diff options
author | Miikka Heikkinen <miikka.heikkinen@qt.io> | 2016-09-01 16:24:31 +0300 |
---|---|---|
committer | Miikka Heikkinen <miikka.heikkinen@qt.io> | 2016-09-02 11:32:05 +0000 |
commit | 72f70ea3bdb2a0800412f35be90fa34b02adf243 (patch) | |
tree | c0a5523efd9b642bb90dbc88e215d6cf3a869178 | |
parent | e2ec9ce9f9e91150cce067f5b3b0e04f9b4d12a8 (diff) |
Qt3DExtra materials documentation fixes
Materials that were moved to Qt3DExtras were still part of Qt3DRender
according to the documentation.
Also added documentation for QML versions.
Change-Id: Icd918599cf9a97a14e65f38a28309316a5f504dd
Reviewed-by: Antti Määttä <antti.maatta@qt.io>
Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
-rw-r--r-- | src/doc/src/qmlextramaterials.qdoc | 568 | ||||
-rw-r--r-- | src/extras/defaults/qdiffusemapmaterial.cpp | 37 | ||||
-rw-r--r-- | src/extras/defaults/qdiffusespecularmapmaterial.cpp | 35 | ||||
-rw-r--r-- | src/extras/defaults/qgoochmaterial.cpp | 21 | ||||
-rw-r--r-- | src/extras/defaults/qnormaldiffusemapalphamaterial.cpp | 23 | ||||
-rw-r--r-- | src/extras/defaults/qnormaldiffusemapmaterial.cpp | 40 | ||||
-rw-r--r-- | src/extras/defaults/qnormaldiffusespecularmapmaterial.cpp | 42 | ||||
-rw-r--r-- | src/extras/defaults/qpervertexcolormaterial.cpp | 19 | ||||
-rw-r--r-- | src/extras/defaults/qphongalphamaterial.cpp | 65 | ||||
-rw-r--r-- | src/extras/defaults/qphongmaterial.cpp | 28 |
10 files changed, 747 insertions, 131 deletions
diff --git a/src/doc/src/qmlextramaterials.qdoc b/src/doc/src/qmlextramaterials.qdoc new file mode 100644 index 000000000..48f1a2326 --- /dev/null +++ b/src/doc/src/qmlextramaterials.qdoc @@ -0,0 +1,568 @@ +/**************************************************************************** +** +** Copyright (C) 2016 The Qt Company Ltd. +** Contact: https://www.qt.io/licensing/ +** +** This file is part of the Qt3D module of the Qt Toolkit. +** +** $QT_BEGIN_LICENSE:LGPL$ +** Commercial License Usage +** Licensees holding valid commercial Qt licenses may use this file in +** accordance with the commercial license agreement provided with the +** Software or, alternatively, in accordance with the terms contained in +** a written agreement between you and The Qt Company. For licensing terms +** and conditions see https://www.qt.io/terms-conditions. For further +** information use the contact form at https://www.qt.io/contact-us. +** +** GNU Lesser General Public License Usage +** Alternatively, this file may be used under the terms of the GNU Lesser +** General Public License version 3 as published by the Free Software +** Foundation and appearing in the file LICENSE.LGPL3 included in the +** packaging of this file. Please review the following information to +** ensure the GNU Lesser General Public License version 3 requirements +** will be met: https://www.gnu.org/licenses/lgpl-3.0.html. +** +** GNU General Public License Usage +** Alternatively, this file may be used under the terms of the GNU +** General Public License version 2.0 or (at your option) the GNU General +** Public license version 3 or any later version approved by the KDE Free +** Qt Foundation. The licenses are as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL2 and LICENSE.GPL3 +** included in the packaging of this file. Please review the following +** information to ensure the GNU General Public License requirements will +** be met: https://www.gnu.org/licenses/gpl-2.0.html and +** https://www.gnu.org/licenses/gpl-3.0.html. +** +** $QT_END_LICENSE$ +** +****************************************************************************/ + +/*! + \qmltype DiffuseMapMaterial + \inqmlmodule Qt3D.Extras + \brief The DiffuseMapMaterial provides a default implementation of the phong lighting effect + where the diffuse light component is read from a texture map. + \since 5.7 + \inherits Qt3D.Render::Material + + 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: + + \list + \li Ambient is the color that is emitted by an object without any other light source. + \li Diffuse is the color that is emitted for rought surface reflections with the lights. + \li Specular is the color emitted for shiny surface reflections with the lights. + \li The shininess of a surface is controlled by a float property. + \endlist + + 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. +*/ +/*! + \qmlproperty color DiffuseMapMaterial::ambient + + Holds the current ambient color. +*/ +/*! + \qmlproperty color DiffuseMapMaterial::specular + + Holds the current specular color. +*/ +/*! + \qmlproperty real DiffuseMapMaterial::shininess + + Holds the current shininess. +*/ +/*! + \qmlproperty real DiffuseMapMaterial::textureScale + + Holds the current texture scale. It is applied as a multiplier to texture + coordinates at render time. Defaults to 1.0. +*/ +/*! + \qmlproperty TextureImage DiffuseMapMaterial::diffuse + + Holds the current texture used as the diffuse map. + + By default, the diffuse texture has the following properties: + + \list + \li Linear minification and magnification filters + \li Linear mipmap with mipmapping enabled + \li Repeat wrap mode + \li Maximum anisotropy of 16.0 + \endlist +*/ + +/*! + \qmltype DiffuseSpecularMapMaterial + \inqmlmodule Qt3D.Extras + \brief The DiffuseSpecularMapMaterial provides a default implementation of the phong lighting + effect where the diffuse and specular light components are read from texture maps. + \since 5.7 + \inherits Qt3D.Render::Material + + 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: + + \list + \li Ambient is the color that is emitted by an object without any other light source. + \li Diffuse is the color that is emitted for rought surface reflections with the lights. + \li Specular is the color emitted for shiny surface reflections with the lights. + \li The shininess of a surface is controlled by a float property. + \endlist + + 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. +*/ +/*! + \qmlproperty color DiffuseSpecularMapMaterial::ambient + + Holds the current ambient color. +*/ +/*! + \qmlproperty TextureImage DiffuseSpecularMapMaterial::diffuse + + Holds the current diffuse map texture. + + By default, the diffuse texture has the following properties: + + \list + \li Linear minification and magnification filters + \li Linear mipmap with mipmapping enabled + \li Repeat wrap mode + \li Maximum anisotropy of 16.0 + \endlist +*/ +/*! + \qmlproperty TextureImage DiffuseSpecularMapMaterial::specular + + Holds the current specular map texture. + + By default, the specular texture has the following properties: + + \list + \li Linear minification and magnification filters + \li Linear mipmap with mipmapping enabled + \li Repeat wrap mode + \li Maximum anisotropy of 16.0 + \endlist +*/ +/*! + \qmlproperty real DiffuseSpecularMapMaterial::shininess + + Holds the current shininess. +*/ +/*! + \qmlproperty real DiffuseSpecularMapMaterial::textureScale + + Holds the current texture scale. It is applied as a multiplier to texture + coordinates at render time. Defaults to 1.0. +*/ + +/*! + \qmltype GoochMaterial + \inqmlmodule Qt3D.Extras + \brief The GoochMaterial provides a material that implements the Gooch + shading model, popular in CAD and CAM applications. + \since 5.7 + \inherits Qt3D.Render::Material + + The Gooch lighting model uses both color and brightness to help show the + curvature of 3D surfaces. This is often better than models such as Phong + that rely purely upon changes in brightness. In situations such as in CAD + and CAM applications where photorealism is not a goal, the Gooch shading + model in conjunction with some kind of silhouette edge inking is a popular + solution. + + The Gooch lighting model is explained fully in the \l{original Gooch + paper}. The Gooch model mixes a diffuse object color with a user-provided + cool color and warm color to produce the end points of a color ramp that is + used to shade the object based upon the cosine of the angle between the + vector from the fragment to the light source and the fragment's normal + vector. Optionally, a specular highlight can be added on top. The relative + contributions to the cool and warm colors by the diffuse color are + controlled by the alpha and beta properties respecitvely. + + 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. +*/ +/*! + \qmlproperty color GoochMaterial::diffuse + + Holds the current diffuse color. +*/ +/*! + \qmlproperty color GoochMaterial::specular + + Holds the current specular color. +*/ +/*! + \qmlproperty color GoochMaterial::coolColor + + Holds the current coolColor color. +*/ +/*! + \qmlproperty color GoochMaterial::warmColor + + Holds the current warmColor color. +*/ +/*! + \qmlproperty real GoochMaterial::alpha + + Holds the current alpha value. The start point of the color ramp + used by the Gooch shader is calculated as {c = cool + alpha * diffuse}. +*/ +/*! + \qmlproperty real GoochMaterial::beta + + Holds the current beta value. The start point of the color ramp + used by the Gooch shader is calculated as {c = warm + beta * diffuse}. +*/ +/*! + \qmlproperty real GoochMaterial::shininess + + Holds the current shininess value. Higher values of shininess result in + a smaller and brighter highlight. +*/ + +/*! + \qmltype NormalDiffuseMapAlphaMaterial + \inqmlmodule Qt3D.Extras + \brief The NormalDiffuseMapAlphaMaterial provides a specialization of NormalDiffuseMapMaterial + with alpha coverage and a depth test performed in the rendering pass. + \since 5.7 + \inherits Qt3D.Render::Material + + 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: + + \list + \li Ambient is the color that is emitted by an object without any other light source. + \li Diffuse is the color that is emitted for rought surface reflections with the lights. + \li Specular is the color emitted for shiny surface reflections with the lights. + \li The shininess of a surface is controlled by a float property. + \endlist + + 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. +*/ +/*! + \qmlproperty color NormalDiffuseMapAlphaMaterial::ambient + + Holds the current ambient color. +*/ +/*! + \qmlproperty TextureImage NormalDiffuseMapAlphaMaterial::diffuse + + Holds the current diffuse map texture. + + By default, the diffuse texture has the following properties: + + \list + \li Linear minification and magnification filters + \li Linear mipmap with mipmapping enabled + \li Repeat wrap mode + \li Maximum anisotropy of 16.0 + \endlist +*/ +/*! + \qmlproperty color NormalDiffuseMapAlphaMaterial::specular + + Holds the current specular color. +*/ +/*! + \qmlproperty TextureImage NormalDiffuseMapAlphaMaterial::normal + + Holds the current normal map texture. + + By default, the normal texture has the following properties: + + \list + \li Linear minification and magnification filters + \li Repeat wrap mode + \li Maximum anisotropy of 16.0 + \endlist +*/ +/*! + \qmlproperty real NormalDiffuseMapAlphaMaterial::shininess + + Holds the current shininess. +*/ +/*! + \qmlproperty real NormalDiffuseMapAlphaMaterial::textureScale + + Holds the current texture scale. It is applied as a multiplier to texture + coordinates at render time. Defaults to 1.0. +*/ + +/*! + \qmltype NormalDiffuseMapMaterial + \inqmlmodule Qt3D.Extras + \brief The NormalDiffuseMapMaterial 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. + \since 5.7 + \inherits Qt3D.Render::Material + + 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: + + \list + \li Ambient is the color that is emitted by an object without any other light source. + \li Diffuse is the color that is emitted for rought surface reflections with the lights. + \li Specular is the color emitted for shiny surface reflections with the lights. + \li The shininess of a surface is controlled by a float property. + \endlist + + 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. +*/ +/*! + \qmlproperty color NormalDiffuseMapMaterial::ambient + + Holds the current ambient color. +*/ +/*! + \qmlproperty TextureImage NormalDiffuseMapMaterial::diffuse + + Holds the current diffuse map texture. + + By default, the diffuse texture has the following properties: + + \list + \li Linear minification and magnification filters + \li Linear mipmap with mipmapping enabled + \li Repeat wrap mode + \li Maximum anisotropy of 16.0 + \endlist +*/ +/*! + \qmlproperty color NormalDiffuseMapMaterial::specular + + Holds the current specular color. +*/ +/*! + \qmlproperty TextureImage NormalDiffuseMapMaterial::normal + + Holds the current normal map texture. + + By default, the normal texture has the following properties: + + \list + \li Linear minification and magnification filters + \li Repeat wrap mode + \li Maximum anisotropy of 16.0 + \endlist +*/ +/*! + \qmlproperty real NormalDiffuseMapMaterial::shininess + + Holds the current shininess. +*/ +/*! + \qmlproperty real NormalDiffuseMapMaterial::textureScale + + Holds the current texture scale. It is applied as a multiplier to texture + coordinates at render time. Defaults to 1.0. +*/ + +/*! + \qmltype NormalDiffuseSpecularMapMaterial + \inqmlmodule Qt3D.Extras + \brief The NormalDiffuseSpecularMapMaterial 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. + \since 5.7 + \inherits Qt3D.Render::Material + + 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: + + \list + \li Ambient is the color that is emitted by an object without any other light source. + \li Diffuse is the color that is emitted for rought surface reflections with the lights. + \li Specular is the color emitted for shiny surface reflections with the lights. + \li The shininess of a surface is controlled by a float property. + \endlist + + 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. +*/ +/*! + \qmlproperty color NormalDiffuseSpecularMapMaterial::ambient + + Holds the current ambient color. +*/ +/*! + \qmlproperty TextureImage NormalDiffuseSpecularMapMaterial::diffuse + + Holds the current diffuse map texture. + + By default, the diffuse texture has the following properties: + + \list + \li Linear minification and magnification filters + \li Linear mipmap with mipmapping enabled + \li Repeat wrap mode + \li Maximum anisotropy of 16.0 + \endlist +*/ +/*! + \qmlproperty TextureImage NormalDiffuseSpecularMapMaterial::specular + + Holds the current specular map texture. + + By default, the specular texture has the following properties: + + \list + \li Linear minification and magnification filters + \li Linear mipmap with mipmapping enabled + \li Repeat wrap mode + \li Maximum anisotropy of 16.0 + \endlist +*/ +/*! + \qmlproperty TextureImage NormalDiffuseSpecularMapMaterial::normal + + Holds the current normal map texture. + + By default, the normal texture has the following properties: + + \list + \li Linear minification and magnification filters + \li Repeat wrap mode + \li Maximum anisotropy of 16.0 + \endlist +*/ +/*! + \qmlproperty real NormalDiffuseSpecularMapMaterial::shininess + + Holds the current shininess. +*/ +/*! + \qmlproperty real NormalDiffuseSpecularMapMaterial::textureScale + + Holds the current texture scale. It is applied as a multiplier to texture + coordinates at render time. Defaults to 1.0. +*/ + +/*! + \qmltype PerVertexColorMaterial + \inqmlmodule Qt3D.Extras + \brief The PerVertexColorMaterial class provides a default implementation for rendering the + color properties set for each vertex. + \since 5.7 + \inherits Qt3D.Render::Material + + This lighting effect is based on the combination of 2 lighting components ambient and diffuse. + Ambient is set by the vertex color. + Diffuse takes in account the normal distribution of each vertex. + + \list + \li Ambient is the color that is emitted by an object without any other light source. + \li Diffuse is the color that is emitted for rough surface reflections with the lights + \endlist + + This material uses an effect with a single render pass approach and forms fragment lighting. + Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. +*/ + +/*! + \qmltype PhongAlphaMaterial + \inqmlmodule Qt3D.Extras + \brief The PhongAlphaMaterial class provides a default implementation of + the phong lighting effect with alpha. + \since 5.7 + \inherits Qt3D.Render::Material + + 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: + + \list + \li Ambient is the color that is emitted by an object without any other light source. + \li Diffuse is the color that is emitted for rought surface reflections with the lights. + \li Specular is the color emitted for shiny surface reflections with the lights. + \li The shininess of a surface is controlled by a float property. + \li Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque). + \endlist + + 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. +*/ +/*! + \qmlproperty color PhongAlphaMaterial::ambient + + Holds the current ambient color. +*/ +/*! + \qmlproperty color PhongAlphaMaterial::diffuse + + Holds the current diffuse color. +*/ +/*! + \qmlproperty color PhongAlphaMaterial::specular + + Holds the current specular color. +*/ +/*! + \qmlproperty real PhongAlphaMaterial::shininess + + Holds the current shininess. +*/ +/*! + \qmlproperty real PhongAlphaMaterial::alpha + + Holds the alpha component of the object which varies between 0 and 1. + + The default value is 0.5. +*/ + +/*! + \qmltype PhongMaterial + \inqmlmodule Qt3D.Extras + \brief The PhongMaterial class provides a default implementation of the phong lighting effect. + \since 5.7 + \inherits Qt3D.Render::Material + + 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: + + \list + \li Ambient is the color that is emitted by an object without any other light source. + \li Diffuse is the color that is emitted for rought surface reflections with the lights. + \li Specular is the color emitted for shiny surface reflections with the lights. + \li The shininess of a surface is controlled by a float property. + \endlist + + 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. +*/ +/*! + \qmlproperty color PhongMaterial::ambient + + Holds the current ambient color. +*/ +/*! + \qmlproperty color PhongMaterial::diffuse + + Holds the current diffuse color. +*/ +/*! + \qmlproperty color PhongMaterial::specular + + Holds the current specular color. +*/ +/*! + \qmlproperty real PhongMaterial::shininess + + Holds the current shininess. +*/ diff --git a/src/extras/defaults/qdiffusemapmaterial.cpp b/src/extras/defaults/qdiffusemapmaterial.cpp index 854d0a809..b3aa3bf00 100644 --- a/src/extras/defaults/qdiffusemapmaterial.cpp +++ b/src/extras/defaults/qdiffusemapmaterial.cpp @@ -178,14 +178,16 @@ void QDiffuseMapMaterialPrivate::handleTextureScaleChanged(const QVariant &var) } /*! - \class Qt3DRender::QDiffuseMapMaterial - \brief The QDiffuseMapMaterial provides a default implementation of the phong lighting effect where the diffuse light component - is read from a texture map. - \inmodule Qt3DRender - \since 5.5 + \class Qt3DExtras::QDiffuseMapMaterial + \brief The QDiffuseMapMaterial provides a default implementation of the phong lighting effect + where the diffuse light component is read from a texture map. + \inmodule Qt3DExtras + \since 5.7 + \inherits Qt3DRender::QMaterial - The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. - The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets: + 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: \list \li Ambient is the color that is emitted by an object without any other light source. @@ -194,12 +196,12 @@ void QDiffuseMapMaterialPrivate::handleTextureScaleChanged(const QVariant &var) \li The shininess of a surface is controlled by a float property. \endlist - 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. + 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. */ /*! - Constructs a new Qt3DRender::QDiffuseMapMaterial instance with parent object \a parent. + Constructs a new QDiffuseMapMaterial instance with parent object \a parent. */ QDiffuseMapMaterial::QDiffuseMapMaterial(QNode *parent) : QMaterial(*new QDiffuseMapMaterialPrivate, parent) @@ -216,7 +218,7 @@ QDiffuseMapMaterial::~QDiffuseMapMaterial() } /*! - \property Qt3DRender::QDiffuseMapMaterial::ambient + \property QDiffuseMapMaterial::ambient Holds the current ambient color. */ @@ -228,7 +230,7 @@ QColor QDiffuseMapMaterial::ambient() const } /*! - \property Qt3DRender::QDiffuseMapMaterial::specular + \property QDiffuseMapMaterial::specular Holds the current specular color. */ @@ -239,7 +241,7 @@ QColor QDiffuseMapMaterial::specular() const } /*! - \property Qt3DRender::QDiffuseMapMaterial::shininess + \property QDiffuseMapMaterial::shininess Holds the current shininess as a float value. */ @@ -250,9 +252,9 @@ float QDiffuseMapMaterial::shininess() const } /*! - \property Qt3DRender::QDiffuseMapMaterial::diffuse + \property QDiffuseMapMaterial::diffuse - Holds the current QTexture used as the diffuse map. + Holds the current texture used as the diffuse map. By default, the diffuse texture has the following properties: @@ -270,9 +272,10 @@ QAbstractTexture *QDiffuseMapMaterial::diffuse() const } /*! - \property Qt3DRender::QDiffuseMapMaterial::textureScale + \property QDiffuseMapMaterial::textureScale - Holds the current texture scale as a float value. + Holds the current texture scale. It is applied as a multiplier to texture + coordinates at render time. Defaults to 1.0. */ float QDiffuseMapMaterial::textureScale() const diff --git a/src/extras/defaults/qdiffusespecularmapmaterial.cpp b/src/extras/defaults/qdiffusespecularmapmaterial.cpp index a4ccb6121..4b79eea2b 100644 --- a/src/extras/defaults/qdiffusespecularmapmaterial.cpp +++ b/src/extras/defaults/qdiffusespecularmapmaterial.cpp @@ -185,14 +185,16 @@ void QDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged(const QVarian } /*! - \class Qt3DRender::QDiffuseSpecularMapMaterial - \brief The QDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components - are read from texture maps. - \inmodule Qt3DRender - \since 5.5 + \class Qt3DExtras::QDiffuseSpecularMapMaterial + \brief The QDiffuseSpecularMapMaterial provides a default implementation of the phong lighting + effect where the diffuse and specular light components are read from texture maps. + \inmodule Qt3DExtras + \since 5.7 + \inherits Qt3DRender::QMaterial - The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. - The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets: + 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: \list \li Ambient is the color that is emitted by an object without any other light source. @@ -201,12 +203,12 @@ void QDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged(const QVarian \li The shininess of a surface is controlled by a float property. \endlist - 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. + 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. */ /*! - Constructs a new Qt3DRender::QDiffuseSpecularMapMaterial instance with parent object \a parent. + Constructs a new QDiffuseSpecularMapMaterial instance with parent object \a parent. */ QDiffuseSpecularMapMaterial::QDiffuseSpecularMapMaterial(QNode *parent) : QMaterial(*new QDiffuseSpecularMapMaterialPrivate, parent) @@ -223,7 +225,7 @@ QDiffuseSpecularMapMaterial::~QDiffuseSpecularMapMaterial() } /*! - \property Qt3DRender::QDiffuseSpecularMapMaterial::ambient + \property QDiffuseSpecularMapMaterial::ambient Holds the current ambient color. */ @@ -234,7 +236,7 @@ QColor QDiffuseSpecularMapMaterial::ambient() const } /*! - \property Qt3DRender::QDiffuseSpecularMapMaterial::diffuse + \property QDiffuseSpecularMapMaterial::diffuse Holds the current diffuse map texture. @@ -254,7 +256,7 @@ QAbstractTexture *QDiffuseSpecularMapMaterial::diffuse() const } /*! - \property Qt3DRender::QDiffuseSpecularMapMaterial::specular + \property QDiffuseSpecularMapMaterial::specular Holds the current specular map texture. @@ -274,7 +276,7 @@ QAbstractTexture *QDiffuseSpecularMapMaterial::specular() const } /*! - \property Qt3DRender::QDiffuseSpecularMapMaterial::shininess + \property QDiffuseSpecularMapMaterial::shininess Holds the current shininess as a float value. */ @@ -285,9 +287,10 @@ float QDiffuseSpecularMapMaterial::shininess() const } /*! - \property Qt3DRender::QDiffuseSpecularMapMaterial::textureScale + \property QDiffuseSpecularMapMaterial::textureScale - Holds the current texture scale as a float value. + Holds the current texture scale. It is applied as a multiplier to texture + coordinates at render time. Defaults to 1.0. */ float QDiffuseSpecularMapMaterial::textureScale() const { diff --git a/src/extras/defaults/qgoochmaterial.cpp b/src/extras/defaults/qgoochmaterial.cpp index 6b6ea131a..f2f34fc84 100644 --- a/src/extras/defaults/qgoochmaterial.cpp +++ b/src/extras/defaults/qgoochmaterial.cpp @@ -191,7 +191,8 @@ void QGoochMaterialPrivate::handleShininessChanged(const QVariant &var) \brief The QGoochMaterial provides a material that implements the Gooch shading model, popular in CAD and CAM applications. \inmodule Qt3DExtras - \since 5.5 + \since 5.7 + \inherits Qt3DRender::QMaterial The Gooch lighting model uses both color and brightness to help show the curvature of 3D surfaces. This is often better than models such as Phong @@ -201,7 +202,7 @@ void QGoochMaterialPrivate::handleShininessChanged(const QVariant &var) solution. The Gooch lighting model is explained fully in the \l{original Gooch - paper}. The Gooch model mixes a diffuse objetc color with a user-provided + paper}. The Gooch model mixes a diffuse object color with a user-provided cool color and warm color to produce the end points of a color ramp that is used to shade the object based upon the cosine of the angle between the vector from the fragment to the light source and the fragment's normal @@ -215,7 +216,7 @@ void QGoochMaterialPrivate::handleShininessChanged(const QVariant &var) */ /*! - Constructs a new Qt3DExtras::QGoochMaterial instance with parent object \a parent. + Constructs a new QGoochMaterial instance with parent object \a parent. */ QGoochMaterial::QGoochMaterial(QNode *parent) : QMaterial(*new QGoochMaterialPrivate, parent) @@ -237,7 +238,7 @@ QGoochMaterial::QGoochMaterial(QGoochMaterialPrivate &dd, QNode *parent) } /*! - \property Qt3DExtras::QGoochMaterial::diffuse + \property QGoochMaterial::diffuse Holds the current diffuse color. */ @@ -248,7 +249,7 @@ QColor QGoochMaterial::diffuse() const } /*! - \property Qt3DExtras::QGoochMaterial::specular + \property QGoochMaterial::specular Holds the current specular color. */ @@ -259,7 +260,7 @@ QColor QGoochMaterial::specular() const } /*! - \property Qt3DExtras::QGoochMaterial::cool + \property QGoochMaterial::cool Holds the current cool color. */ @@ -270,7 +271,7 @@ QColor QGoochMaterial::cool() const } /*! - \property Qt3DExtras::QGoochMaterial::warm + \property QGoochMaterial::warm Holds the current warm color. */ @@ -281,7 +282,7 @@ QColor QGoochMaterial::warm() const } /*! - \property Qt3DExtras::QGoochMaterial::alpha + \property QGoochMaterial::alpha Holds the current alpha value. The start point of the color ramp used by the Gooch shader is calculated as {c = cool + alpha * diffuse}. @@ -293,7 +294,7 @@ float QGoochMaterial::alpha() const } /*! - \property Qt3DExtras::QGoochMaterial::beta + \property QGoochMaterial::beta Holds the current beta value. The start point of the color ramp used by the Gooch shader is calculated as {c = warm + beta * diffuse}. @@ -305,7 +306,7 @@ float QGoochMaterial::beta() const } /*! - \property Qt3DExtras::QGoochMaterial::shininess + \property QGoochMaterial::shininess Holds the current shininess value. Higher values of shininess result in a smaller and brighter highlight. diff --git a/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp b/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp index 61b8def84..92564ee3f 100644 --- a/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp +++ b/src/extras/defaults/qnormaldiffusemapalphamaterial.cpp @@ -146,15 +146,16 @@ void QNormalDiffuseMapAlphaMaterialPrivate::init() /*! - \class Qt3DRender::QNormalDiffuseMapAlphaMaterial - \brief The QNormalDiffuseMapAlphaMaterial 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. In addition, it defines an alpha to coverage and - a depth test to be performed in the rendering pass. - \inmodule Qt3DRender - \since 5.5 + \class Qt3DExtras::QNormalDiffuseMapAlphaMaterial + \brief The QNormalDiffuseMapAlphaMaterial provides a specialization of QNormalDiffuseMapMaterial + with alpha coverage and a depth test performed in the rendering pass. + \inmodule Qt3DExtras + \since 5.7 + \inherits Qt3DExtras::QNormalDiffuseMapMaterial - The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. - The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets: + 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: \list \li Ambient is the color that is emitted by an object without any other light source. @@ -163,11 +164,11 @@ void QNormalDiffuseMapAlphaMaterialPrivate::init() \li The shininess of a surface is controlled by a float property. \endlist - 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. + 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. */ /*! - Constructs a new Qt3DRender::QNormalDiffuseMapAlphaMaterial instance with parent object \a parent. + Constructs a new QNormalDiffuseMapAlphaMaterial instance with parent object \a parent. */ QNormalDiffuseMapAlphaMaterial::QNormalDiffuseMapAlphaMaterial(QNode *parent) : QNormalDiffuseMapMaterial(*new QNormalDiffuseMapAlphaMaterialPrivate, parent) diff --git a/src/extras/defaults/qnormaldiffusemapmaterial.cpp b/src/extras/defaults/qnormaldiffusemapmaterial.cpp index c38756c98..8373c4d5d 100644 --- a/src/extras/defaults/qnormaldiffusemapmaterial.cpp +++ b/src/extras/defaults/qnormaldiffusemapmaterial.cpp @@ -195,14 +195,17 @@ void QNormalDiffuseMapMaterialPrivate::handleTextureScaleChanged(const QVariant } /*! - \class Qt3DRender::QNormalDiffuseMapMaterial - \brief 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. - \inmodule Qt3DRender - \since 5.5 - - The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. - The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets: + \class Qt3DExtras::QNormalDiffuseMapMaterial + \brief 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. + \inmodule Qt3DExtras + \since 5.7 + \inherits Qt3DRender::QMaterial + + 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: \list \li Ambient is the color that is emitted by an object without any other light source. @@ -211,12 +214,12 @@ void QNormalDiffuseMapMaterialPrivate::handleTextureScaleChanged(const QVariant \li The shininess of a surface is controlled by a float property. \endlist - 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. + 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. */ /*! - Constructs a new Qt3DRender::QNormalDiffuseMapMaterial instance with parent object \a parent. + Constructs a new QNormalDiffuseMapMaterial instance with parent object \a parent. */ QNormalDiffuseMapMaterial::QNormalDiffuseMapMaterial(QNode *parent) : QMaterial(*new QNormalDiffuseMapMaterialPrivate, parent) @@ -241,7 +244,7 @@ QNormalDiffuseMapMaterial::~QNormalDiffuseMapMaterial() } /*! - \property Qt3DRender::QNormalDiffuseMapMaterial::ambient + \property QNormalDiffuseMapMaterial::ambient Holds the current ambient color. */ @@ -252,7 +255,7 @@ QColor QNormalDiffuseMapMaterial::ambient() const } /*! - \property Qt3DRender::QNormalDiffuseMapMaterial::specular + \property QNormalDiffuseMapMaterial::specular Holds the current specular color. */ @@ -263,7 +266,7 @@ QColor QNormalDiffuseMapMaterial::specular() const } /*! - \property Qt3DRender::QNormalDiffuseMapMaterial::diffuse + \property QNormalDiffuseMapMaterial::diffuse Holds the current diffuse map texture. @@ -283,7 +286,7 @@ QAbstractTexture *QNormalDiffuseMapMaterial::diffuse() const } /*! - \property Qt3DRender::QNormalDiffuseMapMaterial::normal + \property QNormalDiffuseMapMaterial::normal Holds the current normal map texture. @@ -302,7 +305,7 @@ QAbstractTexture *QNormalDiffuseMapMaterial::normal() const } /*! - \property Qt3DRender::QNormalDiffuseMapMaterial::shininess + \property QNormalDiffuseMapMaterial::shininess Holds the current shininess as a float value. */ @@ -313,9 +316,10 @@ float QNormalDiffuseMapMaterial::shininess() const } /*! - \property Qt3DRender::QNormalDiffuseMapMaterial::textureScale + \property QNormalDiffuseMapMaterial::textureScale - Holds the current texture scale as a float value. + Holds the current texture scale. It is applied as a multiplier to texture + coordinates at render time. Defaults to 1.0. */ float QNormalDiffuseMapMaterial::textureScale() const { diff --git a/src/extras/defaults/qnormaldiffusespecularmapmaterial.cpp b/src/extras/defaults/qnormaldiffusespecularmapmaterial.cpp index 3c26fde5a..e4a83c50c 100644 --- a/src/extras/defaults/qnormaldiffusespecularmapmaterial.cpp +++ b/src/extras/defaults/qnormaldiffusespecularmapmaterial.cpp @@ -202,14 +202,17 @@ void QNormalDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged(const Q } /*! - \class Qt3DRender::QNormalDiffuseSpecularMapMaterial - \brief 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. - \inmodule Qt3DRender - \since 5.5 - - The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. - The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets: + \class Qt3DExtras::QNormalDiffuseSpecularMapMaterial + \brief 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. + \inmodule Qt3DExtras + \since 5.7 + \inherits Qt3DRender::QMaterial + + 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: \list \li Ambient is the color that is emitted by an object without any other light source. @@ -218,12 +221,12 @@ void QNormalDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged(const Q \li The shininess of a surface is controlled by a float property. \endlist - 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. + 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. */ /*! - Constructs a new Qt3DRender::QNormalDiffuseSpecularMapMaterial instance with parent object \a parent. + Constructs a new QNormalDiffuseSpecularMapMaterial instance with parent object \a parent. */ QNormalDiffuseSpecularMapMaterial::QNormalDiffuseSpecularMapMaterial(QNode *parent) : QMaterial(*new QNormalDiffuseSpecularMapMaterialPrivate, parent) @@ -241,14 +244,14 @@ QNormalDiffuseSpecularMapMaterial::QNormalDiffuseSpecularMapMaterial(QNormalDiff } /*! - Destroys the Qt3DRender::QNormalDiffuseSpecularMapMaterial instance. + Destroys the QNormalDiffuseSpecularMapMaterial instance. */ QNormalDiffuseSpecularMapMaterial::~QNormalDiffuseSpecularMapMaterial() { } /*! - \property Qt3DRender::QNormalDiffuseSpecularMapMaterial::ambient + \property QNormalDiffuseSpecularMapMaterial::ambient Holds the current ambient color. */ @@ -259,7 +262,7 @@ QColor QNormalDiffuseSpecularMapMaterial::ambient() const } /*! - \property Qt3DRender::QNormalDiffuseSpecularMapMaterial::diffuse + \property QNormalDiffuseSpecularMapMaterial::diffuse Holds the current diffuse map texture. @@ -279,7 +282,7 @@ QAbstractTexture *QNormalDiffuseSpecularMapMaterial::diffuse() const } /*! - \property Qt3DRender::QNormalDiffuseSpecularMapMaterial::normal + \property QNormalDiffuseSpecularMapMaterial::normal Holds the current normal map texture. @@ -298,7 +301,7 @@ QAbstractTexture *QNormalDiffuseSpecularMapMaterial::normal() const } /*! - \property Qt3DRender::QNormalDiffuseSpecularMapMaterial::specular + \property QNormalDiffuseSpecularMapMaterial::specular Holds the current specular map texture. @@ -318,7 +321,7 @@ QAbstractTexture *QNormalDiffuseSpecularMapMaterial::specular() const } /*! - \property Qt3DRender::QNormalDiffuseSpecularMapMaterial::shininess + \property QNormalDiffuseSpecularMapMaterial::shininess Holds the current shininess as a float value. */ @@ -329,9 +332,10 @@ float QNormalDiffuseSpecularMapMaterial::shininess() const } /*! - \property Qt3DRender::QNormalDiffuseSpecularMapMaterial::textureScale + \property QNormalDiffuseSpecularMapMaterial::textureScale - Holds the current texture scale as a float value. + Holds the current texture scale. It is applied as a multiplier to texture + coordinates at render time. Defaults to 1.0. */ float QNormalDiffuseSpecularMapMaterial::textureScale() const { diff --git a/src/extras/defaults/qpervertexcolormaterial.cpp b/src/extras/defaults/qpervertexcolormaterial.cpp index 2a301cd3f..514f994c1 100644 --- a/src/extras/defaults/qpervertexcolormaterial.cpp +++ b/src/extras/defaults/qpervertexcolormaterial.cpp @@ -73,12 +73,15 @@ QPerVertexColorMaterialPrivate::QPerVertexColorMaterialPrivate() } /*! - \class Qt3DRender::QPerVertexColorMaterial - \brief The QPerVertexColorMaterial class provides a default implementation for rendering the color properties set for each vertex. - \inmodule Qt3DRender - \since 5.5 - - This lighting effect is based on the combination of 2 lighting components ambient and diffuse. Ambient is set by the vertex color. + \class Qt3DExtras::QPerVertexColorMaterial + \brief The QPerVertexColorMaterial class provides a default implementation for rendering the + color properties set for each vertex. + \inmodule Qt3DExtras + \since 5.7 + \inherits Qt3DRender::QMaterial + + This lighting effect is based on the combination of 2 lighting components ambient and diffuse. + Ambient is set by the vertex color. Diffuse takes in account the normal distribution of each vertex. \list @@ -91,8 +94,6 @@ QPerVertexColorMaterialPrivate::QPerVertexColorMaterialPrivate() */ /*! - \fn Qt3DRender::QPerVertexColorMaterial::QPerVertexColorMaterial(Qt3DCore::QNode *parent) - Constructs a new QPerVertexColorMaterial instance with parent object \a parent. */ QPerVertexColorMaterial::QPerVertexColorMaterial(QNode *parent) @@ -103,8 +104,6 @@ QPerVertexColorMaterial::QPerVertexColorMaterial(QNode *parent) } /*! - \fn Qt3DRender::QPerVertexColorMaterial::~QPerVertexColorMaterial() - Destroys the QPerVertexColorMaterial */ QPerVertexColorMaterial::~QPerVertexColorMaterial() diff --git a/src/extras/defaults/qphongalphamaterial.cpp b/src/extras/defaults/qphongalphamaterial.cpp index efc413a86..7a05610c2 100644 --- a/src/extras/defaults/qphongalphamaterial.cpp +++ b/src/extras/defaults/qphongalphamaterial.cpp @@ -194,15 +194,17 @@ void QPhongAlphaMaterialPrivate::handleAlphaChanged(const QVariant &var) } /*! - \class Qt3DRender::QPhongAlphaMaterial + \class Qt3DExtras::QPhongAlphaMaterial \brief The QPhongAlphaMaterial class provides a default implementation of the phong lighting effect with alpha. - \inmodule Qt3DRenderer - \since 5.5 + \inmodule Qt3DExtras + \since 5.7 + \inherits Qt3DRender::QMaterial - The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. - The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets: + 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: \list \li Ambient is the color that is emitted by an object without any other light source. @@ -212,13 +214,11 @@ void QPhongAlphaMaterialPrivate::handleAlphaChanged(const QVariant &var) \li Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque). \endlist - 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. + 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. */ /*! - \fn Qt3DRender::QPhongAlphaMaterial::QPhongAlphaMaterial(Qt3DCore::QNode *parent) - Constructs a new QPhongAlphaMaterial instance with parent object \a parent. */ QPhongAlphaMaterial::QPhongAlphaMaterial(QNode *parent) @@ -247,7 +247,7 @@ QPhongAlphaMaterial::~QPhongAlphaMaterial() } /*! - \property Qt3DRender::QPhongAlphaMaterial::ambient + \property QPhongAlphaMaterial::ambient Holds the ambient color. */ @@ -258,7 +258,7 @@ QColor QPhongAlphaMaterial::ambient() const } /*! - \property Qt3DRender::QPhongAlphaMaterial::diffuse + \property QPhongAlphaMaterial::diffuse Holds the diffuse color. */ @@ -269,7 +269,7 @@ QColor QPhongAlphaMaterial::diffuse() const } /*! - \property Qt3DRender::QPhongAlphaMaterial::specular + \property QPhongAlphaMaterial::specular Holds the specular color. */ @@ -280,7 +280,7 @@ QColor QPhongAlphaMaterial::specular() const } /*! - \property Qt3DRender::QPhongAlphaMaterial::shininess + \property QPhongAlphaMaterial::shininess Holds the shininess exponent. */ @@ -291,11 +291,11 @@ float QPhongAlphaMaterial::shininess() const } /*! - \property Qt3DRender::QPhongAlphaMaterial::alpha + \property QPhongAlphaMaterial::alpha Holds the alpha component of the object which varies between 0 and 1. - \note: default value is 0.5f + The default value is 0.5f. */ float QPhongAlphaMaterial::alpha() const { @@ -303,30 +303,65 @@ float QPhongAlphaMaterial::alpha() const return d->m_alphaParameter->value().toFloat(); } +/*! + \property QPhongAlphaMaterial::sourceRgbArg + + Holds the blend equation source RGB blending argument. + + \sa Qt3DRender::QBlendEquationArguments::Blending +*/ QBlendEquationArguments::Blending QPhongAlphaMaterial::sourceRgbArg() const { Q_D(const QPhongAlphaMaterial); return d->m_blendState->sourceRgb(); } +/*! + \property QPhongAlphaMaterial::destinationRgbArg + + Holds the blend equation destination RGB blending argument. + + \sa Qt3DRender::QBlendEquationArguments::Blending +*/ QBlendEquationArguments::Blending QPhongAlphaMaterial::destinationRgbArg() const { Q_D(const QPhongAlphaMaterial); return d->m_blendState->destinationRgb(); } +/*! + \property QPhongAlphaMaterial::sourceAlphaArg + + Holds the blend equation source alpha blending argument. + + \sa Qt3DRender::QBlendEquationArguments::Blending +*/ QBlendEquationArguments::Blending QPhongAlphaMaterial::sourceAlphaArg() const { Q_D(const QPhongAlphaMaterial); return d->m_blendState->sourceAlpha(); } +/*! + \property QPhongAlphaMaterial::destinationAlphaArg + + Holds the blend equation destination alpha blending argument. + + \sa Qt3DRender::QBlendEquationArguments::Blending +*/ QBlendEquationArguments::Blending QPhongAlphaMaterial::destinationAlphaArg() const { Q_D(const QPhongAlphaMaterial); return d->m_blendState->destinationAlpha(); } +/*! + \property QPhongAlphaMaterial::blendFunctionArg + + Holds the blend equation function argument. + + \sa Qt3DRender::QBlendEquation::BlendFunction +*/ QBlendEquation::BlendFunction QPhongAlphaMaterial::blendFunctionArg() const { Q_D(const QPhongAlphaMaterial); diff --git a/src/extras/defaults/qphongmaterial.cpp b/src/extras/defaults/qphongmaterial.cpp index f9c51bae8..c294984b6 100644 --- a/src/extras/defaults/qphongmaterial.cpp +++ b/src/extras/defaults/qphongmaterial.cpp @@ -162,13 +162,15 @@ void QPhongMaterialPrivate::handleShininessChanged(const QVariant &var) } /*! - \class Qt3DRender::QPhongMaterial + \class Qt3DExtras::QPhongMaterial \brief The QPhongMaterial class provides a default implementation of the phong lighting effect. - \inmodule Qt3DRender - \since 5.5 + \inmodule Qt3DExtras + \since 5.7 + \inherits Qt3DRender::QMaterial - The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. - The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets: + 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: \list \li Ambient is the color that is emitted by an object without any other light source. @@ -177,13 +179,11 @@ void QPhongMaterialPrivate::handleShininessChanged(const QVariant &var) \li The shininess of a surface is controlled by a float property. \endlist - 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. + 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. */ /*! - \fn Qt3DRender::QPhongMaterial::QPhongMaterial(Qt3DCore::QNode *parent) - Constructs a new QPhongMaterial instance with parent object \a parent. */ QPhongMaterial::QPhongMaterial(QNode *parent) @@ -194,8 +194,6 @@ QPhongMaterial::QPhongMaterial(QNode *parent) } /*! - \fn Qt3DRender::QPhongMaterial::~QPhongMaterial() - Destroys the QPhongMaterial. */ QPhongMaterial::~QPhongMaterial() @@ -203,7 +201,7 @@ QPhongMaterial::~QPhongMaterial() } /*! - \property Qt3DRender::QPhongMaterial::ambient + \property QPhongMaterial::ambient Holds the ambient color. */ @@ -214,7 +212,7 @@ QColor QPhongMaterial::ambient() const } /*! - \property Qt3DRender::QPhongMaterial::diffuse + \property QPhongMaterial::diffuse Holds the diffuse color. */ @@ -225,7 +223,7 @@ QColor QPhongMaterial::diffuse() const } /*! - \property Qt3DRender::QPhongMaterial::specular + \property QPhongMaterial::specular Holds the specular color. */ @@ -236,7 +234,7 @@ QColor QPhongMaterial::specular() const } /*! - \property Qt3DRender::QPhongMaterial::shininess + \property QPhongMaterial::shininess Holds the shininess exponent. */ |