IdentifiantMot de passe
Loading...
Mot de passe oublié ?Je m'inscris ! (gratuit)

DiffuseSpecularMaterial QML Type

The DiffuseSpecularMaterial class provides a default implementation of the phong lighting effect.

This type was introduced in Qt 5.10.

Article lu   fois.

L'auteur

Liens sociaux

Viadeo Twitter Facebook Share on Google+   

DiffuseSpecularMaterial QML Type

Detailed Description

The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:

  • Ambient is the color that is emitted by an object without any other light source.

  • Diffuse is the color that is emitted for rough surface reflections with the lights.

  • Specular is the color emitted for shiny surface reflections with the lights.

  • The shininess of a surface is controlled by a float property.

This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.

Property Documentation

 

alphaBlending : bool

Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.

ambient : color

Holds the ambient color that is emitted by an object without any other light source.

diffuse : var

Holds the diffuse color of the material that is emitted for rough surface reflections with the lights. This can be either a plain color value or a texture.

normal : var

Holds the current normal map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.

shininess : real

Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.

Defaults to 150.0.

specular : var

Holds the specular color of the material that is emitted for shiny surface reflections with the lights. This can be either a plain color value or a texture.

textureScale : real

Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.

When used in conjunction with WrapMode.Repeat, textureScale provides a simple way to tile a texture across a surface. For example, a texture scale of 4.0 would result in 16 (4x4) tiles.

Vous avez aimé ce tutoriel ? Alors partagez-le en cliquant sur les boutons suivants : Viadeo Twitter Facebook Share on Google+