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-/****************************************************************************
-**
-** 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.
-*/