QDiffuseSpecularMaterial Class

class Qt3DExtras::QDiffuseSpecularMaterial

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

Header: #include <QDiffuseSpecularMaterial>
qmake: QT += 3dextras
Since: Qt 5.10
Instantiated By: DiffuseSpecularMaterial
Inherits: Qt3DRender::QMaterial

This class was introduced in Qt 5.10.

Properties

Public Functions

QDiffuseSpecularMaterial(Qt3DCore::QNode *parent = nullptr)
virtual ~QDiffuseSpecularMaterial()
QColor ambient() const
QVariant diffuse() const
bool isAlphaBlendingEnabled() const
QVariant normal() const
float shininess() const
QVariant specular() const
float textureScale() const

Public Slots

void setAlphaBlendingEnabled(bool enabled)
void setAmbient(const QColor &ambient)
void setDiffuse(const QVariant &diffuse)
void setNormal(const QVariant &normal)
void setShininess(float shininess)
void setSpecular(const QVariant &specular)
void setTextureScale(float textureScale)

Signals

void alphaBlendingEnabledChanged(bool enabled)
void ambientChanged(const QColor &ambient)
void diffuseChanged(const QVariant &diffuse)
void normalChanged(const QVariant &normal)
void shininessChanged(float shininess)
void specularChanged(const QVariant &specular)
void textureScaleChanged(float textureScale)

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:

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

Notifier signal:

void ambientChanged(const QColor &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:

QVariant diffuse() const
void setDiffuse(const QVariant &diffuse)

Notifier signal:

void diffuseChanged(const QVariant &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:

QVariant normal() const
void setNormal(const QVariant &normal)

Notifier signal:

void normalChanged(const QVariant &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:

QVariant specular() const
void setSpecular(const QVariant &specular)

Notifier signal:

void specularChanged(const QVariant &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

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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