1 | // Copyright (C) 2022 The Qt Company Ltd. |
2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
3 | |
4 | #include "qquick3dfog_p.h" |
5 | |
6 | QT_BEGIN_NAMESPACE |
7 | |
8 | /*! |
9 | \qmltype Fog |
10 | \inherits Object |
11 | \inqmlmodule QtQuick3D |
12 | \brief Specifies fog settings for a scene. |
13 | \since 6.5 |
14 | |
15 | When the \l{QQuick3DSceneEnvironment::fog}{fog} property of a \l |
16 | SceneEnvironment is set to a valid Fog object, the properties are used to |
17 | configure the rendering of fog. |
18 | |
19 | \image fog.jpg |
20 | |
21 | The simple fog provided by this type is implemented by the materials. It is |
22 | not a post-processing effect, meaning it does not involve additional render |
23 | passes processing the texture with the output of the \l View3D, but is |
24 | rather implemented in the fragment shader for each renderable object |
25 | (submesh of \l Model) with a \l PrincipledMaterial or shaded \l |
26 | CustomMaterial. |
27 | |
28 | Fog is configured by a number of properties: |
29 | |
30 | \list |
31 | |
32 | \li General settings: \l color and \l density |
33 | |
34 | \li Depth fog settings: \l depthEnabled, \l depthNear, \l depthFar, \l depthCurve |
35 | |
36 | \li Height fog settings: \l heightEnabled, \l leastIntenseY, \l mostIntenseY, \l heightCurve |
37 | |
38 | \li Color transmission settings: \l transmitEnabled, \l transmitCurve |
39 | |
40 | \endlist |
41 | |
42 | For example, the following snippet enables depth (but not height) fog using |
43 | the default fog parameters: |
44 | |
45 | \qml |
46 | environment: SceneEnvironment { |
47 | backgroundMode: SceneEnvironment.Color |
48 | clearColor: theFog.color |
49 | fog: Fog { |
50 | id: theFog |
51 | enabled: true |
52 | depthEnabled: true |
53 | } |
54 | } |
55 | \endqml |
56 | |
57 | Instead of defining the Fog object inline, it is also possible to reference |
58 | a Fog object by \c id. And since \l ExtendedSceneEnvironment inherits |
59 | everything from its parent type \l SceneEnvironment, fog can be used with |
60 | \l ExtendedSceneEnvironment as well: |
61 | |
62 | \qml |
63 | Fog { |
64 | id: theFog |
65 | enabled: true |
66 | depthEnabled: true |
67 | } |
68 | environment: ExtendedSceneEnvironment { |
69 | fog: theFog |
70 | } |
71 | \endqml |
72 | |
73 | \sa {Qt Quick 3D - Simple Fog Example}, {Qt Quick 3D - Scene Effects Example} |
74 | */ |
75 | |
76 | /*! |
77 | \qmlproperty bool Fog::enabled |
78 | |
79 | Controls whether fog is applied to the scene. The default value is false. |
80 | |
81 | Enabling depth or height fog has no effect without setting this value to |
82 | true. |
83 | |
84 | \sa depthEnabled, heightEnabled |
85 | */ |
86 | |
87 | bool QQuick3DFog::isEnabled() const |
88 | { |
89 | return m_enabled; |
90 | } |
91 | |
92 | void QQuick3DFog::setEnabled(bool newEnabled) |
93 | { |
94 | if (m_enabled == newEnabled) |
95 | return; |
96 | |
97 | m_enabled = newEnabled; |
98 | emit enabledChanged(); |
99 | emit changed(); |
100 | } |
101 | |
102 | /*! |
103 | \qmlproperty color Fog::color |
104 | |
105 | The color of the fog. The default value is "#8099b3" |
106 | |
107 | \image fog_color_1.jpg |
108 | |
109 | The same scene with color changed to be more blueish: |
110 | |
111 | \image fog_color_2.jpg |
112 | |
113 | \sa density |
114 | */ |
115 | |
116 | QColor QQuick3DFog::color() const |
117 | { |
118 | return m_color; |
119 | } |
120 | |
121 | void QQuick3DFog::setColor(const QColor &newColor) |
122 | { |
123 | if (m_color == newColor) |
124 | return; |
125 | |
126 | m_color = newColor; |
127 | emit colorChanged(); |
128 | emit changed(); |
129 | } |
130 | |
131 | /*! |
132 | \qmlproperty float Fog::density |
133 | |
134 | Controls the fog amount, in practice this is a multiplier in range 0-1. The |
135 | default value is 1.0. Reducing the value decreases the strength of the fog |
136 | effect. Applicable only when depthEnabled is set to true. |
137 | |
138 | The on-screen visual effect may be affected by a number of other settings |
139 | from \l ExtendedSceneEnvironment, such as tonemapping or glow and bloom. |
140 | The same density value may give different results depending on what other |
141 | effects are enabled, and how those are configured. |
142 | |
143 | An example scene with density set to \c{0.95}: |
144 | |
145 | \image fog_density_095.jpg |
146 | |
147 | The same scene with density reduced to \c{0.15}: |
148 | |
149 | \image fog_density_015.jpg |
150 | |
151 | \sa color |
152 | */ |
153 | |
154 | float QQuick3DFog::density() const |
155 | { |
156 | return m_density; |
157 | } |
158 | |
159 | void QQuick3DFog::setDensity(float newDensity) |
160 | { |
161 | if (qFuzzyCompare(p1: m_density, p2: newDensity)) |
162 | return; |
163 | |
164 | m_density = newDensity; |
165 | emit densityChanged(); |
166 | emit changed(); |
167 | } |
168 | |
169 | /*! |
170 | \qmlproperty bool Fog::depthEnabled |
171 | |
172 | Controls if the fog appears in the distance. The default value is false. |
173 | |
174 | \sa heightEnabled, enabled, depthNear, depthFar, depthCurve |
175 | */ |
176 | |
177 | bool QQuick3DFog::isDepthEnabled() const |
178 | { |
179 | return m_depthEnabled; |
180 | } |
181 | |
182 | void QQuick3DFog::setDepthEnabled(bool newDepthEnabled) |
183 | { |
184 | if (m_depthEnabled == newDepthEnabled) |
185 | return; |
186 | |
187 | m_depthEnabled = newDepthEnabled; |
188 | emit depthEnabledChanged(); |
189 | emit changed(); |
190 | } |
191 | |
192 | /*! |
193 | \qmlproperty float Fog::depthNear |
194 | |
195 | Starting distance from the camera. The default value is 10.0. Applicable |
196 | only when depthEnabled is set to true. |
197 | |
198 | As an example, take this scene, first with a higher depthNear value. |
199 | |
200 | \image fog_depthnear_higher.jpg |
201 | |
202 | Decreasing the value of depthNear results in the fog effectively "moving |
203 | closer" to the camera as it now starts from a smaller distance from the |
204 | camera: |
205 | |
206 | \image fog_depthnear_lower.jpg |
207 | |
208 | \note The scene, including the camera and the models, are expected to be set |
209 | up accordingly, so that sensible ranges can be defined by properties such |
210 | as depthNear and depthFar. Do not expect that fog can always be enabled on |
211 | a scene containing assets imported as-is, without tuning the transforms |
212 | first. For example, the example screenshots on this page with the |
213 | \l{https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza}{Sponza} |
214 | model are generated after manually applying an additional scale of \c{(100, |
215 | 100, 100)} on the instantiated Sponza component that was generated by the |
216 | \c balsam tool from the glTF source asset. This then gave a sufficient Z |
217 | range to get good looking results by tuning the depthNear and depthFar |
218 | values. |
219 | |
220 | \sa depthFar, depthEnabled |
221 | */ |
222 | |
223 | float QQuick3DFog::depthNear() const |
224 | { |
225 | return m_depthNear; |
226 | } |
227 | |
228 | void QQuick3DFog::setDepthNear(float newDepthNear) |
229 | { |
230 | if (qFuzzyCompare(p1: m_depthNear, p2: newDepthNear)) |
231 | return; |
232 | |
233 | m_depthNear = newDepthNear; |
234 | emit depthNearChanged(); |
235 | emit changed(); |
236 | } |
237 | |
238 | /*! |
239 | \qmlproperty float Fog::depthFar |
240 | |
241 | Ending distance from the camera. The default value is 1000.0. Applicable |
242 | only when depthEnabled is set to true. |
243 | |
244 | \note The scene, including the camera and the models, are expected to be set |
245 | up accordingly, so that sensible ranges can be defined by properties such |
246 | as depthNear and depthFar. Do not expect that fog can always be enabled on |
247 | a scene containing assets imported as-is, without tuning the transforms |
248 | first. For example, the example screenshots on this page with the |
249 | \l{https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza}{Sponza} |
250 | model are generated after manually applying an additional scale of \c{(100, |
251 | 100, 100)} on the instantiated Sponza component that was generated by the |
252 | \c balsam tool from the glTF source asset. This then gave a sufficient Z |
253 | range to get good looking results by tuning the depthNear and depthFar |
254 | values. |
255 | |
256 | \sa depthNear, depthEnabled |
257 | */ |
258 | |
259 | float QQuick3DFog::depthFar() const |
260 | { |
261 | return m_depthFar; |
262 | } |
263 | |
264 | void QQuick3DFog::setDepthFar(float newDepthFar) |
265 | { |
266 | if (qFuzzyCompare(p1: m_depthFar, p2: newDepthFar)) |
267 | return; |
268 | |
269 | m_depthFar = newDepthFar; |
270 | emit depthFarChanged(); |
271 | emit changed(); |
272 | } |
273 | |
274 | /*! |
275 | \qmlproperty float Fog::depthCurve |
276 | |
277 | The default value is 1.0. |
278 | |
279 | Applicable only when depthEnabled is set to true. |
280 | |
281 | \sa depthEnabled |
282 | */ |
283 | |
284 | float QQuick3DFog::depthCurve() const |
285 | { |
286 | return m_depthCurve; |
287 | } |
288 | |
289 | void QQuick3DFog::setDepthCurve(float newDepthCurve) |
290 | { |
291 | if (qFuzzyCompare(p1: m_depthCurve, p2: newDepthCurve)) |
292 | return; |
293 | |
294 | m_depthCurve = newDepthCurve; |
295 | emit depthCurveChanged(); |
296 | emit changed(); |
297 | } |
298 | |
299 | /*! |
300 | \qmlproperty bool Fog::heightEnabled |
301 | |
302 | Controls if a height fog is enabled. The default value is false. |
303 | |
304 | \sa depthEnabled, enabled, leastIntenseY, mostIntenseY, heightCurve |
305 | */ |
306 | |
307 | bool QQuick3DFog::isHeightEnabled() const |
308 | { |
309 | return m_heightEnabled; |
310 | } |
311 | |
312 | void QQuick3DFog::setHeightEnabled(bool newHeightEnabled) |
313 | { |
314 | if (m_heightEnabled == newHeightEnabled) |
315 | return; |
316 | |
317 | m_heightEnabled = newHeightEnabled; |
318 | emit heightEnabledChanged(); |
319 | emit changed(); |
320 | } |
321 | |
322 | /*! |
323 | \qmlproperty float Fog::leastIntenseY |
324 | |
325 | Specifies the position (Y coordinate) where the fog is the least intense. |
326 | The default value is 10.0. Applicable only when heightEnabled is set to |
327 | true. |
328 | |
329 | \note By default the value is larger than mostIntenseY. As long as this is |
330 | true, the fog is rendered top to bottom. When this value is smaller than |
331 | mostIntenseY, the fog will render bottom to top. |
332 | |
333 | \note The Y axis points upwards in Qt Quick 3D scenes. |
334 | |
335 | Pictured here is a scene with height fog enabled (no depth fog), and |
336 | leastIntenseY set to a value so the fog is only spreading around the bottom |
337 | of the Sponza scene. |
338 | |
339 | \image fog_height_least_y_smaller.jpg |
340 | |
341 | Increasing the value of leastIntenseY makes the fog spread higher since it |
342 | now effectively starts at a higher Y position in the scene. (remember that |
343 | the Y axis points upwards) |
344 | |
345 | \image fog_height_least_y_bigger.jpg |
346 | |
347 | \note As with depth fog, the scene is expected to be set up accordingly, so |
348 | that sensible Y coordinate ranges can be defined by leastIntenseY and |
349 | mostIntenseY. Do not expect that fog can always be enabled on a scene |
350 | containing assets imported as-is, without tuning the transforms first. For |
351 | example, the example screenshots on this page with the |
352 | \l{https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza}{Sponza} |
353 | model are generated after manually applying an additional scale of \c{(100, |
354 | 100, 100)} on the instantiated Sponza component that was generated by the |
355 | \c balsam tool from the glTF source asset. |
356 | |
357 | \sa mostIntenseY, heightEnabled |
358 | */ |
359 | |
360 | float QQuick3DFog::leastIntenseY() const |
361 | { |
362 | return m_leastIntenseY; |
363 | } |
364 | |
365 | void QQuick3DFog::setLeastIntenseY(float newLeastIntenseY) |
366 | { |
367 | if (qFuzzyCompare(p1: m_leastIntenseY, p2: newLeastIntenseY)) |
368 | return; |
369 | |
370 | m_leastIntenseY = newLeastIntenseY; |
371 | emit leastIntenseYChanged(); |
372 | emit changed(); |
373 | } |
374 | |
375 | /*! |
376 | \qmlproperty float Fog::mostIntenseY |
377 | |
378 | Specifies the position (Y coordinate) where the fog is the most intense. |
379 | The default value is 0. Applicable only when heightEnabled is set to true. |
380 | |
381 | \note By default the value is smaller than leastIntenseY. As long as this is |
382 | true, the fog is rendered top to bottom. When this value is larger than |
383 | leastIntenseY, the fog will render bottom to top. |
384 | |
385 | \note The Y axis points upwards in Qt Quick 3D scenes. |
386 | |
387 | \note As with depth fog, the scene is expected to be set up accordingly, so |
388 | that sensible Y coordinate ranges can be defined by leastIntenseY and |
389 | mostIntenseY. Do not expect that fog can always be enabled on a scene |
390 | containing assets imported as-is, without tuning the transforms first. For |
391 | example, the example screenshots on this page with the |
392 | \l{https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/Sponza}{Sponza} |
393 | model are generated after manually applying an additional scale of \c{(100, |
394 | 100, 100)} on the instantiated Sponza component that was generated by the |
395 | \c balsam tool from the glTF source asset. |
396 | |
397 | \sa leastIntenseY, heightEnabled |
398 | */ |
399 | |
400 | float QQuick3DFog::mostIntenseY() const |
401 | { |
402 | return m_mostIntenseY; |
403 | } |
404 | |
405 | void QQuick3DFog::setMostIntenseY(float newMostIntenseY) |
406 | { |
407 | if (qFuzzyCompare(p1: m_mostIntenseY, p2: newMostIntenseY)) |
408 | return; |
409 | |
410 | m_mostIntenseY = newMostIntenseY; |
411 | emit mostIntenseYChanged(); |
412 | emit changed(); |
413 | } |
414 | |
415 | /*! |
416 | \qmlproperty float Fog::heightCurve |
417 | |
418 | Specifies the intensity of the height fog. The default value is 1.0. |
419 | Applicable only when heightEnabled is set to true. |
420 | |
421 | \sa heightEnabled |
422 | */ |
423 | |
424 | float QQuick3DFog::heightCurve() const |
425 | { |
426 | return m_heightCurve; |
427 | } |
428 | |
429 | void QQuick3DFog::setHeightCurve(float newHeightCurve) |
430 | { |
431 | if (qFuzzyCompare(p1: m_heightCurve, p2: newHeightCurve)) |
432 | return; |
433 | |
434 | m_heightCurve = newHeightCurve; |
435 | emit heightCurveChanged(); |
436 | emit changed(); |
437 | } |
438 | |
439 | /*! |
440 | \qmlproperty bool Fog::transmitEnabled |
441 | |
442 | Controls if the fog has a light transmission effect. The default value is |
443 | false. |
444 | */ |
445 | |
446 | bool QQuick3DFog::isTransmitEnabled() const |
447 | { |
448 | return m_transmitEnabled; |
449 | } |
450 | |
451 | void QQuick3DFog::setTransmitEnabled(bool newTransmitEnabled) |
452 | { |
453 | if (m_transmitEnabled == newTransmitEnabled) |
454 | return; |
455 | |
456 | m_transmitEnabled = newTransmitEnabled; |
457 | emit transmitEnabledChanged(); |
458 | emit changed(); |
459 | } |
460 | |
461 | /*! |
462 | \qmlproperty float Fog::transmitCurve |
463 | |
464 | Intensity of the light transmission effect. The default value is 1.0. |
465 | Applicable only when transmitEnabled is set to true. |
466 | */ |
467 | |
468 | float QQuick3DFog::transmitCurve() const |
469 | { |
470 | return m_transmitCurve; |
471 | } |
472 | |
473 | void QQuick3DFog::setTransmitCurve(float newTransmitCurve) |
474 | { |
475 | if (qFuzzyCompare(p1: m_transmitCurve, p2: newTransmitCurve)) |
476 | return; |
477 | |
478 | m_transmitCurve = newTransmitCurve; |
479 | emit transmitCurveChanged(); |
480 | emit changed(); |
481 | } |
482 | |
483 | QT_END_NAMESPACE |
484 | |