QDiffuseMapMaterial

The QDiffuseMapMaterial provides a default implementation of the phong lighting effect where the diffuse light component is read from a texture map. More

Inheritance diagram of PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial

Synopsis

Functions

Slots

Signals

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.

class PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial([parent=None])
Parameters

parentPySide6.Qt3DCore.Qt3DCore.QNode

Constructs a new QDiffuseMapMaterial instance with parent object parent.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.ambient()
Return type

PySide6.QtGui.QColor

Holds the current ambient color.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.ambientChanged(ambient)
Parameters

ambientPySide6.QtGui.QColor

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.diffuse()
Return type

PySide6.Qt3DRender.Qt3DRender.QAbstractTexture

Holds the current texture used as the diffuse map.

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

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.diffuseChanged(diffuse)
Parameters

diffusePySide6.Qt3DRender.Qt3DRender.QAbstractTexture

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.setAmbient(color)
Parameters

colorPySide6.QtGui.QColor

Holds the current ambient color.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.setDiffuse(diffuse)
Parameters

diffusePySide6.Qt3DRender.Qt3DRender.QAbstractTexture

Holds the current texture used as the diffuse map.

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

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.setShininess(shininess)
Parameters

shininess – float

Holds the current shininess as a float value.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.setSpecular(specular)
Parameters

specularPySide6.QtGui.QColor

Holds the current specular color.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.setTextureScale(textureScale)
Parameters

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, 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.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.shininess()
Return type

float

Holds the current shininess as a float value.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.shininessChanged(shininess)
Parameters

shininess – float

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.specular()
Return type

PySide6.QtGui.QColor

Holds the current specular color.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.specularChanged(specular)
Parameters

specularPySide6.QtGui.QColor

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.textureScale()
Return type

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, 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.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseMapMaterial.textureScaleChanged(textureScale)
Parameters

textureScale – float