QNormalDiffuseMapMaterial#

The QNormalDiffuseMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse light component is read from a texture map and the normals of the mesh being rendered from a normal texture map. More

Inherited by: QNormalDiffuseMapAlphaMaterial

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.QNormalDiffuseMapMaterial([parent=None])#
Parameters

parentPySide6.Qt3DCore.Qt3DCore.QNode

Constructs a new QNormalDiffuseMapMaterial instance with parent object parent.

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

PySide6.QtGui.QColor

Holds the current ambient color.

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

ambientPySide6.QtGui.QColor

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

PySide6.Qt3DRender.Qt3DRender.QAbstractTexture

Holds the current diffuse map texture.

By default, the diffuse texture has these properties:

  • Linear minification and magnification filters

  • Linear mipmap with mipmapping enabled

  • Repeat wrap modeM

  • Maximum anisotropy of 16.0

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

diffusePySide6.Qt3DRender.Qt3DRender.QAbstractTexture

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

PySide6.Qt3DRender.Qt3DRender.QAbstractTexture

Holds the current normal map texture.

By default, the normal texture has the following properties:

  • Linear minification and magnification filters

  • Repeat wrap mode

  • Maximum anisotropy of 16.0

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

normalPySide6.Qt3DRender.Qt3DRender.QAbstractTexture

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

ambientPySide6.QtGui.QColor

Holds the current ambient color.

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

diffusePySide6.Qt3DRender.Qt3DRender.QAbstractTexture

Holds the current diffuse map texture.

By default, the diffuse texture has these properties:

  • Linear minification and magnification filters

  • Linear mipmap with mipmapping enabled

  • Repeat wrap modeM

  • Maximum anisotropy of 16.0

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

normalPySide6.Qt3DRender.Qt3DRender.QAbstractTexture

Holds the current normal map texture.

By default, the normal texture has the following properties:

  • Linear minification and magnification filters

  • Repeat wrap mode

  • Maximum anisotropy of 16.0

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

shininess – float

Holds the current shininess as a float value.

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

specularPySide6.QtGui.QColor

Holds the current specular color.

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

float

Holds the current shininess as a float value.

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

shininess – float

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

PySide6.QtGui.QColor

Holds the current specular color.

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

specularPySide6.QtGui.QColor

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

textureScale – float