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

QDiffuseMapMaterial Class

The QDiffuseMapMaterial provides a default implementation of the phong lighting effect where the diffuse light component is read from a texture map.

This class was introduced in Qt 5.7.

Article lu   fois.

L'auteur

Liens sociaux

Viadeo Twitter Facebook Share on Google+   

QDiffuseMapMaterial Class

  • Header: QDiffuseMapMaterial

  • Since: Qt 5.7

  • CMake:

    find_package(Qt6 REQUIRED COMPONENTS 3dextras)

    target_link_libraries(mytarget PRIVATE Qt6::3dextras)

  • qmake: QT += 3dextras

  • Inherits: Qt3DRender::QMaterial

This class is deprecated. We strongly advise against using it in new code.

Detailed Description

This class is deprecated; use Qt3DExtras::QDiffuseSpecularMaterial instead.

The specular 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 rought 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

 

ambient : QColor

Holds the current ambient color.

Access functions:

  • ambient() const

  • void setAmbient(const &color)

Notifier signal:

  • void ambientChanged(const &ambient)

diffuse : Qt3DRender::QAbstractTexture*

Holds the current texture used as the diffuse map.

By default, the diffuse texture has the following properties:

  • Linear minification and magnification filters

  • Linear mipmap with mipmapping enabled

  • Repeat wrap mode

  • Maximum anisotropy of 16.0

Access functions:

  • *diffuse() const

  • void setDiffuse( *diffuse)

Notifier signal:

  • void diffuseChanged( *diffuse)

shininess : float

Holds the current shininess as a float value.

Access functions:

  • float shininess() const

  • void setShininess(float shininess)

Notifier signal:

  • void shininessChanged(float shininess)

specular : QColor

Holds the current specular color.

Access functions:

  • specular() const

  • void setSpecular(const &specular)

Notifier signal:

  • void specularChanged(const &specular)

textureScale : float

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 QTextureWrapMode::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.

Access functions:

  • float textureScale() const

  • void setTextureScale(float textureScale)

Notifier signal:

  • void textureScaleChanged(float textureScale)

Member Function Documentation

 

[explicit] QDiffuseMapMaterial::QDiffuseMapMaterial(Qt3DCore::QNode *parent = nullptr)

Constructs a new QDiffuseMapMaterial instance with parent object parent.

[virtual] QDiffuseMapMaterial::~QDiffuseMapMaterial()

Destroys the QDiffuseMapMaterial instance.

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