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// Copyright (C) 2017 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
#include <Qt3DRender/QParameter>
#include <Qt3DRender/QEffect>
#include <Qt3DRender/QTechnique>
#include <Qt3DRender/QAbstractTexture>
#include <Qt3DRender/QShaderProgram>
#include <Qt3DRender/QRenderPass>
#include <Qt3DRender/QBlendEquation>
#include <Qt3DRender/QBlendEquationArguments>
#include <Qt3DRender/QFilterKey>
#include <Qt3DRender/QGraphicsApiFilter>
#include <QColor>
#include <QVector2D>
#include <QUrl>
#include "planematerial.h"
PlaneMaterial::PlaneMaterial(Qt3DRender::QAbstractTexture *texture, Qt3DCore::QNode *parent)
: QMaterial(parent)
, m_effect(new Qt3DRender::QEffect(this))
, m_texture(texture)
{
setEffect(m_effect);
m_texCoordScaleParam = new Qt3DRender::QParameter(QStringLiteral("texCoordScale"), QVector2D(1.0f, -1.0f));
m_texCoordBiasParam = new Qt3DRender::QParameter(QStringLiteral("texCoordBias"), QVector2D(0.0f, 1.0f));
m_textureParam = new Qt3DRender::QParameter(QStringLiteral("surfaceTexture"), m_texture);
m_effect->addParameter(m_texCoordScaleParam);
m_effect->addParameter(m_texCoordBiasParam);
m_effect->addParameter(m_textureParam);
m_filter = new Qt3DRender::QFilterKey(this);
m_filter->setName(QStringLiteral("renderingStyle"));
m_filter->setValue(QStringLiteral("forward"));
m_techniqueGLES = new Qt3DRender::QTechnique(m_effect);
m_techniqueGL3 = new Qt3DRender::QTechnique(m_effect);
m_techniqueGL2 = new Qt3DRender::QTechnique(m_effect);
m_techniqueGLES->addFilterKey(m_filter);
m_techniqueGL3->addFilterKey(m_filter);
m_techniqueGL2->addFilterKey(m_filter);
m_effect->addTechnique(m_techniqueGLES);
m_effect->addTechnique(m_techniqueGL3);
m_effect->addTechnique(m_techniqueGL2);
m_programGLES = new Qt3DRender::QShaderProgram(m_effect);
m_programGLES->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/texturing.vert"))));
m_programGLES->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/es2/texturing.frag"))));
m_programGL3 = new Qt3DRender::QShaderProgram(m_effect);
m_programGL3->setVertexShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/texturing.vert"))));
m_programGL3->setFragmentShaderCode(Qt3DRender::QShaderProgram::loadSource(QUrl(QStringLiteral("qrc:/shaders/gl3/texturing.frag"))));
m_renderPassGLES = new Qt3DRender::QRenderPass(m_effect);
m_renderPassGL3 = new Qt3DRender::QRenderPass(m_effect);
m_renderPassGL2 = new Qt3DRender::QRenderPass(m_effect);
m_renderPassGLES->setShaderProgram(m_programGLES);
m_renderPassGL3->setShaderProgram(m_programGL3);
m_renderPassGL2->setShaderProgram(m_programGL3);
m_techniqueGL2->addRenderPass(m_renderPassGL2);
m_techniqueGLES->addRenderPass(m_renderPassGLES);
m_techniqueGL3->addRenderPass(m_renderPassGL3);
m_techniqueGLES->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGLES);
m_techniqueGLES->graphicsApiFilter()->setMajorVersion(2);
m_techniqueGLES->graphicsApiFilter()->setMinorVersion(0);
m_techniqueGLES->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
m_techniqueGL2->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
m_techniqueGL2->graphicsApiFilter()->setMajorVersion(2);
m_techniqueGL2->graphicsApiFilter()->setMinorVersion(0);
m_techniqueGL2->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::NoProfile);
m_techniqueGL3->graphicsApiFilter()->setApi(Qt3DRender::QGraphicsApiFilter::OpenGL);
m_techniqueGL3->graphicsApiFilter()->setMajorVersion(3);
m_techniqueGL3->graphicsApiFilter()->setMinorVersion(1);
m_techniqueGL3->graphicsApiFilter()->setProfile(Qt3DRender::QGraphicsApiFilter::CoreProfile);
}
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