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* Reduce specular reflectivity defaultsLaszlo Agocs2015-12-101-0/+1
| | | | | | | | 0.95 -> 0.01 to prevent eye-poppingly white specular highlights. Change-Id: I3e765bad13afe991053932e73cea13b95c950c1c Reviewed-by: Sean Harmer <sean.harmer@kdab.com> Reviewed-by: Andy Nichols <andy.nichols@theqtcompany.com>
* Do lighting calculation in world spaceLaszlo Agocs2015-12-101-1/+4
| | | | | | | | | | | | | | | | As opposed to (mostly) camera space. Oops. While somewhat hidden with point lights, the problem became apparent with directional lights. Now that we have proper directional lights, change the default light, that is used when no light components are specified at all, from point to directional since this is cheaper and provides less surprises with arbitrary scenes. Also remove the duplicate phongalpha vertex shader in the process. Change-Id: I295660a1400b16b69e1516672e31794312ee48d1 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Add support for spotlightsLaszlo Agocs2015-12-091-3/+42
| | | | | Change-Id: I61a4e072c1a2e00cdbcee917aa557e56fb8cb7c0 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Add a directional light to the exampleLaszlo Agocs2015-12-071-0/+13
| | | | | Change-Id: Iecf4d0fcb42e41e486d8cd6bf943c09878c7bbb2 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Enhance lights exampleLaszlo Agocs2015-11-301-3/+23
| | | | | | | | Two animated lights with the position of the lights represented as spheres. Change-Id: I5e337a4c2932e75dc4d676d4d9b9349249f6b227 Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
* Lights phase 1: infrastructureLaszlo Agocs2015-11-261-0/+91
QAbstractLight becomes QLight and gets its own backend node. This way we can easily gather all lights for the scene and filter them when building render commands. Both the frontend and backend remain a subclass of (Q)ShaderData but will not be part of the ordinary ShaderData component list. This prevents mixing up ShaderDatas and Lights but allows reusing the same underlying infrastructure so that properties can automatically be transformed for example. It is worth noting that the position property for lights is now removed: the position is determined by the entity's (to which the light component belongs) position. A number of changes are made to ShaderData itself as backend subclassing with different managers is not straightforward. For now the distance between the rendered entity and the entity with the light component is calculated and lights will be chosen based on this distance. A framegraph node for controlling this will be added in future patches. No uniform setting or shader changes are included here. Task-number: QTBUG-48834 Change-Id: I43a6c5f9420d4254d798c558bd58680b2b09eceb Reviewed-by: Sean Harmer <sean.harmer@kdab.com>