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-rw-r--r--src/doc/src/qmlextramaterials.qdoc568
-rw-r--r--src/extras/defaults/qdiffusemapmaterial.cpp37
-rw-r--r--src/extras/defaults/qdiffusespecularmapmaterial.cpp35
-rw-r--r--src/extras/defaults/qgoochmaterial.cpp21
-rw-r--r--src/extras/defaults/qnormaldiffusemapalphamaterial.cpp23
-rw-r--r--src/extras/defaults/qnormaldiffusemapmaterial.cpp40
-rw-r--r--src/extras/defaults/qnormaldiffusespecularmapmaterial.cpp42
-rw-r--r--src/extras/defaults/qpervertexcolormaterial.cpp19
-rw-r--r--src/extras/defaults/qphongalphamaterial.cpp65
-rw-r--r--src/extras/defaults/qphongmaterial.cpp28
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.
*/