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| 2 | ** |
| 3 | ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
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| 25 | ** GNU General Public License Usage |
| 26 | ** Alternatively, this file may be used under the terms of the GNU |
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| 36 | ** $QT_END_LICENSE$ |
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| 38 | ****************************************************************************/ |
| 39 | |
| 40 | #include "qmaterial.h" |
| 41 | #include "qmaterial_p.h" |
| 42 | #include "qtexture.h" |
| 43 | #include "qeffect.h" |
| 44 | #include <Qt3DRender/private/renderlogging_p.h> |
| 45 | #include "qparameter.h" |
| 46 | |
| 47 | /*! |
| 48 | \qmltype Material |
| 49 | \instantiates Qt3DRender::QMaterial |
| 50 | \inqmlmodule Qt3D.Render |
| 51 | \brief Non-creatable abstract base for materials. |
| 52 | \since 5.5 |
| 53 | |
| 54 | Material provides a way to specify the rendering of an \l{Qt3D.Core::Entity}{entity}. |
| 55 | Any aspect can define its own subtype of Material so that a |
| 56 | Material can be used to describe a visual element; for example, the way |
| 57 | sound should reflect off an element, the temperature of a surface, |
| 58 | and so on. |
| 59 | |
| 60 | In itself, a Material doesn't do anything. It's only when it references an |
| 61 | Effect node that a Material becomes useful. |
| 62 | |
| 63 | In practice, it often happens that a single Effect is being referenced by |
| 64 | several Material components. This allows to only create the effect, |
| 65 | techniques, passes and shaders once while allowing to specify the material |
| 66 | by adding Parameter instances. |
| 67 | |
| 68 | A Parameter defined on a Material overrides parameter (of the same |
| 69 | name) defined in a Effect, Technique and RenderPass, but are overridden by parameters in |
| 70 | RenderPassFilter and TechniqueFilter. |
| 71 | |
| 72 | \code |
| 73 | Effect { |
| 74 | id: effect |
| 75 | |
| 76 | technique: [ |
| 77 | Technique { |
| 78 | id: gl3Technique |
| 79 | graphicsApiFilter { |
| 80 | api: GraphicsApiFilter.OpenGL |
| 81 | profile: GraphicsApiFilter.CoreProfile |
| 82 | majorVersion: 3 |
| 83 | minorVersion: 1 |
| 84 | } |
| 85 | renderPasses: [ |
| 86 | RenderPass { |
| 87 | id: gl3Pass |
| 88 | shaderProgram: ShaderProgram { |
| 89 | ... |
| 90 | } |
| 91 | } |
| 92 | ] |
| 93 | } |
| 94 | ] |
| 95 | } |
| 96 | |
| 97 | Material { |
| 98 | id: material1 |
| 99 | parameters: [ |
| 100 | Parameter { name: "color"; value: "green" } |
| 101 | ] |
| 102 | } |
| 103 | |
| 104 | Material { |
| 105 | id: material2 |
| 106 | parameters: [ |
| 107 | Parameter { name: "color"; value: "white" } |
| 108 | ] |
| 109 | } |
| 110 | \endcode |
| 111 | |
| 112 | \sa Effect, Technique, Parameter |
| 113 | */ |
| 114 | |
| 115 | /*! |
| 116 | \class Qt3DRender::QMaterial |
| 117 | \inmodule Qt3DRender |
| 118 | \inherits Qt3DCore::QComponent |
| 119 | \brief Provides an abstract class that should be the base of all material component classes |
| 120 | in a scene. |
| 121 | \since 5.5 |
| 122 | |
| 123 | QMaterial provides a way to specify the rendering of an \l{Qt3DCore::QEntity}{entity}. |
| 124 | Any aspect can define its own subclass of QMaterial so that a |
| 125 | Material can be used to describe a visual element; for example, the way |
| 126 | sound should reflect off an element, the temperature of a surface, |
| 127 | and so on. |
| 128 | |
| 129 | In itself, a QMaterial doesn't do anything. It's only when it references a |
| 130 | QEffect node that a QMaterial becomes useful. |
| 131 | |
| 132 | In practice, it often happens that a single QEffect is being referenced by |
| 133 | several QMaterial components. This allows to only create the effect, |
| 134 | techniques, passes and shaders once while allowing to specify the material |
| 135 | by adding QParameter instances. |
| 136 | |
| 137 | A QParameter defined on a QMaterial overrides parameter (of the same |
| 138 | name) defined in a QEffect, QTechnique and QRenderPass, but are overridden by parameter in |
| 139 | QRenderPassFilter and QTechniqueFilter. |
| 140 | |
| 141 | \code |
| 142 | QMaterial *material1 = new QMaterial(); |
| 143 | QMaterial *material2 = new QMaterial(); |
| 144 | |
| 145 | // Create effect, technique, render pass and shader |
| 146 | QEffect *effect = new QEffect(); |
| 147 | QTechnique *gl3Technique = new QTechnique(); |
| 148 | QRenderPass *gl3Pass = new QRenderPass(); |
| 149 | QShaderProgram *glShader = new QShaderProgram(); |
| 150 | |
| 151 | // Set the shader on the render pass |
| 152 | gl3Pass->setShaderProgram(glShader); |
| 153 | |
| 154 | // Add the pass to the technique |
| 155 | gl3Technique->addRenderPass(gl3Pass); |
| 156 | |
| 157 | // Set the targeted GL version for the technique |
| 158 | gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| 159 | gl3Technique->graphicsApiFilter()->setMajorVersion(3); |
| 160 | gl3Technique->graphicsApiFilter()->setMinorVersion(1); |
| 161 | gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); |
| 162 | |
| 163 | // Add the technique to the effect |
| 164 | effect->addTechnique(gl3Technique); |
| 165 | |
| 166 | // Set the effect on the materials |
| 167 | material1->setEffect(effect); |
| 168 | material2->setEffect(effect); |
| 169 | |
| 170 | // Set different parameters on the materials |
| 171 | const QString parameterName = QStringLiteral("color"); |
| 172 | material1->addParameter(new QParameter(parameterName, QColor::fromRgbF(0.0f, 1.0f, 0.0f, 1.0f); |
| 173 | material2->addParameter(new QParameter(parameterName, QColor::fromRgbF(1.0f, 1.0f, 1.0f, 1.0f); |
| 174 | |
| 175 | \endcode |
| 176 | |
| 177 | \sa QEffect, QTechnique, QParameter |
| 178 | */ |
| 179 | |
| 180 | QT_BEGIN_NAMESPACE |
| 181 | |
| 182 | using namespace Qt3DCore; |
| 183 | |
| 184 | namespace Qt3DRender { |
| 185 | |
| 186 | QMaterialPrivate::QMaterialPrivate() |
| 187 | : QComponentPrivate() |
| 188 | , m_effect(nullptr) |
| 189 | { |
| 190 | } |
| 191 | |
| 192 | QMaterialPrivate::~QMaterialPrivate() |
| 193 | { |
| 194 | } |
| 195 | |
| 196 | QMaterial::QMaterial(QNode *parent) |
| 197 | : QComponent(*new QMaterialPrivate, parent) |
| 198 | { |
| 199 | } |
| 200 | |
| 201 | QMaterial::~QMaterial() |
| 202 | { |
| 203 | } |
| 204 | |
| 205 | /*! \internal */ |
| 206 | QMaterial::QMaterial(QMaterialPrivate &dd, QNode *parent) |
| 207 | : QComponent(dd, parent) |
| 208 | { |
| 209 | } |
| 210 | |
| 211 | /*! |
| 212 | \qmlproperty list<Parameter> Material::parameters |
| 213 | |
| 214 | Holds the list of parameters used by the material. |
| 215 | */ |
| 216 | |
| 217 | /*! |
| 218 | \qmlproperty Effect Material::effect |
| 219 | |
| 220 | Specifies the effect to be used with the material. |
| 221 | */ |
| 222 | /*! |
| 223 | \property QMaterial::effect |
| 224 | |
| 225 | Specifies the effect to be used with the material. |
| 226 | */ |
| 227 | void QMaterial::setEffect(QEffect *effect) |
| 228 | { |
| 229 | Q_D(QMaterial); |
| 230 | if (effect != d->m_effect) { |
| 231 | |
| 232 | if (d->m_effect) |
| 233 | d->unregisterDestructionHelper(node: d->m_effect); |
| 234 | |
| 235 | // We need to add it as a child of the current node if it has been declared inline |
| 236 | // Or not previously added as a child of the current node so that |
| 237 | // 1) The backend gets notified about it's creation |
| 238 | // 2) When the current node is destroyed, it gets destroyed as well |
| 239 | if (effect && !effect->parent()) |
| 240 | effect->setParent(this); |
| 241 | d->m_effect = effect; |
| 242 | |
| 243 | // Ensures proper bookkeeping |
| 244 | if (d->m_effect) |
| 245 | d->registerDestructionHelper(node: d->m_effect, func: &QMaterial::setEffect, d->m_effect); |
| 246 | |
| 247 | emit effectChanged(effect); |
| 248 | } |
| 249 | } |
| 250 | |
| 251 | QEffect *QMaterial::effect() const |
| 252 | { |
| 253 | Q_D(const QMaterial); |
| 254 | return d->m_effect; |
| 255 | } |
| 256 | |
| 257 | /*! |
| 258 | * Add a \a parameter to the material's parameters. |
| 259 | */ |
| 260 | void QMaterial::addParameter(QParameter *parameter) |
| 261 | { |
| 262 | Q_ASSERT(parameter); |
| 263 | Q_D(QMaterial); |
| 264 | if (!d->m_parameters.contains(t: parameter)) { |
| 265 | d->m_parameters.append(t: parameter); |
| 266 | |
| 267 | // Ensures proper bookkeeping |
| 268 | d->registerDestructionHelper(node: parameter, func: &QMaterial::removeParameter, d->m_parameters); |
| 269 | |
| 270 | // We need to add it as a child of the current node if it has been declared inline |
| 271 | // Or not previously added as a child of the current node so that |
| 272 | // 1) The backend gets notified about it's creation |
| 273 | // 2) When the current node is destroyed, it gets destroyed as well |
| 274 | if (!parameter->parent()) |
| 275 | parameter->setParent(this); |
| 276 | |
| 277 | d->updateNode(node: parameter, property: "parameter" , change: Qt3DCore::PropertyValueAdded); |
| 278 | } |
| 279 | } |
| 280 | |
| 281 | /*! |
| 282 | * Remove a \a parameter from the material's parameters. |
| 283 | */ |
| 284 | void QMaterial::removeParameter(QParameter *parameter) |
| 285 | { |
| 286 | Q_ASSERT(parameter); |
| 287 | Q_D(QMaterial); |
| 288 | if (!d->m_parameters.removeOne(t: parameter)) |
| 289 | return; |
| 290 | d->unregisterDestructionHelper(node: parameter); |
| 291 | d->updateNode(node: parameter, property: "parameter" , change: Qt3DCore::PropertyValueRemoved); |
| 292 | } |
| 293 | |
| 294 | /*! |
| 295 | * Returns a vector of the material's current parameters |
| 296 | */ |
| 297 | QVector<QParameter *> QMaterial::parameters() const |
| 298 | { |
| 299 | Q_D(const QMaterial); |
| 300 | return d->m_parameters; |
| 301 | } |
| 302 | |
| 303 | Qt3DCore::QNodeCreatedChangeBasePtr QMaterial::createNodeCreationChange() const |
| 304 | { |
| 305 | auto creationChange = Qt3DCore::QNodeCreatedChangePtr<QMaterialData>::create(arguments: this); |
| 306 | auto &data = creationChange->data; |
| 307 | Q_D(const QMaterial); |
| 308 | data.parameterIds = qIdsForNodes(nodes: d->m_parameters); |
| 309 | data.effectId = qIdForNode(node: d->m_effect); |
| 310 | return creationChange; |
| 311 | } |
| 312 | |
| 313 | } // namespace Qt3DRender |
| 314 | |
| 315 | QT_END_NAMESPACE |
| 316 | |