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// Copyright (C) 2021 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
import QtQuick
import QtQuick3D
import QtQuick3D.Helpers
import QtQuick.Controls
import QtQuick.Layouts
Item {
id: root
property url modelSrc: "meshes/cube.mesh"
Rectangle {
color: "lightGray"
width: parent.width / 2
height: parent.height
View3D {
id: lightmapSource
renderMode: View3D.Offscreen // so a texture provider as well
anchors.fill: parent
anchors.margins: 4
environment: SceneEnvironment {
clearColor: "transparent"
backgroundMode: SceneEnvironment.Color
}
DirectionalLight {
}
PerspectiveCamera {
id: camera1
z: 200
}
Texture {
id: baseTex
source: "hskin.png"
generateMipmaps: true
mipFilter: Texture.Linear
}
PrincipledMaterial {
id: principledMat
roughness: 0.4
baseColorMap: baseTex
}
CustomMaterial {
id: customMat
shadingMode: CustomMaterial.Shaded
fragmentShader: "lightmapgen.frag"
property TextureInput tex: TextureInput {
texture: baseTex
}
}
CustomMaterial {
id: lightmapGenMat
shadingMode: CustomMaterial.Shaded
vertexShader: "lightmapgen.vert"
fragmentShader: "lightmapgen.frag"
property bool useUV1: radioLightmapGen1.checked
property TextureInput tex: TextureInput {
texture: baseTex
}
cullMode: Material.NoCulling
// sourceBlend: CustomMaterial.SrcAlpha
// destinationBlend: CustomMaterial.OneMinusSrcAlpha
}
Model {
source: root.modelSrc
scale: Qt.vector3d(10, 10, 10)
NumberAnimation on eulerRotation.y {
running: cbRotate.checked
from: 0; to: 360; duration: 10000; loops: -1
}
materials: radioPrincipled.checked
? principledMat
: (radioCustom.checked ? customMat : lightmapGenMat)
}
WasdController {
controlledObject: camera1
}
}
}
View3D {
width: parent.width / 2
height: parent.height
x: parent.width / 2
environment: SceneEnvironment {
clearColor: "white"
backgroundMode: SceneEnvironment.Color
}
camera: camera1
Model {
source: root.modelSrc
scale: Qt.vector3d(10, 10, 10)
NumberAnimation on eulerRotation.y {
running: cbRotate.checked
from: 0; to: 360; duration: 10000; loops: -1
}
materials: CustomMaterial {
shadingMode: CustomMaterial.Unshaded
vertexShader: "lightmapuse.vert"
fragmentShader: "lightmapuse.frag"
property TextureInput tex: TextureInput {
texture: Texture {
sourceItem: lightmapSource
minFilter: Texture.Nearest
magFilter: Texture.Nearest
}
}
}
}
}
Rectangle {
id: controlPanelBackground
x: 4
y: 4
color: "white"
opacity: 0.5
width: controlPanel.implicitWidth
height: controlPanel.implicitHeight
}
Button {
anchors.top: controlPanelBackground.top
anchors.right: controlPanelBackground.right
text: "Toggle"
onClicked: {
controlPanelBackground.visible = !controlPanelBackground.visible;
controlPanel.visible = !controlPanel.visible;
}
focusPolicy: Qt.NoFocus
}
ColumnLayout {
id: controlPanel
x: 4
y: 4
RowLayout {
Label {
text: "Model"
}
ComboBox {
model: [ "Cube",
"Sphere",
"Torus",
"Suzanne",
"Animal" ]
onCurrentIndexChanged: {
var meshes = [ "meshes/cube.mesh",
"meshes/sphere.mesh",
"meshes/torus.mesh",
"meshes/suzanne.mesh",
"meshes/animal.mesh" ];
root.modelSrc = meshes[currentIndex]
}
focusPolicy: Qt.NoFocus
}
}
RadioButton {
id: radioPrincipled
text: "PrincipledMaterial"
checked: true
focusPolicy: Qt.NoFocus
}
RadioButton {
id: radioCustom
text: "Custom material\nJust for verification; should look identical to Principled"
checked: false
focusPolicy: Qt.NoFocus
}
RadioButton {
id: radioLightmapGen0
text: "Lightmap generator custom material\nusing UV0"
checked: false
focusPolicy: Qt.NoFocus
}
RadioButton {
id: radioLightmapGen1
text: "Lightmap generator custom material\nusing UV1"
checked: false
focusPolicy: Qt.NoFocus
}
CheckBox {
id: cbRotate
text: "Rotate model\nto demo how the lightmap changes"
checked: false
focusPolicy: Qt.NoFocus
}
}
Text {
x: parent.width / 2
text: "DefaultMaterial with no lighting,\njust a diffuseMap with UV1 and the texture of the left view.\nCamera is the same (use WASD to move)."
}
Text {
anchors.right: parent.right
anchors.margins: 10
color: "red"
style: Text.Outline
font.pixelSize: 28
text: {
if (GraphicsInfo.api === GraphicsInfo.OpenGL)
"OpenGL";
else if (GraphicsInfo.api === GraphicsInfo.Direct3D11)
"D3D11";
else if (GraphicsInfo.api === GraphicsInfo.Vulkan)
"Vulkan";
else if (GraphicsInfo.api === GraphicsInfo.Metal)
"Metal";
else if (GraphicsInfo.api === GraphicsInfo.Null)
"Null";
else
"Unknown";
}
}
}
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