Qt Quick 3D - Lights Example▲
This example demonstrates using three different light types in an application.
Setting the Scene Lights▲
Directional Light▲
The directional light emits light in one direction from an unidentifiable source located infinitely far away. This is similar to the way sunlight works in real life. A directional light has infinite range and does not diminish.
We setup directional light to emit red color and animate its rotation around x-axis.
DirectionalLight {
id: light1
color: Qt.rgba(1.0, 0.1, 0.1, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(0, 200, 0)
rotation: Quaternion.fromEulerAngles(-135, -90, 0)
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox1.checked
castsShadow: checkBoxShadows.checked
brightness: slider1.sliderValue
SequentialAnimation on rotation {
loops: Animation.Infinite
QuaternionAnimation {
to: Quaternion.fromEulerAngles(-45, -90, 0)
duration: 2000
easing.type: Easing.InOutQuad
}
QuaternionAnimation {
to: Quaternion.fromEulerAngles(-135, -90, 0)
duration: 2000
easing.type: Easing.InOutQuad
}
}
}Point Light▲
The point light can be described as a sphere, emitting light with equal strength in all directions from the center of the light. This is similar to the way a light bulb emits light.
We setup point light to emit green color and animate its position in x-coordinate.
PointLight {
id: light2
color: Qt.rgba(0.1, 1.0, 0.1, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(0, 300, 0)
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox2.checked
castsShadow: checkBoxShadows.checked
brightness: slider2.sliderValue
SequentialAnimation on x {
loops: Animation.Infinite
NumberAnimation {
to: 400
duration: 2000
easing.type: Easing.InOutQuad
}
NumberAnimation {
to: 0
duration: 2000
easing.type: Easing.InOutQuad
}
}
}Spot Light▲
The spot light is similar to the point light, except that it emits light in a cone shape towards one direction instead of all directions. Aside from the cone angle, a spot light has the same characteristics and properties as the point light.
We setup spot light to emit a warm color and animate its rotation in y-coordinate.
SpotLight {
id: light4
color: Qt.rgba(1.0, 0.9, 0.7, 1.0)
ambientColor: Qt.rgba(0.0, 0.0, 0.0, 0.0)
position: Qt.vector3d(0, 250, 0)
eulerRotation.x: -45
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox4.checked
castsShadow: checkBoxShadows.checked
brightness: slider4.sliderValue
coneAngle: 50
innerConeAngle: 30
PropertyAnimation on eulerRotation.y {
loops: Animation.Infinite
from: 0
to: -360
duration: 10000
}
}Setting the Scene Models▲
First we add two rectangle models to act as the floor and the back wall for our scene. These are useful for seeing light shadows.
Model {
source: "#Rectangle"
y: -200
scale: Qt.vector3d(15, 15, 15)
eulerRotation.x: -90
materials: [
DefaultMaterial {
diffuseColor: Qt.rgba(0.8, 0.6, 0.4, 1.0)
}
]
}
Model {
source: "#Rectangle"
z: -400
scale: Qt.vector3d(15, 15, 15)
materials: [
DefaultMaterial {
diffuseColor: Qt.rgba(0.8, 0.8, 0.9, 1.0)
}
]
}Then we add our main teapot model which is rotated around y-axis.
Model {
id: teapotDefault
source: "teapot.mesh"
y: -100
scale: Qt.vector3d(75, 75, 75)
property variant material
materials: [ material ]
property bool animate: true
NumberAnimation on eulerRotation.y {
running: animate
loops: Animation.Infinite
duration: 5000
from: 0
to: -360
}
}We also add small cube models to demonstrate position & rotation of each light type. These cubes scale bigger when user is accessing related sliders.
Model {
source: "#Cube"
position


