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authorTopi Reinio <topi.reinio@qt.io>2018-02-07 13:21:09 +0100
committerTopi Reiniƶ <topi.reinio@qt.io>2018-02-09 12:07:25 +0000
commitc8964b8f1cf56718a189b0f57bad446cec30a8b8 (patch)
tree221f917586c8c50f862361cc7c41e0865499e4ef /src/extras
parentc8a48a9a28889598cb2a06fc8d5deb9b803509ca (diff)
Doc: Divide documentation into submodules
QDoc in Qt 5.11 will use Clang (libclang) to parse C++ documentation. In order to do that, Clang needs to have the include paths available when parsing source; qmake provides that information to QDoc but only when the documentation project is located under the correct module (source) path. By having dedicated doc projects for Qt 3D Core, Render, Input, etc. the number of documentation warnings is signicantly reduced. A top-level 'Qt 3D' project is still kept, and contains the landing page, overview, examples, and top-level 'C++ classes' and 'QML types' pages that list all types documented across all Qt 3D submodules. Change-Id: Id5936de36f31c2a8764a64e1e9d7ae0d10e8ab14 Reviewed-by: Martin Smith <martin.smith@qt.io>
Diffstat (limited to 'src/extras')
-rw-r--r--src/extras/doc/qt3dextras.qdocconf43
-rw-r--r--src/extras/doc/src/qmlextracontrollers.qdoc170
-rw-r--r--src/extras/doc/src/qmlextramaterials.qdoc568
-rw-r--r--src/extras/doc/src/qt3dextras-module.qdoc131
-rw-r--r--src/extras/extras.pro2
5 files changed, 914 insertions, 0 deletions
diff --git a/src/extras/doc/qt3dextras.qdocconf b/src/extras/doc/qt3dextras.qdocconf
new file mode 100644
index 000000000..470a80450
--- /dev/null
+++ b/src/extras/doc/qt3dextras.qdocconf
@@ -0,0 +1,43 @@
+include($QT_INSTALL_DOCS/global/qt-module-defaults.qdocconf)
+include(../../doc/qt3d-config.qdocconf)
+
+project = Qt3DExtras
+description = Qt 3D Extras Reference Documentation
+version = $QT_VERSION
+
+qhp.projects = Qt3DExtras
+
+qhp.Qt3DExtras.file = qt3dextras.qhp
+qhp.Qt3DExtras.namespace = org.qt-project.qt3dextras.$QT_VERSION_TAG
+qhp.Qt3DExtras.virtualFolder = qt3dextras
+qhp.Qt3DExtras.indexTitle = Qt 3D Extras
+qhp.Qt3DExtras.indexRoot =
+
+qhp.Qt3DExtras.filterAttributes = qt3dextras $QT_VERSION qtrefdoc
+qhp.Qt3DExtras.customFilters.Qt.name = Qt3DExtras $QT_VERSION
+qhp.Qt3DExtras.customFilters.Qt.filterAttributes = qt3dextras $QT_VERSION
+
+qhp.Qt3DExtras.subprojects = classes qmltypes
+
+qhp.Qt3DExtras.subprojects.classes.title = C++ Classes
+qhp.Qt3DExtras.subprojects.classes.indexTitle = Qt 3D Extras C++ Classes
+qhp.Qt3DExtras.subprojects.classes.selectors = class doc:headerfile
+qhp.Qt3DExtras.subprojects.classes.sortPages = true
+
+qhp.Qt3DExtras.subprojects.qmltypes.title = QML Types
+qhp.Qt3DExtras.subprojects.qmltypes.indexTitle = Qt 3D Extras QML Types
+qhp.Qt3DExtras.subprojects.qmltypes.selectors = qmltype
+qhp.Qt3DExtras.subprojects.qmltypes.sortPages = true
+
+tagfile = qt3dextras.tags
+
+depends += qtcore qtgui qtqml qtquick qtdoc qmake
+
+# dependencies to other Qt 3D modules
+depends += qt3d qt3dcore qt3drender qt3dlogic \
+ qt3dinput qt3danimation qt3dscene2d
+
+sourcedirs += ..
+headerdirs += ..
+imagedirs += images
+exampledirs += snippets
diff --git a/src/extras/doc/src/qmlextracontrollers.qdoc b/src/extras/doc/src/qmlextracontrollers.qdoc
new file mode 100644
index 000000000..737d0f823
--- /dev/null
+++ b/src/extras/doc/src/qmlextracontrollers.qdoc
@@ -0,0 +1,170 @@
+/****************************************************************************
+**
+** 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 FirstPersonCameraController
+ \inqmlmodule Qt3D.Extras
+ \brief The FirstPersonCameraController allows controlling the scene camera
+ from the first person perspective.
+ \since 5.7
+ \inherits Qt3D.Core::Entity
+
+ The FirstPersonCameraController allows controlling the scene camera from the first person
+ perspective.
+
+ The controls are:
+ \table
+ \header
+ \li Input
+ \li Action
+ \row
+ \li Left mouse button
+ \li While the left mouse button is pressed, mouse movement along x-axis pans the camera and
+ movement along y-axis tilts it.
+ \row
+ \li Shift key
+ \li Turns the fine motion control active while pressed. Makes mouse pan and tilt less
+ sensitive.
+ \row
+ \li Arrow keys
+ \li Move the camera horizontally relative to camera viewport.
+ \row
+ \li Page up and page down keys
+ \li Move the camera vertically relative to camera viewport.
+ \endtable
+*/
+/*!
+ \qmlproperty Camera FirstPersonCameraController::camera
+
+ Holds the currently controlled camera.
+*/
+/*!
+ \qmlproperty real FirstPersonCameraController::linearSpeed
+
+ Holds the current linear speed of the camera controller. Linear speed determines the
+ movement speed of the camera.
+*/
+/*!
+ \qmlproperty real FirstPersonCameraController::lookSpeed
+
+ Holds the current look speed of the camera controller. The look speed determines the turn rate
+ of the camera pan and tilt.
+*/
+/*!
+ \qmlproperty real FirstPersonCameraController::acceleration
+
+ Holds the current acceleration.
+ Specifies the rate at which the camera linear speed increases when a key is held.
+ If the acceleration is negative, the linear speed stays constant.
+ Defaults to -1.0.
+*/
+/*!
+ \qmlproperty real FirstPersonCameraController::deceleration
+
+ Specifies the rate at which the camera linear speed decreases when a key is released.
+ If the deceleration is negative, the linear speed stays constant.
+ Defaults to -1.0.
+*/
+
+/*!
+ \qmltype OrbitCameraController
+ \inqmlmodule Qt3D.Extras
+ \brief The OrbitCameraController class allows controlling the scene camera along orbital path.
+ \since 5.7
+ \inherits Qt3D.Core::Entity
+
+ The OrbitCameraController class allows controlling the scene camera along orbital path.
+
+ The controls are:
+ \table
+ \header
+ \li Input
+ \li Action
+ \row
+ \li Left mouse button
+ \li While the left mouse button is pressed, mouse movement along x-axis moves the camera
+ left and right and movement along y-axis moves it up and down.
+ \row
+ \li Right mouse button
+ \li While the right mouse button is pressed, mouse movement along x-axis pans the camera
+ around the camera view center and movement along y-axis tilts it around the camera
+ view center.
+ \row
+ \li Both left and right mouse button
+ \li While both the left and the right mouse button are pressed, mouse movement along y-axis
+ zooms the camera in and out without changing the view center.
+ \row
+ \li Arrow keys
+ \li Move the camera vertically and horizontally relative to camera viewport.
+ \row
+ \li Page up and page down keys
+ \li Move the camera forwards and backwards.
+ \row
+ \li Shift key
+ \li Changes the behavior of the up and down arrow keys to zoom the camera in and out
+ without changing the view center. The other movement keys are disabled.
+ \row
+ \li Alt key
+ \li Changes the behovior of the arrow keys to pan and tilt the camera around the view
+ center. Disables the page up and page down keys.
+ \endtable
+*/
+/*!
+ \qmlproperty Camera OrbitCameraController::camera
+
+ Holds the currently controlled camera.
+*/
+/*!
+ \qmlproperty real OrbitCameraController::linearSpeed
+
+ Holds the current linear speed of the camera controller. Linear speed determines the
+ movement speed of the camera.
+*/
+/*!
+ \qmlproperty real OrbitCameraController::lookSpeed
+
+ Holds the current look speed of the camera controller. The look speed determines the turn rate
+ of the camera pan and tilt.
+*/
+/*!
+ \qmlproperty real OrbitCameraController::zoomLimit
+
+ Holds the current zoom-in limit. The zoom-in limit determines how close to the view center
+ the camera can be zoomed.
+*/
diff --git a/src/extras/doc/src/qmlextramaterials.qdoc b/src/extras/doc/src/qmlextramaterials.qdoc
new file mode 100644
index 000000000..48f1a2326
--- /dev/null
+++ b/src/extras/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/doc/src/qt3dextras-module.qdoc b/src/extras/doc/src/qt3dextras-module.qdoc
new file mode 100644
index 000000000..5461a5b09
--- /dev/null
+++ b/src/extras/doc/src/qt3dextras-module.qdoc
@@ -0,0 +1,131 @@
+/****************************************************************************
+**
+** Copyright (C) 2016 Klaralvdalens Datakonsult AB (KDAB).
+** 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.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+/*!
+ \module Qt3DExtras
+ \title Qt 3D Extras C++ Classes
+ \keyword Qt 3D Extras
+
+ \brief The Qt 3D Extras modules provides a set of prebuilt elements to help
+ you get started with Qt 3D.
+
+ This module is still in tech preview. This means it is unstable, likely to
+ change and provided as a convenience only.
+
+ \ingroup modules
+ \ingroup qt3d-modules
+ \qtvariable 3dextras
+
+ \code
+ #include <Qt3DExtras>
+ \endcode
+
+ To link against the corresponding C++ library, add the following to your qmake project file:
+
+ \badcode
+ QT += 3dextras
+ \endcode
+
+ Classes, types, and functions are declared under the \l [Qt3DExtras]{Qt3DExtras} namespace.
+
+ \section1 Overview
+
+ \section2 Materials
+
+ \annotatedlist qt3d-extras-materials
+
+ \section2 Meshes and Geometries
+
+ \annotatedlist qt3d-extras-geometries
+
+ \section2 Camera Controllers
+
+ \annotatedlist qt3d-extras-cameracontrollers
+
+ \section2 Entities
+
+ \list
+ \li Qt3DExtras::QSkyboxEntity
+ \endlist
+
+ \section2 FrameGraphs
+
+ \list
+ \li Qt3DExtras::QForwardRenderer
+ \endlist
+
+ \section2 Window
+
+ \list
+ \li Qt3DExtras::Qt3DWindow
+ \endlist
+
+ \note The Quick3DExtras module also specifies a Qt3DExtras::Quick::Qt3DQuickWindow.
+
+ \section1 Reference
+ \list
+ \li \l {Qt 3D Extras C++ Classes}
+ \li \l {Qt 3D Examples}
+ \endlist
+ */
+
+/*!
+ \namespace Qt3DExtras
+ \inmodule Qt3DExtras
+ \ingroup qt3d-namespaces
+
+ \brief Contains classes from the Qt3DExtras module.
+*/
+
+/*!
+ \qmlmodule Qt3D.Extras 2.0
+ \title Qt 3D Extras QML Types
+ \ingroup qmlmodules
+ \ingroup qt3d-qmlmodules
+
+ \brief Provides Qt 3D QML types for the extras module.
+
+ To import and use the module's QML types, use the following statement:
+
+ \badcode
+ import Qt3D.Extras 2.0
+ \endcode
+
+ \section1 QML Types
+*/
diff --git a/src/extras/extras.pro b/src/extras/extras.pro
index 22c9fcb93..700d39dea 100644
--- a/src/extras/extras.pro
+++ b/src/extras/extras.pro
@@ -7,6 +7,8 @@ DEFINES += QT3DEXTRAS_LIBRARY
# Qt3D is free of Q_FOREACH - make sure it stays that way:
DEFINES += QT_NO_FOREACH
+QMAKE_DOCS = $$PWD/doc/qt3dextras.qdocconf
+
load(qt_module)
include (geometries/geometries.pri)