QDiffuseSpecularMaterial#

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

New in version 5.10.

Synopsis#

Functions#

Slots#

Signals#

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 PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial([parent=None])#
Parameters

parentPySide6.Qt3DCore.Qt3DCore.QNode

Constructs a new QDiffuseSpecularMaterial instance with parent object parent.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.alphaBlendingEnabledChanged(enabled)#
Parameters

enabled – bool

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.ambient()#
Return type

PySide6.QtGui.QColor

Holds the ambient color that is emitted by an object without any other light source.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.ambientChanged(ambient)#
Parameters

ambientPySide6.QtGui.QColor

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.diffuse()#
Return type

object

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.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.diffuseChanged(diffuse)#
Parameters

diffuse – object

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.isAlphaBlendingEnabled()#
Return type

bool

Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.normal()#
Return type

object

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.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.normalChanged(normal)#
Parameters

normal – object

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setAlphaBlendingEnabled(enabled)#
Parameters

enabled – bool

Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setAmbient(ambient)#
Parameters

ambientPySide6.QtGui.QColor

Holds the ambient color that is emitted by an object without any other light source.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setDiffuse(diffuse)#
Parameters

diffuse – object

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.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setNormal(normal)#
Parameters

normal – object

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.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setShininess(shininess)#
Parameters

shininess – float

Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.

Defaults to 150.0.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setSpecular(specular)#
Parameters

specular – object

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.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.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.QDiffuseSpecularMaterial.shininess()#
Return type

float

Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.

Defaults to 150.0.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.shininessChanged(shininess)#
Parameters

shininess – float

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.specular()#
Return type

object

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.

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.specularChanged(specular)#
Parameters

specular – object

PySide6.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.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.QDiffuseSpecularMaterial.textureScaleChanged(textureScale)#
Parameters

textureScale – float