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diff --git a/src/doc/src/qmlextramaterials.qdoc b/src/doc/src/qmlextramaterials.qdoc deleted file mode 100644 index 48f1a2326..000000000 --- a/src/doc/src/qmlextramaterials.qdoc +++ /dev/null @@ -1,568 +0,0 @@ -/**************************************************************************** -** -** 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. -*/ |