| 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 | namespace Qt3DExtras { |
| 22 | |
| 23 | using namespace Qt3DRender; |
| 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 | |