23#include <Qt3DRender/QPaintedTextureImage>
24#include <Qt3DRender/QTexture>
25#include <Qt3DRender/QParameter>
26#include <Qt3DRender/QEffect>
27#include <Qt3DRender/QTechnique>
28#include <Qt3DRender/QGraphicsApiFilter>
34 return QStringLiteral(
"phongtextured" );
67 return mTextureRotation;
74 mShininess = elem.attribute( QStringLiteral(
"shininess" ) ).toFloat();
75 mOpacity = elem.attribute( QStringLiteral(
"opacity" ), QStringLiteral(
"1.0" ) ).toFloat();
76 mDiffuseTexturePath = elem.attribute( QStringLiteral(
"diffuse_texture_path" ), QString() );
77 mTextureScale = elem.attribute( QStringLiteral(
"texture_scale" ), QString(
"1.0" ) ).toFloat();
78 mTextureRotation = elem.attribute( QStringLiteral(
"texture-rotation" ), QString(
"0.0" ) ).toFloat();
87 elem.setAttribute( QStringLiteral(
"shininess" ), mShininess );
88 elem.setAttribute( QStringLiteral(
"opacity" ), mOpacity );
89 elem.setAttribute( QStringLiteral(
"diffuse_texture_path" ), mDiffuseTexturePath );
90 elem.setAttribute( QStringLiteral(
"texture_scale" ), mTextureScale );
91 elem.setAttribute( QStringLiteral(
"texture-rotation" ), mTextureRotation );
107 bool fitsInCache =
false;
113 if ( textureSourceImage.isNull() )
117 phongSettings.
setDiffuse( QColor::fromRgbF( 0.7f, 0.7f, 0.7f, 1.0f ) );
121 Qt3DRender::QMaterial *material = phongSettings.
toMaterial( technique, context );
126 Qt3DRender::QMaterial *material =
new Qt3DRender::QMaterial;
128 Qt3DRender::QEffect *effect =
new Qt3DRender::QEffect( material );
130 Qt3DRender::QTechnique *technique =
new Qt3DRender::QTechnique;
131 technique->graphicsApiFilter()->setApi( Qt3DRender::QGraphicsApiFilter::OpenGL );
132 technique->graphicsApiFilter()->setProfile( Qt3DRender::QGraphicsApiFilter::CoreProfile );
133 technique->graphicsApiFilter()->setMajorVersion( 3 );
134 technique->graphicsApiFilter()->setMinorVersion( 3 );
135 Qt3DRender::QFilterKey *filterKey =
new Qt3DRender::QFilterKey();
136 filterKey->setName( QStringLiteral(
"renderingStyle" ) );
137 filterKey->setValue( QStringLiteral(
"forward" ) );
138 technique->addFilterKey( filterKey );
140 Qt3DRender::QRenderPass *renderPass =
new Qt3DRender::QRenderPass();
141 Qt3DRender::QShaderProgram *shaderProgram =
new Qt3DRender::QShaderProgram();
144 const QUrl urlVert( QStringLiteral(
"qrc:/shaders/diffuseSpecular.vert" ) );
145 shaderProgram->setShaderCode( Qt3DRender::QShaderProgram::Vertex, Qt3DRender::QShaderProgram::loadSource( urlVert ) );
146 const QUrl urlFrag( QStringLiteral(
"qrc:/shaders/diffuseSpecular.frag" ) );
147 shaderProgram->setShaderCode( Qt3DRender::QShaderProgram::Fragment, Qt3DRender::QShaderProgram::loadSource( urlFrag ) );
149 renderPass->setShaderProgram( shaderProgram );
150 technique->addRenderPass( renderPass );
154 effect->addParameter(
new Qt3DRender::QParameter( QStringLiteral(
"ambientColor" ), QColor(
ambient.red(),
ambient.green(),
ambient.blue(),
opacity ) ) );
155 effect->addParameter(
new Qt3DRender::QParameter( QStringLiteral(
"specularColor" ), QColor( mSpecular.red(), mSpecular.green(), mSpecular.blue(),
opacity ) ) );
156 effect->addParameter(
new Qt3DRender::QParameter( QStringLiteral(
"shininess" ), mShininess ) );
157 effect->addParameter(
new Qt3DRender::QParameter( QStringLiteral(
"opacity" ), mOpacity ) );
162 Qt3DRender::QTexture2D *texture =
new Qt3DRender::QTexture2D();
163 texture->addTextureImage( textureImage );
165 texture->wrapMode()->setX( Qt3DRender::QTextureWrapMode::Repeat );
166 texture->wrapMode()->setY( Qt3DRender::QTextureWrapMode::Repeat );
167 texture->wrapMode()->setZ( Qt3DRender::QTextureWrapMode::Repeat );
169 texture->setSamples( 4 );
171 texture->setGenerateMipMaps(
true );
172 texture->setMagnificationFilter( Qt3DRender::QTexture2D::Linear );
173 texture->setMinificationFilter( Qt3DRender::QTexture2D::Linear );
175 effect->addParameter(
new Qt3DRender::QParameter( QStringLiteral(
"diffuseTexture" ), QVariant::fromValue( texture ) ) );
176 effect->addParameter(
new Qt3DRender::QParameter( QStringLiteral(
"texCoordScale" ), mTextureScale ) );
178 effect->addTechnique( technique );
179 material->setEffect( effect );
192 QMap<QString, QString> parameters;
193 parameters[ QStringLiteral(
"Ka" ) ] = QStringLiteral(
"%1 %2 %3" ).arg( mAmbient.redF() ).arg( mAmbient.greenF() ).arg( mAmbient.blueF() );
194 parameters[ QStringLiteral(
"Ks" ) ] = QStringLiteral(
"%1 %2 %3" ).arg( mSpecular.redF() ).arg( mSpecular.greenF() ).arg( mSpecular.blueF() );
195 parameters[ QStringLiteral(
"Ns" ) ] = QString::number( mShininess );
203 Qt3DRender::QParameter *ambientParameter =
new Qt3DRender::QParameter( QStringLiteral(
"ambientColor" ), ambientColor );
204 Qt3DRender::QParameter *specularParameter =
new Qt3DRender::QParameter( QStringLiteral(
"specularColor" ), mSpecular );
205 Qt3DRender::QParameter *shininessParameter =
new Qt3DRender::QParameter( QStringLiteral(
"shininess" ), mShininess );
207 effect->addParameter( ambientParameter );
208 effect->addParameter( specularParameter );
209 effect->addParameter( shininessParameter );
virtual void writeXml(QDomElement &element, const QgsReadWriteContext &) const
Writes settings to a DOM element.
virtual void readXml(const QDomElement &element, const QgsReadWriteContext &)
Reads settings from a DOM element.
static QgsImageCache * imageCache()
Returns the application's image cache, used for caching resampled versions of raster images.
static QColor colorFromString(const QString &string)
Decodes a string into a color value.
static QString colorToString(const QColor &color)
Encodes a color into a string value.
QImage pathAsImage(const QString &path, const QSize size, const bool keepAspectRatio, const double opacity, bool &fitsInCache, bool blocking=false, double targetDpi=96, int frameNumber=-1, bool *isMissing=nullptr)
Returns the specified path rendered as an image.
Holds an image that can be used as a texture in the 3D view.
QColor selectionColor() const
Returns the color for representing materials in a selected state.
bool isSelected() const
Returns true if the material should represent a selected state.
void setOpacity(double opacity)
Sets opacity of the surface.
void setDiffuse(const QColor &diffuse)
Sets diffuse color component.
Qt3DRender::QMaterial * toMaterial(QgsMaterialSettingsRenderingTechnique technique, const QgsMaterialContext &context) const override
Creates a new QMaterial object representing the material settings.
void setAmbient(const QColor &ambient)
Sets ambient color component.
void setShininess(float shininess)
Sets shininess of the surface.
void setSpecular(const QColor &specular)
Sets specular color component.
QgsPhongTexturedMaterialSettings()=default
Constructor for QgsPhongTexturedMaterialSettings.
void addParametersToEffect(Qt3DRender::QEffect *effect, const QgsMaterialContext &materialContext) const override
Adds parameters from the material to a destination effect.
void writeXml(QDomElement &elem, const QgsReadWriteContext &context) const override
Writes settings to a DOM element.
float textureRotation() const
Returns the texture rotation, in degrees.
QString type() const override
Returns the unique type name for the material.
void readXml(const QDomElement &elem, const QgsReadWriteContext &context) override
Reads settings from a DOM element.
static bool supportsTechnique(QgsMaterialSettingsRenderingTechnique technique)
Returns true if the specified technique is supported by the Phong material.
QgsPhongTexturedMaterialSettings * clone() const override
Clones the material settings.
static QgsAbstractMaterialSettings * create()
Returns a new instance of QgsPhongTexturedMaterialSettings.
QMap< QString, QString > toExportParameters() const override
Returns the parameters to be exported to .mtl file.
QColor ambient() const
Returns ambient color component.
float opacity() const
Returns the opacity of the surface.
Qt3DRender::QMaterial * toMaterial(QgsMaterialSettingsRenderingTechnique technique, const QgsMaterialContext &context) const override
Creates a new QMaterial object representing the material settings.
The class is used as a container of context for various read/write operations on other objects.
QgsMaterialSettingsRenderingTechnique
Material rendering techniques 3.
@ Points
Point based rendering, requires point data.
@ Triangles
Triangle based rendering (default)
@ TrianglesFromModel
Triangle based rendering, using a model object source.
@ Lines
Line based rendering, requires line data.
@ TrianglesDataDefined
Triangle based rendering with possibility of datadefined color.
@ InstancedPoints
Instanced based rendering, requiring triangles and point data.
@ TrianglesWithFixedTexture
Triangle based rendering, using a fixed, non-user-configurable texture (e.g. for terrain rendering)