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QDiffuseSpecularMaterial Class

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

This class was introduced in Qt 5.10.

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QDiffuseSpecularMaterial Class

  • Header: QDiffuseSpecularMaterial

  • Since: Qt 5.10

  • CMake:

    find_package(Qt6 REQUIRED COMPONENTS 3dextras)

    target_link_libraries(mytarget PRIVATE Qt6::3dextras)

  • qmake: QT += 3dextras

  • Inherited By:

  • Instantiated By: qml-qt3d-extras-diffusespecularmaterial.xml

  • Inherits: Qt3DRender::QMaterial

  • 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:

  • 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

 

alphaBlending : bool

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

Access functions:

  • bool isAlphaBlendingEnabled() const

  • void setAlphaBlendingEnabled(bool enabled)

Notifier signal:

  • void alphaBlendingEnabledChanged(bool enabled)

ambient : QColor

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

Access functions:

  • ambient() const

  • void setAmbient(const &ambient)

Notifier signal:

  • 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:

  • diffuse() const

  • void setDiffuse(const &diffuse)

Notifier signal:

  • 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:

  • normal() const

  • void setNormal(const &normal)

Notifier signal:

  • 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:

  • float shininess() const

  • void setShininess(float shininess)

Notifier signal:

  • 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:

  • 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] QDiffuseSpecularMaterial::QDiffuseSpecularMaterial(Qt3DCore::QNode *parent = nullptr)

Constructs a new QDiffuseSpecularMaterial instance with parent object parent.

[virtual] QDiffuseSpecularMaterial::~QDiffuseSpecularMaterial()

Destroys the QDiffuseSpecularMaterial.

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