterkey.h>
43#include <Qt3DRender/qmaterial.h>
44#include <Qt3DRender/qeffect.h>
45#include <Qt3DRender/qtexture.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 <Qt3DRender/qblendequation.h>
52#include <Qt3DRender/qblendequationarguments.h>
53#include <Qt3DRender/qnodepthmask.h>
54#include <QUrl>
55
56QT_BEGIN_NAMESPACE
57
58using namespace Qt3DRender;
59
60namespace Qt3DExtras {
61
62QTextureMaterialPrivate::QTextureMaterialPrivate()
63 : QMaterialPrivate()
64 , m_textureEffect(new QEffect)
65 , m_textureParameter(new QParameter(QStringLiteral("diffuseTexture"), new QTexture2D))
66 , m_textureTransformParameter(new QParameter(QStringLiteral("texCoordTransform"), QVariant::fromValue(value: QMatrix3x3())))
67 , m_textureGL3Technique(new QTechnique)
68 , m_textureGL2Technique(new QTechnique)
69 , m_textureES2Technique(new QTechnique)
70 , m_textureGL3RenderPass(new QRenderPass)
71 , m_textureGL2RenderPass(new QRenderPass)
72 , m_textureES2RenderPass(new QRenderPass)
73 , m_textureGL3Shader(new QShaderProgram)
74 , m_textureGL2ES2Shader(new QShaderProgram)
75 , m_noDepthMask(new QNoDepthMask())
76 , m_blendState(new QBlendEquationArguments())
77 , m_blendEquation(new QBlendEquation())
78 , m_filterKey(new QFilterKey)
79{
80}
81
82void QTextureMaterialPrivate::init()
83{
84 connect(sender: m_textureParameter, signal: &Qt3DRender::QParameter::valueChanged,
85 receiverPrivate: this, slot: &QTextureMaterialPrivate::handleTextureChanged);
86 connect(sender: m_textureTransformParameter, signal: &Qt3DRender::QParameter::valueChanged,
87 receiverPrivate: this, slot: &QTextureMaterialPrivate::handleTextureTransformChanged);
88
89 m_textureGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/gl3/unlittexture.vert"))));
90 m_textureGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/gl3/unlittexture.frag"))));
91 m_textureGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/es2/unlittexture.vert"))));
92 m_textureGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/es2/unlittexture.frag"))));
93
94 m_textureGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
95 m_textureGL3Technique->graphicsApiFilter()->setMajorVersion(3);
96 m_textureGL3Technique->graphicsApiFilter()->setMinorVersion(1);
97 m_textureGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);
98
99 m_textureGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
100 m_textureGL2Technique->graphicsApiFilter()->setMajorVersion(2);
101 m_textureGL2Technique->graphicsApiFilter()->setMinorVersion(0);
102 m_textureGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
103
104 m_textureES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES);
105 m_textureES2Technique->graphicsApiFilter()->setMajorVersion(2);
106 m_textureES2Technique->graphicsApiFilter()->setMinorVersion(0);
107 m_textureES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile);
108
109 m_noDepthMask->setEnabled(false);
110 m_blendState->setEnabled(false);
111 m_blendState->setSourceRgb(QBlendEquationArguments::SourceAlpha);
112 m_blendState->setDestinationRgb(QBlendEquationArguments::OneMinusSourceAlpha);
113 m_blendEquation->setEnabled(false);
114 m_blendEquation->setBlendFunction(QBlendEquation::Add);
115
116 Q_Q(QTextureMaterial);
117 m_filterKey->setParent(q);
118 m_filterKey->setName(QStringLiteral("renderingStyle"));
119 m_filterKey->setValue(QStringLiteral("forward"));
120
121 m_textureGL3Technique->addFilterKey(filterKey: m_filterKey);
122 m_textureGL2Technique->addFilterKey(filterKey: m_filterKey);
123 m_textureES2Technique->addFilterKey(filterKey: m_filterKey);
124
125 m_textureGL3RenderPass->setShaderProgram(m_textureGL3Shader);
126 m_textureGL2RenderPass->setShaderProgram(m_textureGL2ES2Shader);
127 m_textureES2RenderPass->setShaderProgram(m_textureGL2ES2Shader);
128
129 m_textureGL3RenderPass->addRenderState(state: m_noDepthMask);
130 m_textureGL3RenderPass->addRenderState(state: m_blendState);
131 m_textureGL3RenderPass->addRenderState(state: m_blendEquation);
132
133 m_textureGL2RenderPass->addRenderState(state: m_noDepthMask);
134 m_textureGL2RenderPass->addRenderState(state: m_blendState);
135 m_textureGL2RenderPass->addRenderState(state: m_blendEquation);
136
137 m_textureES2RenderPass->addRenderState(state: m_noDepthMask);
138 m_textureES2RenderPass->addRenderState(state: m_blendState);
139 m_textureES2RenderPass->addRenderState(state: m_blendEquation);
140
141 m_textureGL3Technique->addRenderPass(pass: m_textureGL3RenderPass);
142 m_textureGL2Technique->addRenderPass(pass: m_textureGL2RenderPass);
143 m_textureES2Technique->addRenderPass(pass: m_textureES2RenderPass);
144
145 m_textureEffect->addTechnique(t: m_textureGL3Technique);
146 m_textureEffect->addTechnique(t: m_textureGL2Technique);
147 m_textureEffect->addTechnique(t: m_textureES2Technique);
148
149 m_textureEffect->addParameter(parameter: m_textureParameter);
150 m_textureEffect->addParameter(parameter: m_textureTransformParameter);
151
152 q->setEffect(m_textureEffect);
153}
154
155void QTextureMaterialPrivate::handleTextureChanged(const QVariant &var)
156{
157 Q_Q(QTextureMaterial);
158 emit q->textureChanged(texture: var.value<QAbstractTexture *>());
159}
160
161void QTextureMaterialPrivate::handleTextureTransformChanged(const QVariant &var)
162{
163 Q_Q(QTextureMaterial);
164 const QMatrix3x3 matrix = var.value<QMatrix3x3>();
165 emit q->textureTransformChanged(textureTransform: matrix);
166 emit q->textureOffsetChanged(textureOffset: QVector2D(matrix(0, 2), matrix(1, 2)));
167}
168
169/*!
170 \class Qt3DExtras::QTextureMaterial
171 \ingroup qt3d-extras-materials
172 \brief The QTextureMaterial provides a default implementation of a simple unlit
173 texture material.
174 \inmodule Qt3DExtras
175 \since 5.9
176 \inherits Qt3DRender::QMaterial
177
178 This material uses an effect with a single render pass approach. Techniques are provided
179 for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
180*/
181
182/*!
183 Constructs a new QTextureMaterial instance with parent object \a parent.
184 */
185QTextureMaterial::QTextureMaterial(QNode *parent)
186 : QMaterial(*new QTextureMaterialPrivate, parent)
187{
188 Q_D(QTextureMaterial);
189 d->init();
190}
191
192/*!
193 Destroys the QTextureMaterial instance.
194*/
195QTextureMaterial::~QTextureMaterial()
196{
197}
198
199/*!
200 \property QTextureMaterial::texture
201
202 Holds the current texture used by the material.
203*/
204QAbstractTexture *QTextureMaterial::texture() const
205{
206 Q_D(const QTextureMaterial);
207 return d->m_textureParameter->value().value<QAbstractTexture *>();
208}
209
210/*!
211 \property QTextureMaterial::textureOffset
212
213 This is a utility property. It sets the translation component of the general
214 texture transform matrix
215
216*/
217QVector2D QTextureMaterial::textureOffset() const
218{
219 Q_D(const QTextureMaterial);
220 const QMatrix3x3 matrix = d->m_textureTransformParameter->value().value<QMatrix3x3>();
221 return QVector2D(matrix(0, 2), matrix(1, 2));
222}
223
224
225/*!
226 \property QTextureMaterial::textureTransform
227
228 Holds the current texture transform. It is applied to texture
229 coordinates at render time. Defaults to identity matrix.
230
231*/
232QMatrix3x3 QTextureMaterial::textureTransform() const
233{
234 Q_D(const QTextureMaterial);
235 return d->m_textureTransformParameter->value().value<QMatrix3x3>();
236}
237
238void QTextureMaterial::setTexture(QAbstractTexture *texture)
239{
240 Q_D(QTextureMaterial);
241 d->m_textureParameter->setValue(QVariant::fromValue(value: texture));
242}
243
244void QTextureMaterial::setTextureOffset(QVector2D textureOffset)
245{
246 Q_D(QTextureMaterial);
247 QMatrix3x3 matrix = d->m_textureTransformParameter->value().value<QMatrix3x3>();
248 matrix(0, 2) = textureOffset.x();
249 matrix(1, 2) = textureOffset.y();
250 d->m_textureTransformParameter->setValue(QVariant::fromValue(value: matrix));
251}
252
253void QTextureMaterial::setTextureTransform(const QMatrix3x3 &matrix)
254{
255 Q_D(QTextureMaterial);
256 d->m_textureTransformParameter->setValue(QVariant::fromValue(value: matrix));
257}
258
259/*!
260 \property QTextureMaterial::alphaBlending
261
262 Indicates if the alpha information coming from the diffuse property will
263 be taken into account during rendering. Defaults to false.
264*/
265/*!
266 \qmlproperty bool TextureMaterial::alphaBlending
267
268 Indicates if the alpha information coming from the diffuse property will
269 be taken into account during rendering. Defaults to false.
270*/
271bool QTextureMaterial::isAlphaBlendingEnabled() const
272{
273 Q_D(const QTextureMaterial);
274 return d->m_noDepthMask->isEnabled();
275}
276
277void QTextureMaterial::setAlphaBlendingEnabled(bool enabled)
278{
279 Q_D(QTextureMaterial);
280 d->m_noDepthMask->setEnabled(enabled);
281 d->m_blendState->setEnabled(enabled);
282 d->m_blendEquation->setEnabled(enabled);
283}
284
285} // namespace Qt3DExtras
286
287QT_END_NAMESPACE
288

source code of qt3d/src/extras/defaults/qtexturematerial.cpp