| 1 | // Copyright (C) 2014 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 "qmaterial.h" |
| 5 | #include "qmaterial_p.h" |
| 6 | #include "qtexture.h" |
| 7 | #include "qeffect.h" |
| 8 | #include <Qt3DRender/private/renderlogging_p.h> |
| 9 | #include "qparameter.h" |
| 10 | |
| 11 | /*! |
| 12 | \qmltype Material |
| 13 | \nativetype Qt3DRender::QMaterial |
| 14 | \inqmlmodule Qt3D.Render |
| 15 | \brief Non-creatable abstract base for materials. |
| 16 | \since 5.5 |
| 17 | |
| 18 | Material provides a way to specify the rendering of an \l{Qt3D.Core::Entity}{entity}. |
| 19 | Any aspect can define its own subtype of Material so that a |
| 20 | Material can be used to describe a visual element; for example, the way |
| 21 | sound should reflect off an element, the temperature of a surface, |
| 22 | and so on. |
| 23 | |
| 24 | In itself, a Material doesn't do anything. It's only when it references an |
| 25 | Effect node that a Material becomes useful. |
| 26 | |
| 27 | In practice, it often happens that a single Effect is being referenced by |
| 28 | several Material components. This allows to only create the effect, |
| 29 | techniques, passes and shaders once while allowing to specify the material |
| 30 | by adding Parameter instances. |
| 31 | |
| 32 | A Parameter defined on a Material overrides parameter (of the same |
| 33 | name) defined in a Effect, Technique and RenderPass, but are overridden by parameters in |
| 34 | RenderPassFilter and TechniqueFilter. |
| 35 | |
| 36 | \code |
| 37 | Effect { |
| 38 | id: effect |
| 39 | |
| 40 | techniques: [ |
| 41 | Technique { |
| 42 | id: gl3Technique |
| 43 | graphicsApiFilter { |
| 44 | api: GraphicsApiFilter.OpenGL |
| 45 | profile: GraphicsApiFilter.CoreProfile |
| 46 | majorVersion: 3 |
| 47 | minorVersion: 1 |
| 48 | } |
| 49 | renderPasses: [ |
| 50 | RenderPass { |
| 51 | id: gl3Pass |
| 52 | shaderProgram: ShaderProgram { |
| 53 | ... |
| 54 | } |
| 55 | } |
| 56 | ] |
| 57 | } |
| 58 | ] |
| 59 | } |
| 60 | |
| 61 | Material { |
| 62 | id: material1 |
| 63 | parameters: [ |
| 64 | Parameter { name: "color"; value: "green" } |
| 65 | ] |
| 66 | } |
| 67 | |
| 68 | Material { |
| 69 | id: material2 |
| 70 | parameters: [ |
| 71 | Parameter { name: "color"; value: "white" } |
| 72 | ] |
| 73 | } |
| 74 | \endcode |
| 75 | |
| 76 | \sa Effect, Technique, Parameter |
| 77 | */ |
| 78 | |
| 79 | /*! |
| 80 | \class Qt3DRender::QMaterial |
| 81 | \inmodule Qt3DRender |
| 82 | \inherits Qt3DCore::QComponent |
| 83 | \brief Provides an abstract class that should be the base of all material component classes |
| 84 | in a scene. |
| 85 | \since 5.5 |
| 86 | |
| 87 | QMaterial provides a way to specify the rendering of an \l{Qt3DCore::QEntity}{entity}. |
| 88 | Any aspect can define its own subclass of QMaterial so that a |
| 89 | Material can be used to describe a visual element; for example, the way |
| 90 | sound should reflect off an element, the temperature of a surface, |
| 91 | and so on. |
| 92 | |
| 93 | In itself, a QMaterial doesn't do anything. It's only when it references a |
| 94 | QEffect node that a QMaterial becomes useful. |
| 95 | |
| 96 | In practice, it often happens that a single QEffect is being referenced by |
| 97 | several QMaterial components. This allows to only create the effect, |
| 98 | techniques, passes and shaders once while allowing to specify the material |
| 99 | by adding QParameter instances. |
| 100 | |
| 101 | A QParameter defined on a QMaterial overrides parameter (of the same |
| 102 | name) defined in a QEffect, QTechnique and QRenderPass, but are overridden by parameter in |
| 103 | QRenderPassFilter and QTechniqueFilter. |
| 104 | |
| 105 | \code |
| 106 | QMaterial *material1 = new QMaterial(); |
| 107 | QMaterial *material2 = new QMaterial(); |
| 108 | |
| 109 | // Create effect, technique, render pass and shader |
| 110 | QEffect *effect = new QEffect(); |
| 111 | QTechnique *gl3Technique = new QTechnique(); |
| 112 | QRenderPass *gl3Pass = new QRenderPass(); |
| 113 | QShaderProgram *glShader = new QShaderProgram(); |
| 114 | |
| 115 | // Set the shader on the render pass |
| 116 | gl3Pass->setShaderProgram(glShader); |
| 117 | |
| 118 | // Add the pass to the technique |
| 119 | gl3Technique->addRenderPass(gl3Pass); |
| 120 | |
| 121 | // Set the targeted GL version for the technique |
| 122 | gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL); |
| 123 | gl3Technique->graphicsApiFilter()->setMajorVersion(3); |
| 124 | gl3Technique->graphicsApiFilter()->setMinorVersion(1); |
| 125 | gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile); |
| 126 | |
| 127 | // Add the technique to the effect |
| 128 | effect->addTechnique(gl3Technique); |
| 129 | |
| 130 | // Set the effect on the materials |
| 131 | material1->setEffect(effect); |
| 132 | material2->setEffect(effect); |
| 133 | |
| 134 | // Set different parameters on the materials |
| 135 | const QString parameterName = QStringLiteral("color"); |
| 136 | material1->addParameter(new QParameter(parameterName, QColor::fromRgbF(0.0f, 1.0f, 0.0f, 1.0f))); |
| 137 | material2->addParameter(new QParameter(parameterName, QColor::fromRgbF(1.0f, 1.0f, 1.0f, 1.0f))); |
| 138 | |
| 139 | \endcode |
| 140 | |
| 141 | \sa QEffect, QTechnique, QParameter |
| 142 | */ |
| 143 | |
| 144 | QT_BEGIN_NAMESPACE |
| 145 | |
| 146 | using namespace Qt3DCore; |
| 147 | |
| 148 | namespace Qt3DRender { |
| 149 | |
| 150 | QMaterialPrivate::QMaterialPrivate() |
| 151 | : QComponentPrivate() |
| 152 | , m_effect(nullptr) |
| 153 | { |
| 154 | } |
| 155 | |
| 156 | QMaterialPrivate::~QMaterialPrivate() |
| 157 | { |
| 158 | } |
| 159 | |
| 160 | QMaterial::QMaterial(QNode *parent) |
| 161 | : QComponent(*new QMaterialPrivate, parent) |
| 162 | { |
| 163 | } |
| 164 | |
| 165 | QMaterial::~QMaterial() |
| 166 | { |
| 167 | } |
| 168 | |
| 169 | /*! \internal */ |
| 170 | QMaterial::QMaterial(QMaterialPrivate &dd, QNode *parent) |
| 171 | : QComponent(dd, parent) |
| 172 | { |
| 173 | } |
| 174 | |
| 175 | /*! |
| 176 | \qmlproperty list<Parameter> Material::parameters |
| 177 | |
| 178 | Holds the list of parameters used by the material. |
| 179 | */ |
| 180 | |
| 181 | /*! |
| 182 | \qmlproperty Effect Material::effect |
| 183 | |
| 184 | Specifies the effect to be used with the material. |
| 185 | */ |
| 186 | /*! |
| 187 | \property Qt3DRender::QMaterial::effect |
| 188 | |
| 189 | Specifies the effect to be used with the material. |
| 190 | */ |
| 191 | void QMaterial::setEffect(QEffect *effect) |
| 192 | { |
| 193 | Q_D(QMaterial); |
| 194 | if (effect != d->m_effect) { |
| 195 | |
| 196 | if (d->m_effect) |
| 197 | d->unregisterDestructionHelper(node: d->m_effect); |
| 198 | |
| 199 | // We need to add it as a child of the current node if it has been declared inline |
| 200 | // Or not previously added as a child of the current node so that |
| 201 | // 1) The backend gets notified about it's creation |
| 202 | // 2) When the current node is destroyed, it gets destroyed as well |
| 203 | if (effect && !effect->parent()) |
| 204 | effect->setParent(this); |
| 205 | d->m_effect = effect; |
| 206 | |
| 207 | // Ensures proper bookkeeping |
| 208 | if (d->m_effect) |
| 209 | d->registerDestructionHelper(node: d->m_effect, func: &QMaterial::setEffect, d->m_effect); |
| 210 | |
| 211 | emit effectChanged(effect); |
| 212 | } |
| 213 | } |
| 214 | |
| 215 | QEffect *QMaterial::effect() const |
| 216 | { |
| 217 | Q_D(const QMaterial); |
| 218 | return d->m_effect; |
| 219 | } |
| 220 | |
| 221 | /*! |
| 222 | * Add a \a parameter to the material's parameters. |
| 223 | */ |
| 224 | void QMaterial::addParameter(QParameter *parameter) |
| 225 | { |
| 226 | Q_ASSERT(parameter); |
| 227 | Q_D(QMaterial); |
| 228 | if (!d->m_parameters.contains(t: parameter)) { |
| 229 | d->m_parameters.append(t: parameter); |
| 230 | |
| 231 | // Ensures proper bookkeeping |
| 232 | d->registerDestructionHelper(node: parameter, func: &QMaterial::removeParameter, d->m_parameters); |
| 233 | |
| 234 | // We need to add it as a child of the current node if it has been declared inline |
| 235 | // Or not previously added as a child of the current node so that |
| 236 | // 1) The backend gets notified about it's creation |
| 237 | // 2) When the current node is destroyed, it gets destroyed as well |
| 238 | if (!parameter->parent()) |
| 239 | parameter->setParent(this); |
| 240 | |
| 241 | d->update(); |
| 242 | } |
| 243 | } |
| 244 | |
| 245 | /*! |
| 246 | * Remove a \a parameter from the material's parameters. |
| 247 | */ |
| 248 | void QMaterial::removeParameter(QParameter *parameter) |
| 249 | { |
| 250 | Q_ASSERT(parameter); |
| 251 | Q_D(QMaterial); |
| 252 | if (!d->m_parameters.removeOne(t: parameter)) |
| 253 | return; |
| 254 | d->update(); |
| 255 | } |
| 256 | |
| 257 | /*! |
| 258 | * Returns a vector of the material's current parameters |
| 259 | */ |
| 260 | QList<QParameter *> QMaterial::parameters() const |
| 261 | { |
| 262 | Q_D(const QMaterial); |
| 263 | return d->m_parameters; |
| 264 | } |
| 265 | |
| 266 | } // namespace Qt3DRender |
| 267 | |
| 268 | QT_END_NAMESPACE |
| 269 | |
| 270 | #include "moc_qmaterial.cpp" |
| 271 | |