/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the Qt3D module of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL3$ ** 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 http://www.qt.io/terms-conditions. For further ** information use the contact form at http://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.LGPLv3 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.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 later as published by the Free ** Software Foundation and appearing in the file LICENSE.GPL included in ** the packaging of this file. Please review the following information to ** ensure the GNU General Public License version 2.0 requirements will be ** met: http://www.gnu.org/licenses/gpl-2.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "barrel.h" const char *diffuseColorsName[] = { "red", "blue", "green", "rust", "stainless_steel" }; const char *specularColorsName[] = { "_rust", "_stainless_steel", "" }; const char *bumpsName[] = { "no_bumps", "soft_bumps", "middle_bumps", "hard_bumps" }; Barrel::Barrel(Qt3D::QNode *parent) : RenderableEntity(parent) , m_bumps(NoBumps) , m_diffuseColor(Red) , m_specularColor(None) , m_material(new Qt3D::QNormalDiffuseSpecularMapMaterial()) , m_diffuseTexture(m_material->diffuse()) , m_normalTexture(m_material->normal()) , m_specularTexture(m_material->specular()) , m_diffuseTextureImage(new Qt3D::QTextureImage()) , m_normalTextureImage(new Qt3D::QTextureImage()) , m_specularTextureImage(new Qt3D::QTextureImage()) { mesh()->setSource(QUrl(QStringLiteral("qrc:/assets/metalbarrel/metal_barrel.obj"))); scaleTransform()->setScale(0.03f); m_diffuseTexture->addTextureImage(m_diffuseTextureImage); m_normalTexture->addTextureImage(m_normalTextureImage); m_specularTexture->addTextureImage(m_specularTextureImage); setNormalTextureSource(); setDiffuseTextureSource(); setSpecularTextureSource(); m_material->setShininess(10.0f); addComponent(m_material); } Barrel::~Barrel() { } void Barrel::setDiffuse(Barrel::DiffuseColor diffuse) { if (diffuse != m_diffuseColor) { m_diffuseColor = diffuse; setDiffuseTextureSource(); } } void Barrel::setSpecular(Barrel::SpecularColor specular) { if (specular != m_specularColor) { m_specularColor = specular; setSpecularTextureSource(); } } void Barrel::setBumps(Barrel::Bumps bumps) { if (bumps != m_bumps) { m_bumps = bumps; setNormalTextureSource(); } } void Barrel::setShininess(float shininess) { if (shininess != m_material->shininess()) m_material->setShininess(shininess); } Barrel::DiffuseColor Barrel::diffuse() const { return m_diffuseColor; } Barrel::SpecularColor Barrel::specular() const { return m_specularColor; } Barrel::Bumps Barrel::bumps() const { return m_bumps; } float Barrel::shininess() const { return m_material->shininess(); } void Barrel::setNormalTextureSource() { m_normalTextureImage->setSource(QUrl(QStringLiteral("qrc:/assets/metalbarrel/normal_") + bumpsName[m_bumps] + QStringLiteral(".webp"))); } void Barrel::setDiffuseTextureSource() { m_diffuseTextureImage->setSource(QUrl(QStringLiteral("qrc:/assets/metalbarrel/diffus_") + diffuseColorsName[m_diffuseColor] + QStringLiteral(".webp"))); } void Barrel::setSpecularTextureSource() { m_specularTextureImage->setSource(QUrl(QStringLiteral("qrc:/assets/metalbarrel/specular") + specularColorsName[m_specularColor] + QStringLiteral(".webp"))); }