1 | // Copyright (C) 2017 Klaralvdalens Datakonsult AB (KDAB). |
2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
3 | |
4 | #include "qdiffusespecularmaterial.h" |
5 | #include "qdiffusespecularmaterial_p.h" |
6 | |
7 | #include <Qt3DRender/qfilterkey.h> |
8 | #include <Qt3DRender/qmaterial.h> |
9 | #include <Qt3DRender/qeffect.h> |
10 | #include <Qt3DRender/qtechnique.h> |
11 | #include <Qt3DRender/qtexture.h> |
12 | #include <Qt3DRender/qshaderprogram.h> |
13 | #include <Qt3DRender/qshaderprogrambuilder.h> |
14 | #include <Qt3DRender/qparameter.h> |
15 | #include <Qt3DRender/qrenderpass.h> |
16 | #include <Qt3DRender/qgraphicsapifilter.h> |
17 | #include <Qt3DRender/qblendequation.h> |
18 | #include <Qt3DRender/qblendequationarguments.h> |
19 | #include <Qt3DRender/qnodepthmask.h> |
20 | #include <QtCore/QUrl> |
21 | #include <QtGui/QVector3D> |
22 | #include <QtGui/QVector4D> |
23 | |
24 | |
25 | QT_BEGIN_NAMESPACE |
26 | |
27 | using namespace Qt3DRender; |
28 | |
29 | namespace Qt3DExtras { |
30 | |
31 | QDiffuseSpecularMaterialPrivate::() |
32 | : QMaterialPrivate() |
33 | , m_effect(new QEffect()) |
34 | , m_ambientParameter(new QParameter(QStringLiteral("ka" ), QColor::fromRgbF(r: 0.05f, g: 0.05f, b: 0.05f, a: 1.0f))) |
35 | , m_diffuseParameter(new QParameter(QStringLiteral("kd" ), QColor::fromRgbF(r: 0.7f, g: 0.7f, b: 0.7f, a: 1.0f))) |
36 | , m_specularParameter(new QParameter(QStringLiteral("ks" ), QColor::fromRgbF(r: 0.01f, g: 0.01f, b: 0.01f, a: 1.0f))) |
37 | , m_diffuseTextureParameter(new QParameter(QStringLiteral("diffuseTexture" ), QVariant())) |
38 | , m_specularTextureParameter(new QParameter(QStringLiteral("specularTexture" ), QVariant())) |
39 | , m_shininessParameter(new QParameter(QStringLiteral("shininess" ), 150.0f)) |
40 | , m_normalTextureParameter(new QParameter(QStringLiteral("normalTexture" ), QVariant())) |
41 | , m_textureScaleParameter(new QParameter(QStringLiteral("texCoordScale" ), 1.0f)) |
42 | , m_gl3Technique(new QTechnique()) |
43 | , m_gl2Technique(new QTechnique()) |
44 | , m_es2Technique(new QTechnique()) |
45 | , m_rhiTechnique(new QTechnique()) |
46 | , m_gl3RenderPass(new QRenderPass()) |
47 | , m_gl2RenderPass(new QRenderPass()) |
48 | , m_es2RenderPass(new QRenderPass()) |
49 | , m_rhiRenderPass(new QRenderPass()) |
50 | , m_gl3Shader(new QShaderProgram()) |
51 | , m_gl3ShaderBuilder(new QShaderProgramBuilder()) |
52 | , m_gl2es2Shader(new QShaderProgram()) |
53 | , m_gl2es2ShaderBuilder(new QShaderProgramBuilder()) |
54 | , m_rhiShader(new QShaderProgram()) |
55 | , m_rhiShaderBuilder(new QShaderProgramBuilder()) |
56 | , m_noDepthMask(new QNoDepthMask()) |
57 | , m_blendState(new QBlendEquationArguments()) |
58 | , m_blendEquation(new QBlendEquation()) |
59 | , m_filterKey(new QFilterKey) |
60 | { |
61 | } |
62 | |
63 | void QDiffuseSpecularMaterialPrivate::() |
64 | { |
65 | Q_Q(QDiffuseSpecularMaterial); |
66 | |
67 | connect(sender: m_ambientParameter, signal: &Qt3DRender::QParameter::valueChanged, |
68 | receiverPrivate: this, slot: &QDiffuseSpecularMaterialPrivate::handleAmbientChanged); |
69 | QObject::connect(sender: m_diffuseParameter, signal: &Qt3DRender::QParameter::valueChanged, |
70 | context: q, slot: &QDiffuseSpecularMaterial::diffuseChanged); |
71 | QObject::connect(sender: m_specularParameter, signal: &Qt3DRender::QParameter::valueChanged, |
72 | context: q, slot: &QDiffuseSpecularMaterial::specularChanged); |
73 | connect(sender: m_shininessParameter, signal: &Qt3DRender::QParameter::valueChanged, |
74 | receiverPrivate: this, slot: &QDiffuseSpecularMaterialPrivate::handleShininessChanged); |
75 | QObject::connect(sender: m_normalTextureParameter, signal: &Qt3DRender::QParameter::valueChanged, |
76 | context: q, slot: &QDiffuseSpecularMaterial::normalChanged); |
77 | connect(sender: m_textureScaleParameter, signal: &Qt3DRender::QParameter::valueChanged, |
78 | receiverPrivate: this, slot: &QDiffuseSpecularMaterialPrivate::handleTextureScaleChanged); |
79 | QObject::connect(sender: m_noDepthMask, signal: &QNoDepthMask::enabledChanged, |
80 | context: q, slot: &QDiffuseSpecularMaterial::alphaBlendingEnabledChanged); |
81 | |
82 | m_gl3Shader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/gl3/default.vert" )))); |
83 | m_gl3ShaderBuilder->setParent(q); |
84 | m_gl3ShaderBuilder->setShaderProgram(m_gl3Shader); |
85 | m_gl3ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json" ))); |
86 | m_gl3ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse" ), |
87 | QStringLiteral("specular" ), |
88 | QStringLiteral("normal" )}); |
89 | |
90 | m_gl2es2Shader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/es2/default.vert" )))); |
91 | m_gl2es2ShaderBuilder->setParent(q); |
92 | m_gl2es2ShaderBuilder->setShaderProgram(m_gl2es2Shader); |
93 | m_gl2es2ShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json" ))); |
94 | m_gl2es2ShaderBuilder->setEnabledLayers({QStringLiteral("diffuse" ), |
95 | QStringLiteral("specular" ), |
96 | QStringLiteral("normal" )}); |
97 | |
98 | m_rhiShader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/rhi/default_pos_norm.vert" )))); |
99 | m_rhiShaderBuilder->setParent(q); |
100 | m_rhiShaderBuilder->setShaderProgram(m_rhiShader); |
101 | m_rhiShaderBuilder->setFragmentShaderGraph(QUrl(QStringLiteral("qrc:/shaders/graphs/phong.frag.json" ))); |
102 | m_rhiShaderBuilder->setEnabledLayers({QStringLiteral("diffuse" ), |
103 | QStringLiteral("specular" ), |
104 | QStringLiteral("normal" )}); |
105 | |
106 | |
107 | m_gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
108 | m_gl3Technique->graphicsApiFilter()->setMajorVersion(3); |
109 | m_gl3Technique->graphicsApiFilter()->setMinorVersion(1); |
110 | m_gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); |
111 | |
112 | m_gl2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
113 | m_gl2Technique->graphicsApiFilter()->setMajorVersion(2); |
114 | m_gl2Technique->graphicsApiFilter()->setMinorVersion(0); |
115 | m_gl2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
116 | |
117 | m_es2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); |
118 | m_es2Technique->graphicsApiFilter()->setMajorVersion(2); |
119 | m_es2Technique->graphicsApiFilter()->setMinorVersion(0); |
120 | m_es2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
121 | |
122 | m_rhiTechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI); |
123 | m_rhiTechnique->graphicsApiFilter()->setMajorVersion(1); |
124 | m_rhiTechnique->graphicsApiFilter()->setMinorVersion(0); |
125 | |
126 | m_noDepthMask->setEnabled(false); |
127 | m_blendState->setEnabled(false); |
128 | m_blendState->setSourceRgb(QBlendEquationArguments::SourceAlpha); |
129 | m_blendState->setDestinationRgb(QBlendEquationArguments::OneMinusSourceAlpha); |
130 | m_blendEquation->setEnabled(false); |
131 | m_blendEquation->setBlendFunction(QBlendEquation::Add); |
132 | |
133 | m_gl3RenderPass->setShaderProgram(m_gl3Shader); |
134 | m_gl2RenderPass->setShaderProgram(m_gl2es2Shader); |
135 | m_es2RenderPass->setShaderProgram(m_gl2es2Shader); |
136 | m_rhiRenderPass->setShaderProgram(m_rhiShader); |
137 | |
138 | m_gl3RenderPass->addRenderState(state: m_noDepthMask); |
139 | m_gl3RenderPass->addRenderState(state: m_blendState); |
140 | m_gl3RenderPass->addRenderState(state: m_blendEquation); |
141 | |
142 | m_gl2RenderPass->addRenderState(state: m_noDepthMask); |
143 | m_gl2RenderPass->addRenderState(state: m_blendState); |
144 | m_gl2RenderPass->addRenderState(state: m_blendEquation); |
145 | |
146 | m_es2RenderPass->addRenderState(state: m_noDepthMask); |
147 | m_es2RenderPass->addRenderState(state: m_blendState); |
148 | m_es2RenderPass->addRenderState(state: m_blendEquation); |
149 | |
150 | m_rhiRenderPass->addRenderState(state: m_noDepthMask); |
151 | m_rhiRenderPass->addRenderState(state: m_blendState); |
152 | m_rhiRenderPass->addRenderState(state: m_blendEquation); |
153 | |
154 | m_gl3Technique->addRenderPass(pass: m_gl3RenderPass); |
155 | m_gl2Technique->addRenderPass(pass: m_gl2RenderPass); |
156 | m_es2Technique->addRenderPass(pass: m_es2RenderPass); |
157 | m_rhiTechnique->addRenderPass(pass: m_rhiRenderPass); |
158 | |
159 | m_filterKey->setParent(q); |
160 | m_filterKey->setName(QStringLiteral("renderingStyle" )); |
161 | m_filterKey->setValue(QStringLiteral("forward" )); |
162 | |
163 | m_gl3Technique->addFilterKey(filterKey: m_filterKey); |
164 | m_gl2Technique->addFilterKey(filterKey: m_filterKey); |
165 | m_es2Technique->addFilterKey(filterKey: m_filterKey); |
166 | m_rhiTechnique->addFilterKey(filterKey: m_filterKey); |
167 | |
168 | m_effect->addTechnique(t: m_gl3Technique); |
169 | m_effect->addTechnique(t: m_gl2Technique); |
170 | m_effect->addTechnique(t: m_es2Technique); |
171 | m_effect->addTechnique(t: m_rhiTechnique); |
172 | |
173 | m_effect->addParameter(parameter: m_ambientParameter); |
174 | m_effect->addParameter(parameter: m_diffuseParameter); |
175 | m_effect->addParameter(parameter: m_specularParameter); |
176 | m_effect->addParameter(parameter: m_shininessParameter); |
177 | m_effect->addParameter(parameter: m_textureScaleParameter); |
178 | |
179 | q->setEffect(m_effect); |
180 | } |
181 | |
182 | void QDiffuseSpecularMaterialPrivate::handleAmbientChanged(const QVariant &var) |
183 | { |
184 | Q_Q(QDiffuseSpecularMaterial); |
185 | emit q->ambientChanged(ambient: var.value<QColor>()); |
186 | } |
187 | |
188 | void QDiffuseSpecularMaterialPrivate::handleShininessChanged(const QVariant &var) |
189 | { |
190 | Q_Q(QDiffuseSpecularMaterial); |
191 | emit q->shininessChanged(shininess: var.toFloat()); |
192 | } |
193 | |
194 | void QDiffuseSpecularMaterialPrivate::handleTextureScaleChanged(const QVariant &var) |
195 | { |
196 | Q_Q(QDiffuseSpecularMaterial); |
197 | emit q->textureScaleChanged(textureScale: var.toFloat()); |
198 | } |
199 | |
200 | /*! |
201 | \class Qt3DExtras::QDiffuseSpecularMaterial |
202 | \ingroup qt3d-extras-materials |
203 | \brief The QDiffuseSpecularMaterial class provides a default implementation |
204 | of the phong lighting effect. |
205 | \inmodule Qt3DExtras |
206 | \since 5.10 |
207 | \inherits Qt3DRender::QMaterial |
208 | |
209 | The phong lighting effect is based on the combination of 3 lighting |
210 | components ambient, diffuse and specular. The relative strengths of these |
211 | components are controlled by means of their reflectivity coefficients which |
212 | are modelled as RGB triplets: |
213 | |
214 | \list |
215 | \li Ambient is the color that is emitted by an object without any other |
216 | light source. |
217 | \li Diffuse is the color that is emitted for rought surface reflections |
218 | with the lights. |
219 | \li Specular is the color emitted for shiny surface reflections with the |
220 | lights. |
221 | \li The shininess of a surface is controlled by a float property. |
222 | \endlist |
223 | |
224 | This material uses an effect with a single render pass approach and |
225 | performs per fragment lighting. Techniques are provided for OpenGL 2, |
226 | OpenGL 3 or above as well as OpenGL ES 2. |
227 | */ |
228 | /*! |
229 | \qmltype DiffuseSpecularMaterial |
230 | \brief The DiffuseSpecularMaterial class provides a default implementation |
231 | of the phong lighting effect. |
232 | \since 5.10 |
233 | \inqmlmodule Qt3D.Extras |
234 | \instantiates Qt3DExtras::QDiffuseSpecularMaterial |
235 | |
236 | The phong lighting effect is based on the combination of 3 lighting |
237 | components ambient, diffuse and specular. The relative strengths of these |
238 | components are controlled by means of their reflectivity coefficients which |
239 | are modelled as RGB triplets: |
240 | |
241 | \list |
242 | \li Ambient is the color that is emitted by an object without any other |
243 | light source. |
244 | \li Diffuse is the color that is emitted for rough surface reflections |
245 | with the lights. |
246 | \li Specular is the color emitted for shiny surface reflections with the |
247 | lights. |
248 | \li The shininess of a surface is controlled by a float property. |
249 | \endlist |
250 | |
251 | This material uses an effect with a single render pass approach and |
252 | performs per fragment lighting. Techniques are provided for OpenGL 2, |
253 | OpenGL 3 or above as well as OpenGL ES 2. |
254 | */ |
255 | |
256 | /*! |
257 | Constructs a new QDiffuseSpecularMaterial instance with parent object \a parent. |
258 | */ |
259 | QDiffuseSpecularMaterial::(QNode *parent) |
260 | : QMaterial(*new QDiffuseSpecularMaterialPrivate, parent) |
261 | { |
262 | Q_D(QDiffuseSpecularMaterial); |
263 | d->init(); |
264 | } |
265 | |
266 | /*! |
267 | Destroys the QDiffuseSpecularMaterial. |
268 | */ |
269 | QDiffuseSpecularMaterial::() |
270 | { |
271 | } |
272 | |
273 | /*! |
274 | \property QDiffuseSpecularMaterial::ambient |
275 | |
276 | Holds the ambient color that is emitted by an object without any other |
277 | light source. |
278 | */ |
279 | /*! |
280 | \qmlproperty color DiffuseSpecularMaterial::ambient |
281 | |
282 | Holds the ambient color that is emitted by an object without any other |
283 | light source. |
284 | */ |
285 | QColor QDiffuseSpecularMaterial::() const |
286 | { |
287 | Q_D(const QDiffuseSpecularMaterial); |
288 | return d->m_ambientParameter->value().value<QColor>(); |
289 | } |
290 | |
291 | /*! |
292 | \property QDiffuseSpecularMaterial::diffuse |
293 | |
294 | Holds the diffuse color of the material that is emitted for rough surface |
295 | reflections with the lights. This can be either a plain color value or a |
296 | texture. |
297 | */ |
298 | /*! |
299 | \qmlproperty var DiffuseSpecularMaterial::diffuse |
300 | |
301 | Holds the diffuse color of the material that is emitted for rough surface |
302 | reflections with the lights. This can be either a plain color value or a |
303 | texture. |
304 | */ |
305 | QVariant QDiffuseSpecularMaterial::() const |
306 | { |
307 | Q_D(const QDiffuseSpecularMaterial); |
308 | return d->m_diffuseParameter->value(); |
309 | } |
310 | |
311 | /*! |
312 | \property QDiffuseSpecularMaterial::specular |
313 | |
314 | Holds the specular color of the material that is emitted for shiny surface |
315 | reflections with the lights. This can be either a plain color value or a |
316 | texture. |
317 | */ |
318 | /*! |
319 | \qmlproperty var DiffuseSpecularMaterial::specular |
320 | |
321 | Holds the specular color of the material that is emitted for shiny surface |
322 | reflections with the lights. This can be either a plain color value or a |
323 | texture. |
324 | */ |
325 | QVariant QDiffuseSpecularMaterial::() const |
326 | { |
327 | Q_D(const QDiffuseSpecularMaterial); |
328 | return d->m_specularParameter->value(); |
329 | } |
330 | |
331 | /*! |
332 | \property QDiffuseSpecularMaterial::shininess |
333 | |
334 | Holds the shininess exponent. Higher values of shininess result in |
335 | a smaller and brighter highlight. |
336 | |
337 | Defaults to 150.0. |
338 | */ |
339 | /*! |
340 | \qmlproperty real DiffuseSpecularMaterial::shininess |
341 | |
342 | Holds the shininess exponent. Higher values of shininess result in |
343 | a smaller and brighter highlight. |
344 | |
345 | Defaults to 150.0. |
346 | */ |
347 | float QDiffuseSpecularMaterial::() const |
348 | { |
349 | Q_D(const QDiffuseSpecularMaterial); |
350 | return d->m_shininessParameter->value().toFloat(); |
351 | } |
352 | |
353 | /*! |
354 | \property QDiffuseSpecularMaterial::normal |
355 | |
356 | Holds the current normal map texture of the material. This can only be a |
357 | texture, otherwise it is ignored. By default this map is not set. |
358 | */ |
359 | /*! |
360 | \qmlproperty var DiffuseSpecularMaterial::normal |
361 | |
362 | Holds the current normal map texture of the material. This can only be a |
363 | texture, otherwise it is ignored. By default this map is not set. |
364 | */ |
365 | QVariant QDiffuseSpecularMaterial::() const |
366 | { |
367 | Q_D(const QDiffuseSpecularMaterial); |
368 | return d->m_normalTextureParameter->value(); |
369 | } |
370 | |
371 | /*! |
372 | \property QDiffuseSpecularMaterial::textureScale |
373 | |
374 | Holds the current texture scale. It is applied as a multiplier to texture |
375 | coordinates at render time. Defaults to 1.0. |
376 | |
377 | When used in conjunction with QTextureWrapMode::Repeat, textureScale provides a simple |
378 | way to tile a texture across a surface. For example, a texture scale of \c 4.0 |
379 | would result in 16 (4x4) tiles. |
380 | */ |
381 | /*! |
382 | \qmlproperty real DiffuseSpecularMaterial::textureScale |
383 | |
384 | Holds the current texture scale. It is applied as a multiplier to texture |
385 | coordinates at render time. Defaults to 1.0. |
386 | |
387 | When used in conjunction with WrapMode.Repeat, textureScale provides a simple |
388 | way to tile a texture across a surface. For example, a texture scale of \c 4.0 |
389 | would result in 16 (4x4) tiles. |
390 | */ |
391 | float QDiffuseSpecularMaterial::() const |
392 | { |
393 | Q_D(const QDiffuseSpecularMaterial); |
394 | return d->m_textureScaleParameter->value().toFloat(); |
395 | } |
396 | |
397 | /*! |
398 | \property QDiffuseSpecularMaterial::alphaBlending |
399 | |
400 | Indicates if the alpha information coming from the diffuse property will |
401 | be taken into account during rendering. Defaults to false. |
402 | */ |
403 | /*! |
404 | \qmlproperty bool DiffuseSpecularMaterial::alphaBlending |
405 | |
406 | Indicates if the alpha information coming from the diffuse property will |
407 | be taken into account during rendering. Defaults to false. |
408 | */ |
409 | bool QDiffuseSpecularMaterial::() const |
410 | { |
411 | Q_D(const QDiffuseSpecularMaterial); |
412 | return d->m_noDepthMask->isEnabled(); |
413 | } |
414 | |
415 | void QDiffuseSpecularMaterial::(const QColor &ambient) |
416 | { |
417 | Q_D(QDiffuseSpecularMaterial); |
418 | d->m_ambientParameter->setValue(ambient); |
419 | } |
420 | |
421 | void QDiffuseSpecularMaterial::(const QVariant &diffuse) |
422 | { |
423 | Q_D(QDiffuseSpecularMaterial); |
424 | d->m_diffuseParameter->setValue(diffuse); |
425 | d->m_diffuseTextureParameter->setValue(diffuse); |
426 | |
427 | auto layers = d->m_gl3ShaderBuilder->enabledLayers(); |
428 | if (diffuse.value<QAbstractTexture *>()) { |
429 | layers.removeAll(QStringLiteral("diffuse" )); |
430 | layers.append(QStringLiteral("diffuseTexture" )); |
431 | d->m_effect->addParameter(parameter: d->m_diffuseTextureParameter); |
432 | d->m_effect->removeParameter(parameter: d->m_diffuseParameter); |
433 | } else { |
434 | layers.removeAll(QStringLiteral("diffuseTexture" )); |
435 | layers.append(QStringLiteral("diffuse" )); |
436 | d->m_effect->removeParameter(parameter: d->m_diffuseTextureParameter); |
437 | d->m_effect->addParameter(parameter: d->m_diffuseParameter); |
438 | } |
439 | d->m_gl3ShaderBuilder->setEnabledLayers(layers); |
440 | d->m_gl2es2ShaderBuilder->setEnabledLayers(layers); |
441 | } |
442 | |
443 | void QDiffuseSpecularMaterial::(const QVariant &specular) |
444 | { |
445 | Q_D(QDiffuseSpecularMaterial); |
446 | d->m_specularParameter->setValue(specular); |
447 | d->m_specularTextureParameter->setValue(specular); |
448 | |
449 | auto layers = d->m_gl3ShaderBuilder->enabledLayers(); |
450 | if (specular.value<QAbstractTexture *>()) { |
451 | layers.removeAll(QStringLiteral("specular" )); |
452 | layers.append(QStringLiteral("specularTexture" )); |
453 | d->m_effect->addParameter(parameter: d->m_specularTextureParameter); |
454 | d->m_effect->removeParameter(parameter: d->m_specularParameter); |
455 | } else { |
456 | layers.removeAll(QStringLiteral("specularTexture" )); |
457 | layers.append(QStringLiteral("specular" )); |
458 | d->m_effect->removeParameter(parameter: d->m_specularTextureParameter); |
459 | d->m_effect->addParameter(parameter: d->m_specularParameter); |
460 | } |
461 | d->m_gl3ShaderBuilder->setEnabledLayers(layers); |
462 | d->m_gl2es2ShaderBuilder->setEnabledLayers(layers); |
463 | } |
464 | |
465 | void QDiffuseSpecularMaterial::(float shininess) |
466 | { |
467 | Q_D(QDiffuseSpecularMaterial); |
468 | d->m_shininessParameter->setValue(shininess); |
469 | } |
470 | |
471 | void QDiffuseSpecularMaterial::(const QVariant &normal) |
472 | { |
473 | Q_D(QDiffuseSpecularMaterial); |
474 | d->m_normalTextureParameter->setValue(normal); |
475 | |
476 | auto layers = d->m_gl3ShaderBuilder->enabledLayers(); |
477 | if (normal.value<QAbstractTexture *>()) { |
478 | layers.removeAll(QStringLiteral("normal" )); |
479 | layers.append(QStringLiteral("normalTexture" )); |
480 | d->m_effect->addParameter(parameter: d->m_normalTextureParameter); |
481 | } else { |
482 | layers.removeAll(QStringLiteral("normalTexture" )); |
483 | layers.append(QStringLiteral("normal" )); |
484 | d->m_effect->removeParameter(parameter: d->m_normalTextureParameter); |
485 | } |
486 | d->m_gl3ShaderBuilder->setEnabledLayers(layers); |
487 | } |
488 | |
489 | void QDiffuseSpecularMaterial::(float textureScale) |
490 | { |
491 | Q_D(QDiffuseSpecularMaterial); |
492 | d->m_textureScaleParameter->setValue(textureScale); |
493 | } |
494 | |
495 | void QDiffuseSpecularMaterial::(bool enabled) |
496 | { |
497 | Q_D(QDiffuseSpecularMaterial); |
498 | d->m_noDepthMask->setEnabled(enabled); |
499 | d->m_blendState->setEnabled(enabled); |
500 | d->m_blendEquation->setEnabled(enabled); |
501 | } |
502 | |
503 | } // namespace Qt3DExtras |
504 | |
505 | QT_END_NAMESPACE |
506 | |
507 | #include "moc_qdiffusespecularmaterial.cpp" |
508 | |