QMorphPhongMaterial#

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

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.QMorphPhongMaterial([parent=None])#
Parameters

parentPySide6.Qt3DCore.Qt3DCore.QNode

Constructs a new QMorphPhongMaterial instance with parent object parent.

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

PySide6.QtGui.QColor

Holds the ambient color.

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

ambientPySide6.QtGui.QColor

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

PySide6.QtGui.QColor

Holds the diffuse color.

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

diffusePySide6.QtGui.QColor

PySide6.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.interpolator()#
Return type

float

Contains the interpolation method of the Phong lighting effect.

PySide6.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.interpolatorChanged(interpolator)#
Parameters

interpolator – float

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

ambientPySide6.QtGui.QColor

Holds the ambient color.

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

diffusePySide6.QtGui.QColor

Holds the diffuse color.

PySide6.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.setInterpolator(interpolator)#
Parameters

interpolator – float

Contains the interpolation method of the Phong lighting effect.

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

shininess – float

Holds the shininess exponent.

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

specularPySide6.QtGui.QColor

Holds the specular color.

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

float

Holds the shininess exponent.

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

shininess – float

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

PySide6.QtGui.QColor

Holds the specular color.

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

specularPySide6.QtGui.QColor