QDiffuseSpecularMaterial Class▲
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Header: QDiffuseSpecularMaterial
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Since: Qt 5.10
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CMake:
find_package(Qt6 REQUIRED COMPONENTS 3dextras)
target_link_libraries(mytarget PRIVATE Qt6::3dextras)
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qmake: QT += 3dextras
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Inherited By:
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Instantiated By: qml-qt3d-extras-diffusespecularmaterial.xml
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Inherits: Qt3DRender::QMaterial
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Group: QDiffuseSpecularMaterial is part of qt3d-extras-materials
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:
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Ambient is the color that is emitted by an object without any other light source.
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Diffuse is the color that is emitted for rought surface reflections with the lights.
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Specular is the color emitted for shiny surface reflections with the lights.
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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.
Access functions:
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bool isAlphaBlendingEnabled() const
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void setAlphaBlendingEnabled(bool enabled)
Notifier signal:
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void alphaBlendingEnabledChanged(bool enabled)
ambient : QColor▲
Holds the ambient color that is emitted by an object without any other light source.
Access functions:
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ambient() const
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void setAmbient(const &ambient)
Notifier signal:
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void ambientChanged(const &ambient)
diffuse : QVariant▲
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.
Access functions:
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diffuse() const
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void setDiffuse(const &diffuse)
Notifier signal:
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void diffuseChanged(const &diffuse)
normal : QVariant▲
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.
Access functions:
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normal() const
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void setNormal(const &normal)
Notifier signal:
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void normalChanged(const &normal)
shininess : float▲
Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.
Defaults to 150.0.
Access functions:
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float shininess() const
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void setShininess(float shininess)
Notifier signal:
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void shininessChanged(float shininess)
specular : QVariant▲
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.
Access functions:
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specular() const
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void setSpecular(const &specular)
Notifier signal:
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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:
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float textureScale() const
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void setTextureScale(float textureScale)
Notifier signal:
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void textureScaleChanged(float textureScale)
Member Function Documentation▲
[explicit] QDiffuseSpecularMaterial::QDiffuseSpecularMaterial(Qt3DCore::QNode *parent = nullptr)▲
Constructs a new QDiffuseSpecularMaterial instance with parent object parent.
[virtual] QDiffuseSpecularMaterial::~QDiffuseSpecularMaterial()▲
Destroys the QDiffuseSpecularMaterial.