QDiffuseSpecularMaterial Class▲
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					Header: QDiffuseSpecularMaterial 
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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.




