1 | // Copyright (C) 2015 Lorenz Esch (TU Ilmenau). |
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 "qpervertexcolormaterial.h" |
5 | #include "qpervertexcolormaterial_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/qshaderprogram.h> |
12 | #include <Qt3DRender/qparameter.h> |
13 | #include <Qt3DRender/qrenderpass.h> |
14 | #include <Qt3DRender/qgraphicsapifilter.h> |
15 | #include <QtCore/QUrl> |
16 | #include <QtGui/QVector3D> |
17 | #include <QtGui/QVector4D> |
18 | |
19 | QT_BEGIN_NAMESPACE |
20 | |
21 | using namespace Qt3DRender; |
22 | |
23 | namespace Qt3DExtras { |
24 | |
25 | QPerVertexColorMaterialPrivate::() |
26 | : QMaterialPrivate() |
27 | , m_vertexEffect(new QEffect()) |
28 | , m_vertexGL3Technique(new QTechnique()) |
29 | , m_vertexGL2Technique(new QTechnique()) |
30 | , m_vertexES2Technique(new QTechnique()) |
31 | , m_vertexRHITechnique(new QTechnique()) |
32 | , m_vertexGL3RenderPass(new QRenderPass()) |
33 | , m_vertexGL2RenderPass(new QRenderPass()) |
34 | , m_vertexES2RenderPass(new QRenderPass()) |
35 | , m_vertexRHIRenderPass(new QRenderPass()) |
36 | , m_vertexGL3Shader(new QShaderProgram()) |
37 | , m_vertexGL2ES2Shader(new QShaderProgram()) |
38 | , m_vertexRHIShader(new QShaderProgram()) |
39 | , m_filterKey(new QFilterKey) |
40 | { |
41 | } |
42 | |
43 | /*! |
44 | \class Qt3DExtras::QPerVertexColorMaterial |
45 | \ingroup qt3d-extras-materials |
46 | \brief The QPerVertexColorMaterial class provides a default implementation for rendering the |
47 | color properties set for each vertex. |
48 | \inmodule Qt3DExtras |
49 | \since 5.7 |
50 | \inherits Qt3DRender::QMaterial |
51 | |
52 | This lighting effect is based on the combination of 2 lighting components ambient and diffuse. |
53 | Ambient is set by the vertex color. |
54 | Diffuse takes in account the normal distribution of each vertex. |
55 | |
56 | \list |
57 | \li Ambient is the color that is emitted by an object without any other light source. |
58 | \li Diffuse is the color that is emitted for rough surface reflections with the lights |
59 | \endlist |
60 | |
61 | This material uses an effect with a single render pass approach and forms fragment lighting. |
62 | Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. |
63 | */ |
64 | |
65 | /*! |
66 | Constructs a new QPerVertexColorMaterial instance with parent object \a parent. |
67 | */ |
68 | QPerVertexColorMaterial::(QNode *parent) |
69 | : QMaterial(*new QPerVertexColorMaterialPrivate, parent) |
70 | { |
71 | Q_D(QPerVertexColorMaterial); |
72 | d->init(); |
73 | } |
74 | |
75 | /*! |
76 | Destroys the QPerVertexColorMaterial |
77 | */ |
78 | QPerVertexColorMaterial::() |
79 | { |
80 | } |
81 | |
82 | // TODO: Define how lights are proties are set in the shaders. Ideally using a QShaderData |
83 | void QPerVertexColorMaterialPrivate::() |
84 | { |
85 | m_vertexGL3Shader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/gl3/pervertexcolor.vert" )))); |
86 | m_vertexGL3Shader->setFragmentShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/gl3/pervertexcolor.frag" )))); |
87 | m_vertexGL2ES2Shader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/es2/pervertexcolor.vert" )))); |
88 | m_vertexGL2ES2Shader->setFragmentShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/es2/pervertexcolor.frag" )))); |
89 | m_vertexRHIShader->setVertexShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/rhi/pervertexcolor.vert" )))); |
90 | m_vertexRHIShader->setFragmentShaderCode(QShaderProgram::loadSource(sourceUrl: QUrl(QStringLiteral("qrc:/shaders/rhi/pervertexcolor.frag" )))); |
91 | |
92 | m_vertexGL3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
93 | m_vertexGL3Technique->graphicsApiFilter()->setMajorVersion(3); |
94 | m_vertexGL3Technique->graphicsApiFilter()->setMinorVersion(1); |
95 | m_vertexGL3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); |
96 | |
97 | m_vertexGL2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
98 | m_vertexGL2Technique->graphicsApiFilter()->setMajorVersion(2); |
99 | m_vertexGL2Technique->graphicsApiFilter()->setMinorVersion(0); |
100 | m_vertexGL2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
101 | |
102 | m_vertexES2Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGLES); |
103 | m_vertexES2Technique->graphicsApiFilter()->setMajorVersion(2); |
104 | m_vertexES2Technique->graphicsApiFilter()->setMinorVersion(0); |
105 | m_vertexES2Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::NoProfile); |
106 | |
107 | m_vertexRHITechnique->graphicsApiFilter()->setApi(QGraphicsApiFilter::RHI); |
108 | m_vertexRHITechnique->graphicsApiFilter()->setMajorVersion(1); |
109 | m_vertexRHITechnique->graphicsApiFilter()->setMinorVersion(0); |
110 | |
111 | Q_Q(QPerVertexColorMaterial); |
112 | m_filterKey->setParent(q); |
113 | m_filterKey->setName(QStringLiteral("renderingStyle" )); |
114 | m_filterKey->setValue(QStringLiteral("forward" )); |
115 | |
116 | m_vertexGL3Technique->addFilterKey(filterKey: m_filterKey); |
117 | m_vertexGL2Technique->addFilterKey(filterKey: m_filterKey); |
118 | m_vertexES2Technique->addFilterKey(filterKey: m_filterKey); |
119 | m_vertexRHITechnique->addFilterKey(filterKey: m_filterKey); |
120 | |
121 | m_vertexGL3RenderPass->setShaderProgram(m_vertexGL3Shader); |
122 | m_vertexGL2RenderPass->setShaderProgram(m_vertexGL2ES2Shader); |
123 | m_vertexES2RenderPass->setShaderProgram(m_vertexGL2ES2Shader); |
124 | m_vertexRHIRenderPass->setShaderProgram(m_vertexRHIShader); |
125 | |
126 | m_vertexGL3Technique->addRenderPass(pass: m_vertexGL3RenderPass); |
127 | m_vertexGL2Technique->addRenderPass(pass: m_vertexGL2RenderPass); |
128 | m_vertexES2Technique->addRenderPass(pass: m_vertexES2RenderPass); |
129 | m_vertexRHITechnique->addRenderPass(pass: m_vertexRHIRenderPass); |
130 | |
131 | m_vertexEffect->addTechnique(t: m_vertexGL3Technique); |
132 | m_vertexEffect->addTechnique(t: m_vertexGL2Technique); |
133 | m_vertexEffect->addTechnique(t: m_vertexES2Technique); |
134 | m_vertexEffect->addTechnique(t: m_vertexRHITechnique); |
135 | |
136 | q->setEffect(m_vertexEffect); |
137 | } |
138 | |
139 | } // namespace Qt3DExtras |
140 | |
141 | QT_END_NAMESPACE |
142 | |
143 | #include "moc_qpervertexcolormaterial.cpp" |
144 | |