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 "qenvironmentlight.h" |
41 | #include "qenvironmentlight_p.h" |
42 | #include "qabstracttexture.h" |
43 | #include <QVector3D> |
44 | |
45 | #include <cmath> |
46 | |
47 | QT_BEGIN_NAMESPACE |
48 | |
49 | namespace Qt3DRender |
50 | { |
51 | |
52 | /*! |
53 | * \qmltype EnvironmentLight |
54 | * \inqmlmodule Qt3D.Render |
55 | * \instantiates Qt3DRender::QEnvironmentLight |
56 | * \brief Encapsulate an environment light object in a Qt 3D scene. |
57 | * \since 5.9 |
58 | * |
59 | * EnvironmentLight uses cubemaps to implement image-based lighting (IBL), a technique |
60 | * often used in conjunction with physically-based rendering (PBR). The cubemaps are |
61 | * typically expected be based on high dynamic range (HDR) images, with a suitable |
62 | * OpenGL format (such as RGBA16F) that can handle the increased range of values. |
63 | * |
64 | * There are a variety of tools that can be used to produce the cubemaps needed by |
65 | * EnvironmentLight. Some examples include |
66 | * |
67 | * \list |
68 | * \li \l {https://github.com/dariomanesku/cmftStudio}{cmftStudio} |
69 | * \li \l {https://github.com/derkreature/IBLBaker}{IBLBaker} |
70 | * \li \l {https://www.knaldtech.com/lys/}{Lys} |
71 | * \endlist |
72 | * |
73 | * \l {https://hdrihaven.com/hdris/}{HDRI Haven} provides many CC0-licensed HDR images |
74 | * that can be used as source material for the above tools. |
75 | */ |
76 | |
77 | QEnvironmentLightPrivate::QEnvironmentLightPrivate() |
78 | : m_shaderData(new QShaderData) |
79 | , m_irradiance(nullptr) |
80 | , m_specular(nullptr) |
81 | { |
82 | } |
83 | |
84 | QEnvironmentLightPrivate::~QEnvironmentLightPrivate() |
85 | { |
86 | } |
87 | |
88 | void QEnvironmentLightPrivate::_q_updateEnvMapsSize() |
89 | { |
90 | QVector3D irradianceSize; |
91 | if (m_irradiance != nullptr) |
92 | irradianceSize = QVector3D(m_irradiance->width(), |
93 | m_irradiance->height(), |
94 | m_irradiance->depth()); |
95 | m_shaderData->setProperty(name: "irradianceSize" , value: QVariant::fromValue(value: irradianceSize)); |
96 | |
97 | QVector3D specularSize; |
98 | if (m_specular != nullptr) |
99 | specularSize = QVector3D(m_specular->width(), |
100 | m_specular->height(), |
101 | m_specular->depth()); |
102 | m_shaderData->setProperty(name: "specularSize" , value: QVariant::fromValue(value: specularSize)); |
103 | |
104 | const int levels = int(std::log2(x: specularSize.x() > 0.0f ? specularSize.x() : 1.0f)) + 1; |
105 | m_shaderData->setProperty(name: "specularMipLevels" , value: QVariant::fromValue(value: levels)); |
106 | } |
107 | |
108 | Qt3DCore::QNodeCreatedChangeBasePtr QEnvironmentLight::createNodeCreationChange() const |
109 | { |
110 | auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QEnvironmentLightData>::create(arguments: this); |
111 | auto &data = creationChange->data; |
112 | Q_D(const QEnvironmentLight); |
113 | data.shaderDataId = qIdForNode(node: d->m_shaderData); |
114 | return creationChange; |
115 | } |
116 | |
117 | /*! |
118 | \class Qt3DRender::QEnvironmentLight |
119 | \inmodule Qt3DRender |
120 | \brief Encapsulate an environment light object in a Qt 3D scene. |
121 | \since 5.9 |
122 | |
123 | QEnvironmentLight uses cubemaps to implement image-based lighting (IBL), a technique |
124 | often used in conjunction with physically-based rendering (PBR). The cubemaps are |
125 | typically expected be based on high dynamic range (HDR) images, with a suitable |
126 | OpenGL format (such as RGBA16F) that can handle the increased range of values. |
127 | |
128 | There are a variety of tools that can be used to produce the cubemaps needed by |
129 | QEnvironmentLight. Some examples include |
130 | |
131 | \list |
132 | \li \l {https://github.com/dariomanesku/cmftStudio}{cmftStudio} |
133 | \li \l {https://github.com/derkreature/IBLBaker}{IBLBaker} |
134 | \li \l {https://www.knaldtech.com/lys/}{Lys} |
135 | \endlist |
136 | |
137 | \l {https://hdrihaven.com/hdris/}{HDRI Haven} provides many CC0-licensed HDR images |
138 | that can be used as source material for the above tools. |
139 | */ |
140 | |
141 | QEnvironmentLight::QEnvironmentLight(Qt3DCore::QNode *parent) |
142 | : QComponent(*new QEnvironmentLightPrivate, parent) |
143 | { |
144 | Q_D(QEnvironmentLight); |
145 | d->m_shaderData->setParent(this); |
146 | } |
147 | |
148 | /*! \internal */ |
149 | QEnvironmentLight::QEnvironmentLight(QEnvironmentLightPrivate &dd, QNode *parent) |
150 | : QComponent(dd, parent) |
151 | { |
152 | Q_D(QEnvironmentLight); |
153 | d->m_shaderData->setParent(this); |
154 | } |
155 | |
156 | QEnvironmentLight::~QEnvironmentLight() |
157 | { |
158 | } |
159 | |
160 | /*! |
161 | \qmlproperty Texture EnvironmentLight::irradiance |
162 | |
163 | Holds the current environment irradiance map texture. |
164 | |
165 | By default, the environment irradiance texture is null. |
166 | |
167 | \note The exact meaning and use of this property is up to the |
168 | material implementation. |
169 | */ |
170 | |
171 | /*! |
172 | \property QEnvironmentLight::irradiance |
173 | |
174 | Holds the current environment irradiance map texture. |
175 | |
176 | By default, the environment irradiance texture is null. |
177 | |
178 | \note The exact meaning and use of this property is up to the |
179 | material implementation. |
180 | */ |
181 | QAbstractTexture *QEnvironmentLight::irradiance() const |
182 | { |
183 | Q_D(const QEnvironmentLight); |
184 | return d->m_irradiance; |
185 | } |
186 | |
187 | /*! |
188 | \qmlproperty Texture EnvironmentLight::specular |
189 | |
190 | Holds the current environment specular map texture. |
191 | |
192 | By default, the environment specular texture is null. |
193 | |
194 | \note The exact meaning and use of this property is up to the |
195 | material implementation. |
196 | */ |
197 | |
198 | /*! |
199 | \property QEnvironmentLight::specular |
200 | |
201 | Holds the current environment specular map texture. |
202 | |
203 | By default, the environment specular texture is null. |
204 | |
205 | \note The exact meaning and use of this property is up to the |
206 | material implementation. |
207 | */ |
208 | QAbstractTexture *QEnvironmentLight::specular() const |
209 | { |
210 | Q_D(const QEnvironmentLight); |
211 | return d->m_specular; |
212 | } |
213 | |
214 | void QEnvironmentLight::setIrradiance(QAbstractTexture *i) |
215 | { |
216 | Q_D(QEnvironmentLight); |
217 | if (irradiance() == i) |
218 | return; |
219 | |
220 | if (irradiance()) { |
221 | d->unregisterDestructionHelper(node: d->m_irradiance); |
222 | QObject::disconnect(sender: d->m_irradiance, SIGNAL(widthChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
223 | QObject::disconnect(sender: d->m_irradiance, SIGNAL(heightChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
224 | QObject::disconnect(sender: d->m_irradiance, SIGNAL(depthChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
225 | } |
226 | |
227 | if (i && !i->parent()) |
228 | i->setParent(this); |
229 | |
230 | d->m_irradiance = i; |
231 | d->m_shaderData->setProperty(name: "irradiance" , value: QVariant::fromValue(value: i)); |
232 | d->_q_updateEnvMapsSize(); |
233 | |
234 | if (i) { |
235 | d->registerDestructionHelper(node: i, func: &QEnvironmentLight::setIrradiance, i); |
236 | QObject::connect(sender: d->m_irradiance, SIGNAL(widthChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
237 | QObject::connect(sender: d->m_irradiance, SIGNAL(heightChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
238 | QObject::connect(sender: d->m_irradiance, SIGNAL(depthChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
239 | } |
240 | |
241 | emit irradianceChanged(environmentIrradiance: i); |
242 | } |
243 | |
244 | void QEnvironmentLight::setSpecular(QAbstractTexture *s) |
245 | { |
246 | Q_D(QEnvironmentLight); |
247 | if (specular() == s) |
248 | return; |
249 | |
250 | if (specular()) { |
251 | d->unregisterDestructionHelper(node: d->m_specular); |
252 | QObject::disconnect(sender: d->m_specular, SIGNAL(widthChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
253 | QObject::disconnect(sender: d->m_specular, SIGNAL(heightChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
254 | QObject::disconnect(sender: d->m_specular, SIGNAL(depthChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
255 | } |
256 | |
257 | if (s && !s->parent()) |
258 | s->setParent(this); |
259 | |
260 | d->m_specular = s; |
261 | d->m_shaderData->setProperty(name: "specular" , value: QVariant::fromValue(value: s)); |
262 | d->_q_updateEnvMapsSize(); |
263 | |
264 | if (s) { |
265 | d->registerDestructionHelper(node: s, func: &QEnvironmentLight::setSpecular, s); |
266 | QObject::connect(sender: d->m_specular, SIGNAL(widthChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
267 | QObject::connect(sender: d->m_specular, SIGNAL(heightChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
268 | QObject::connect(sender: d->m_specular, SIGNAL(depthChanged(int)), receiver: this, SLOT(_q_updateEnvMapsSize())); |
269 | } |
270 | |
271 | emit specularChanged(environmentSpecular: s); |
272 | } |
273 | |
274 | } // namespace Qt3DRender |
275 | |
276 | QT_END_NAMESPACE |
277 | |
278 | #include "moc_qenvironmentlight.cpp" |
279 | |