2016-05-31 12:22:15 +00:00
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/****************************************************************************
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**
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** Copyright (C) 2017 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the Qt3D module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL3$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see http://www.qt.io/terms-conditions. For further
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** information use the contact form at http://www.qt.io/contact-us.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 3 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPLv3 included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 3 requirements
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** will be met: https://www.gnu.org/licenses/lgpl.html.
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**
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** GNU General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU
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** General Public License version 2.0 or later as published by the Free
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** Software Foundation and appearing in the file LICENSE.GPL included in
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** the packaging of this file. Please review the following information to
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** ensure the GNU General Public License version 2.0 requirements will be
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** met: http://www.gnu.org/licenses/gpl-2.0.html.
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include <Qt3DRender/QParameter>
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#include <Qt3DRender/QEffect>
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#include <Qt3DRender/QTechnique>
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#include <Qt3DRender/QAbstractTexture>
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#include <Qt3DRender/QShaderProgram>
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#include <Qt3DRender/QRenderPass>
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#include <Qt3DRender/QBlendEquation>
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#include <Qt3DRender/QBlendEquationArguments>
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#include <Qt3DRender/QFilterKey>
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#include <Qt3DRender/QGraphicsApiFilter>
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#include <QColor>
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#include <QVector2D>
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#include <QUrl>
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#include "planematerial.h"
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PlaneMaterial::PlaneMaterial(Qt3DRender::QAbstractTexture *texture, Qt3DCore::QNode *parent)
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: QMaterial(parent)
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, m_effect(new Qt3DRender::QEffect(this))
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2017-02-09 13:08:12 +00:00
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, m_texture(texture)
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2016-05-31 12:22:15 +00:00
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{
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setEffect(m_effect);
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m_texCoordScaleParam = new Qt3DRender::QParameter(QStringLiteral("texCoordScale"), QVector2D(1.0f, -1.0f));
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m_texCoordBiasParam = new Qt3DRender::QParameter(QStringLiteral("texCoordBias"), QVector2D(0.0f, 1.0f));
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m_textureParam = new Qt3DRender::QParameter(QStringLiteral("surfaceTexture"), m_texture);
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m_effect->addParameter(m_texCoordScaleParam);
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m_effect->addParameter(m_texCoordBiasParam);
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m_effect->addParameter(m_textureParam);
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m_filter = new Qt3DRender::QFilterKey(this);
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m_filter->setName(QStringLiteral("renderingStyle"));
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m_filter->setValue(QStringLiteral("forward"));
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m_techniqueGLES = new Qt3DRender::QTechnique(m_effect);
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m_techniqueGL3 = new Qt3DRender::QTechnique(m_effect);
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m_techniqueGL2 = new Qt3DRender::QTechnique(m_effect);
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m_techniqueGLES->addFilterKey(m_filter);
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m_techniqueGL3->addFilterKey(m_filter);
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m_techniqueGL2->addFilterKey(m_filter);
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m_effect->addTechnique(m_techniqueGLES);
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m_effect->addTechnique(m_techniqueGL3);
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m_effect->addTechnique(m_techniqueGL2);
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m_programGLES = new Qt3DRender::QShaderProgram(m_effect);
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m_programGLES->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/texturing.vert"))));
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m_programGLES->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/texturing.frag"))));
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m_programGL3 = new Qt3DRender::QShaderProgram(m_effect);
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m_programGL3->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/texturing.vert"))));
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m_programGL3->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/texturing.frag"))));
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m_renderPassGLES = new Qt3DRender::QRenderPass(m_effect);
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m_renderPassGL3 = new Qt3DRender::QRenderPass(m_effect);
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m_renderPassGL2 = new Qt3DRender::QRenderPass(m_effect);
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m_renderPassGLES->setShaderProgram(m_programGLES);
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m_renderPassGL3->setShaderProgram(m_programGL3);
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m_renderPassGL2->setShaderProgram(m_programGL3);
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m_techniqueGL2->addRenderPass(m_renderPassGL2);
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m_techniqueGLES->addRenderPass(m_renderPassGLES);
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m_techniqueGL3->addRenderPass(m_renderPassGL3);
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m_techniqueGLES->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGLES);
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m_techniqueGLES->graphicsApiFilter()->setMajorVersion(2);
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m_techniqueGLES->graphicsApiFilter()->setMinorVersion(0);
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m_techniqueGLES->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
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m_techniqueGL2->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
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m_techniqueGL2->graphicsApiFilter()->setMajorVersion(2);
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m_techniqueGL2->graphicsApiFilter()->setMinorVersion(0);
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m_techniqueGL2->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
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m_techniqueGL3->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
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m_techniqueGL3->graphicsApiFilter()->setMajorVersion(3);
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m_techniqueGL3->graphicsApiFilter()->setMinorVersion(1);
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m_techniqueGL3->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::CoreProfile);
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}
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