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authorMichael Brasser <mbrasser@ford.com>2019-07-22 09:23:58 -0500
committerMichael Brasser <mbrasser@ford.com>2019-07-23 08:29:23 -0500
commit51c49dc6f0ade027ba390cb28a7424fc5903c069 (patch)
treed7c1f27ac3eba87d9202b56f20d59b37bea2caea
parent1bb43d7be48813ba318bc2613d020dc8a3b71746 (diff)
Provide more detail in *Light documentation
Change-Id: I8d56836f1f075c7239b262454131062c10058026 Reviewed-by: Paul Lemire <paul.lemire@kdab.com>
-rw-r--r--src/render/lights/qdirectionallight.cpp6
-rw-r--r--src/render/lights/qenvironmentlight.cpp6
-rw-r--r--src/render/lights/qpointlight.cpp27
-rw-r--r--src/render/lights/qspotlight.cpp24
4 files changed, 63 insertions, 0 deletions
diff --git a/src/render/lights/qdirectionallight.cpp b/src/render/lights/qdirectionallight.cpp
index 14bdb2c38..9b6e580de 100644
--- a/src/render/lights/qdirectionallight.cpp
+++ b/src/render/lights/qdirectionallight.cpp
@@ -76,6 +76,9 @@ QDirectionalLightPrivate::QDirectionalLightPrivate()
\since 5.7
\brief Encapsulate a Directional Light object in a Qt 3D scene.
+ A directional light is a light source that behaves similar to sunlight.
+ The light from a directional light hits all objects from the same direction
+ and with the same intensity, regardless of where they are in the scene.
*/
/*!
@@ -86,6 +89,9 @@ QDirectionalLightPrivate::QDirectionalLightPrivate()
\since 5.7
\brief Encapsulate a Directional Light object in a Qt 3D scene.
+ A directional light is a light source that behaves similar to sunlight.
+ The light from a directional light hits all objects from the same direction
+ and with the same intensity, regardless of where they are in the scene.
*/
/*!
diff --git a/src/render/lights/qenvironmentlight.cpp b/src/render/lights/qenvironmentlight.cpp
index 866905fb6..b3dac56ff 100644
--- a/src/render/lights/qenvironmentlight.cpp
+++ b/src/render/lights/qenvironmentlight.cpp
@@ -53,6 +53,9 @@ namespace Qt3DRender
* \instantiates Qt3DRender::QEnvironmentLight
* \brief Encapsulate an environment light object in a Qt 3D scene.
* \since 5.9
+ *
+ * EnvironmentLight uses cubemaps to implement image-based lighting (IBL), a technique
+ * often used in conjunction with physically-based rendering (PBR).
*/
QEnvironmentLightPrivate::QEnvironmentLightPrivate()
@@ -97,6 +100,9 @@ Qt3DCore::QNodeCreatedChangeBasePtr QEnvironmentLight::createNodeCreationChange(
\inmodule Qt3DRender
\brief Encapsulate an environment light object in a Qt 3D scene.
\since 5.9
+
+ EnvironmentLight uses cubemaps to implement image-based lighting (IBL), a technique
+ often used in conjunction with physically-based rendering (PBR).
*/
QEnvironmentLight::QEnvironmentLight(Qt3DCore::QNode *parent)
diff --git a/src/render/lights/qpointlight.cpp b/src/render/lights/qpointlight.cpp
index 28dd265b8..2b042c91d 100644
--- a/src/render/lights/qpointlight.cpp
+++ b/src/render/lights/qpointlight.cpp
@@ -75,6 +75,19 @@ QPointLightPrivate::QPointLightPrivate()
\since 5.5
\brief Encapsulate a Point Light object in a Qt 3D scene.
+ A point light is a light source that emits light in all directions, from a single point.
+ Conceptually, this is similar to light given off by a standard light bulb.
+
+ A point light uses three attenuation factors to describe how the intensity of the light
+ decreases over distance. These factors are designed to be used together in calcuating total
+ attenuation. For the materials in Qt3D Extras the following formula is used, where distance
+ is the distance from the light to the surface being rendered:
+
+ \code
+ totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance));
+ \endcode
+
+ Custom materials may choose to interpret these factors differently.
*/
/*!
@@ -84,6 +97,20 @@ QPointLightPrivate::QPointLightPrivate()
\inqmlmodule Qt3D.Render
\since 5.5
\brief Encapsulate a Point Light object in a Qt 3D scene.
+
+ A point light is a light source that emits light in all directions, from a single point.
+ Conceptually, this is similar to light given off by a standard light bulb.
+
+ A point light uses three attenuation factors to describe how the intensity of the light
+ decreases over distance. These factors are designed to be used together in calcuating total
+ attenuation. For the materials in Qt3D Extras the following formula is used, where distance
+ is the distance from the light to the surface being rendered:
+
+ \code
+ totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance));
+ \endcode
+
+ Custom materials may choose to interpret these factors differently.
*/
/*!
diff --git a/src/render/lights/qspotlight.cpp b/src/render/lights/qspotlight.cpp
index 81c18387b..c4deaf817 100644
--- a/src/render/lights/qspotlight.cpp
+++ b/src/render/lights/qspotlight.cpp
@@ -83,6 +83,18 @@ QSpotLightPrivate::QSpotLightPrivate()
\since 5.5
\brief Encapsulate a Spot Light object in a Qt 3D scene.
+ A spotlight is a light source that emits a cone of light in a particular direction.
+
+ A spotlight uses three attenuation factors to describe how the intensity of the light
+ decreases over distance. These factors are designed to be used together in calcuating total
+ attenuation. For the materials in Qt3D Extras the following formula is used, where distance
+ is the distance from the light to the surface being rendered:
+
+ \code
+ totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance));
+ \endcode
+
+ Custom materials may choose to interpret these factors differently.
*/
/*!
@@ -93,6 +105,18 @@ QSpotLightPrivate::QSpotLightPrivate()
\since 5.5
\brief Encapsulate a Spot Light object in a Qt 3D scene.
+ A spotlight is a light source that emits a cone of light in a particular direction.
+
+ A spotlight uses three attenuation factors to describe how the intensity of the light
+ decreases over distance. These factors are designed to be used together in calcuating total
+ attenuation. For the materials in Qt3D Extras the following formula is used, where distance
+ is the distance from the light to the surface being rendered:
+
+ \code
+ totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance));
+ \endcode
+
+ Custom materials may choose to interpret these factors differently.
*/
/*!