QMorphPhongMaterial¶
The
QMorphPhongMaterial
class provides a default implementation of the phong lighting effect. More…
Synopsis¶
Functions¶
def
ambient
()def
diffuse
()def
interpolator
()def
shininess
()def
specular
()
Slots¶
def
setAmbient
(ambient)def
setDiffuse
(diffuse)def
setInterpolator
(interpolator)def
setShininess
(shininess)def
setSpecular
(specular)
Signals¶
def
ambientChanged
(ambient)def
diffuseChanged
(diffuse)def
interpolatorChanged
(interpolator)def
shininessChanged
(shininess)def
specularChanged
(specular)
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.
- class PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial([parent=None])¶
- param parent:
Constructs a new
QMorphPhongMaterial
instance with parent objectparent
.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.ambient()¶
- Return type:
Holds the ambient color.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.ambientChanged(ambient)¶
- Parameters:
ambient –
PySide2.QtGui.QColor
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.diffuse()¶
- Return type:
Holds the diffuse color.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.diffuseChanged(diffuse)¶
- Parameters:
diffuse –
PySide2.QtGui.QColor
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.interpolator()¶
- Return type:
float
Contains the interpolation method of the Phong lighting effect.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.interpolatorChanged(interpolator)¶
- Parameters:
interpolator – float
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.setAmbient(ambient)¶
- Parameters:
ambient –
PySide2.QtGui.QColor
Holds the ambient color.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.setDiffuse(diffuse)¶
- Parameters:
diffuse –
PySide2.QtGui.QColor
Holds the diffuse color.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.setInterpolator(interpolator)¶
- Parameters:
interpolator – float
Contains the interpolation method of the Phong lighting effect.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.setShininess(shininess)¶
- Parameters:
shininess – float
Holds the shininess exponent.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.setSpecular(specular)¶
- Parameters:
specular –
PySide2.QtGui.QColor
Holds the specular color.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.shininess()¶
- Return type:
float
Holds the shininess exponent.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.shininessChanged(shininess)¶
- Parameters:
shininess – float
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.specular()¶
- Return type:
Holds the specular color.
- PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.specularChanged(specular)¶
- Parameters:
specular –
PySide2.QtGui.QColor
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