The QNormalDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components are read from texture maps and the normals of the mesh being rendered from a normal texture map. 更多...
头: | #include <QNormalDiffuseSpecularMapMaterial> |
qmake: | QT += 3dextras |
Since: | Qt 5.7 |
继承: | Qt3DRender::QMaterial |
该类已过时。 提供它是为使旧源代码能继续工作。强烈建议不要在新代码中使用它。
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QNormalDiffuseSpecularMapMaterial (Qt3DCore::QNode * parent = nullptr) | |
virtual | ~QNormalDiffuseSpecularMapMaterial () |
QColor | ambient () const |
Qt3DRender::QAbstractTexture * | diffuse () const |
Qt3DRender::QAbstractTexture * | normal () const |
float | shininess () const |
Qt3DRender::QAbstractTexture * | specular () const |
float | textureScale () const |
void | setAmbient (const QColor & ambient ) |
void | setDiffuse (Qt3DRender::QAbstractTexture * diffuse ) |
void | setNormal (Qt3DRender::QAbstractTexture * normal ) |
void | setShininess (float shininess ) |
void | setSpecular (Qt3DRender::QAbstractTexture * specular ) |
void | setTextureScale (float textureScale ) |
void | ambientChanged (const QColor & ambient ) |
void | diffuseChanged (Qt3DRender::QAbstractTexture * diffuse ) |
void | normalChanged (Qt3DRender::QAbstractTexture * normal ) |
void | shininessChanged (float shininess ) |
void | specularChanged (Qt3DRender::QAbstractTexture * specular ) |
void | textureScaleChanged (float textureScale ) |
const QMetaObject | staticMetaObject |
The QNormalDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components are read from texture maps and the normals of the mesh being rendered from a normal texture map.
This class is deprecated; use QDiffuseSpecularMaterial 代替。
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:
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.
Holds the current ambient color.
访问函数:
QColor | ambient () const |
void | setAmbient (const QColor & ambient ) |
通知程序信号:
void | ambientChanged (const QColor & ambient ) |
Holds the current diffuse map texture.
By default, the diffuse texture has the following properties:
访问函数:
Qt3DRender::QAbstractTexture * | diffuse () const |
void | setDiffuse (Qt3DRender::QAbstractTexture * diffuse ) |
通知程序信号:
void | diffuseChanged (Qt3DRender::QAbstractTexture * diffuse ) |
Holds the current normal map texture.
By default, the normal texture has the following properties:
访问函数:
Qt3DRender::QAbstractTexture * | normal () const |
void | setNormal (Qt3DRender::QAbstractTexture * normal ) |
通知程序信号:
void | normalChanged (Qt3DRender::QAbstractTexture * normal ) |
Holds the current shininess as a float value.
访问函数:
float | shininess () const |
void | setShininess (float shininess ) |
通知程序信号:
void | shininessChanged (float shininess ) |
Holds the current specular map texture.
By default, the specular texture has the following properties:
访问函数:
Qt3DRender::QAbstractTexture * | specular () const |
void | setSpecular (Qt3DRender::QAbstractTexture * specular ) |
通知程序信号:
void | specularChanged (Qt3DRender::QAbstractTexture * specular ) |
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, textureScale 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.
访问函数:
float | textureScale () const |
void | setTextureScale (float textureScale ) |
通知程序信号:
void | textureScaleChanged (float textureScale ) |
构造新的 QNormalDiffuseSpecularMapMaterial instance with parent object parent .
[虚拟]
QNormalDiffuseSpecularMapMaterial::
~QNormalDiffuseSpecularMapMaterial
()