QNormalDiffuseSpecularMapMaterial Class

(Qt3DExtras::QNormalDiffuseSpecularMapMaterial)

The QNormalDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components are read from texture maps and the normals of the mesh being rendered from a normal texture map. More...

Header: #include <QNormalDiffuseSpecularMapMaterial>
qmake: QT += 3dextras
Since: Qt 5.7
Inherits: Qt3DRender::QMaterial

This class is obsolete. It is provided to keep old source code working. We strongly advise against using it in new code.

This class was introduced in Qt 5.7.

Properties

Public Functions

QNormalDiffuseSpecularMapMaterial(Qt3DCore::QNode *parent = nullptr)
virtual ~QNormalDiffuseSpecularMapMaterial()
QColor ambient() const
Qt3DRender::QAbstractTexture *diffuse() const
Qt3DRender::QAbstractTexture *normal() const
float shininess() const
Qt3DRender::QAbstractTexture *specular() const
float textureScale() const

Public Slots

void setAmbient(const QColor &ambient)
void setDiffuse(Qt3DRender::QAbstractTexture *diffuse)
void setNormal(Qt3DRender::QAbstractTexture *normal)
void setShininess(float shininess)
void setSpecular(Qt3DRender::QAbstractTexture *specular)
void setTextureScale(float textureScale)

Signals

void ambientChanged(const QColor &ambient)
void diffuseChanged(Qt3DRender::QAbstractTexture *diffuse)
void normalChanged(Qt3DRender::QAbstractTexture *normal)
void shininessChanged(float shininess)
void specularChanged(Qt3DRender::QAbstractTexture *specular)
void textureScaleChanged(float textureScale)

Detailed Description

This class is deprecated; use 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:

QColor ambient() const
void setAmbient(const QColor &ambient)

Notifier signal:

void ambientChanged(const QColor &ambient)

diffuse : Qt3DRender::QAbstractTexture*

Holds the current diffuse map texture.

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:

Qt3DRender::QAbstractTexture *diffuse() const
void setDiffuse(Qt3DRender::QAbstractTexture *diffuse)

Notifier signal:

void diffuseChanged(Qt3DRender::QAbstractTexture *diffuse)

normal : Qt3DRender::QAbstractTexture*

Holds the current normal map texture.

By default, the normal texture has the following properties:

  • Linear minification and magnification filters
  • Repeat wrap mode
  • Maximum anisotropy of 16.0

Access functions:

Qt3DRender::QAbstractTexture *normal() const
void setNormal(Qt3DRender::QAbstractTexture *normal)

Notifier signal:

void normalChanged(Qt3DRender::QAbstractTexture *normal)

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 : Qt3DRender::QAbstractTexture*

Holds the current specular map texture.

By default, the specular 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:

Qt3DRender::QAbstractTexture *specular() const
void setSpecular(Qt3DRender::QAbstractTexture *specular)

Notifier signal:

void specularChanged(Qt3DRender::QAbstractTexture *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

QNormalDiffuseSpecularMapMaterial::QNormalDiffuseSpecularMapMaterial(Qt3DCore::QNode *parent = nullptr)

Constructs a new QNormalDiffuseSpecularMapMaterial instance with parent object parent.

[virtual] QNormalDiffuseSpecularMapMaterial::~QNormalDiffuseSpecularMapMaterial()

Destroys the QNormalDiffuseSpecularMapMaterial instance.

© 2020 The Qt Company Ltd. Documentation contributions included herein are the copyrights of their respective owners. The documentation provided herein is licensed under the terms of the GNU Free Documentation License version 1.3 as published by the Free Software Foundation. Qt and respective logos are trademarks of The Qt Company Ltd. in Finland and/or other countries worldwide. All other trademarks are property of their respective owners.