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path: root/src/extras/defaults/qmetalroughmaterial_p.h
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* Use SPDX license identifiersLucie Gérard2022-06-221-38/+2
| | | | | | | | | | | | Replace the current license disclaimer in files by a SPDX-License-Identifier. License files are organized under LICENSES directory. Task-number: QTBUG-67283 Change-Id: I8105424281eed871037fa6c463871ca8829876b5 Reviewed-by: Jörg Bornemann <joerg.bornemann@qt.io> (cherry picked from commit 2f1bc82b35209aacd8d214a3c7e8e725bee85de6) Reviewed-by: Qt Cherry-pick Bot <cherrypick_bot@qt-project.org>
* Fix QMetalRoughMaterial on RHIPaul Lemire2021-02-241-0/+2
| | | | | | | | | Was still using the removed default.vert shader which was replaced by a combination of vertex shaders depending on the needed inputs. Pick-to: 6.0 Change-Id: I5f4ba6fae6d5af317d6a00d9f4d484e817ca84a9 Reviewed-by: Mike Krus <mike.krus@kdab.com>
* rhi: Port most of Qt3DExtras materials to RHIJean-Michaël Celerier2020-04-221-0/+4
| | | | | Change-Id: Iba20f047404b20c1e5b9bdcef917b3c2a1000d59 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Fix env-map less renderingMike Krus2019-01-091-4/+0
| | | | | | | | | Assign texture units to env map samplers even if they are not used. Remove previous work around from pbr material. Change-Id: I5060bfb61c4658339d2b74df71574c39cddfeb18 Reviewed-by: Sean Harmer <sean.harmer@kdab.com> Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Enable ES3 rendering of MetalRoughMaterialMichael Brasser2018-12-051-0/+4
| | | | | | Change-Id: I1cc6700c9d16db1ad3e17f63a89d65c02bd8a202 Task-number: QTBUG-64390 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Add textureScale to MetalRoughMaterialKevin Ottens2017-09-271-0/+3
| | | | | | | | | | This property was available in the textured phong variants but somehow we didn't implement it yet for metal/rough. This new parameter is not used yet, but will be in the next commit where we unify the vertex shaders. Change-Id: I0d5293f6413a4a0412d92d2d42bf700238938fc6 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Use layers to have only one graph for Metal/RoughKevin Ottens2017-09-041-4/+5
| | | | | | | | | | | | | Both QMetalRoughMaterial and QTexturedMetalRoughMaterial use the same graph now. Also QMetalRoughMaterial does the job to be clever and activate the right layers depending on the type set on the properties (which is why they are now all variants). QMetalRoughMaterial can then be used as a drop in replacement for QTexturedMetalRoughMaterial. Change-Id: Ia52fe4608aca5558642599ed435f3cd9ac93e651 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Port Metal/Rough materials to shader graphsKevin Ottens2017-07-051-0/+2
| | | | | | | | | | | | | | This allows to validate the approach with a couple of functioning materials using the new shader generation system. Also allows to have a few prototypes in the default set of nodes. Clearly the system is still cumbersome to use as can be seen from the multiplication of prototypes, we shall improve that next by allowing more expressivity in the graph JSON to allow more control (clearly telling on the uniforms, return type for the functions, etc.). Change-Id: I3edfef65af288faa339661f20d5e640cf00e9234 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Remove env light API from metal/rough materialsKevin Ottens2017-02-241-2/+0
| | | | | | | | | Now that EnvironmentLight is available in Qt3DRender this is no longer necessary. We have a much better way to set the environment lighting now. Change-Id: I492d1383aaf4e60b434c7ab94f3696e499545f9f Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Metal/Rough materials: metallic -> metalnessKevin Ottens2017-02-161-1/+1
| | | | | | | | Rename decided during API review in order to match with roughness. Change-Id: I4b1a13e6028ba410fb31a80e6c64f9539581f8c4 Task-Id: QTBUG-58894 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
* Remove exposure property from metal/rough materialsKevin Ottens2017-01-311-2/+0
| | | | | | | | This is now controlled on the camera lens as it should be. No need to have that per material instance anymore. Change-Id: I2e46a38f2cc2f2e2d670ed73a2be6d98464b21b1 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Uniform color PBR lighting to Qt3DExtrasKevin Ottens2017-01-311-0/+110
Second material using PBR. Still uses environment maps and ignores regular lights but provide a plain color variant of the material. Change-Id: Ica2045826f6efdc804240709154b6822b89f4417 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>