| Commit message (Collapse) | Author | Age | Files | Lines |
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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>
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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>
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Change-Id: Iba20f047404b20c1e5b9bdcef917b3c2a1000d59
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
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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>
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Change-Id: I1cc6700c9d16db1ad3e17f63a89d65c02bd8a202
Task-number: QTBUG-64390
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
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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>
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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>
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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>
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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>
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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>
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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>
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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>
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