/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef BARREL_H #define BARREL_H #include #include #include "renderableentity.h" class Barrel : public RenderableEntity { public: Barrel(Qt3D::QNode *parent = 0); ~Barrel(); enum DiffuseColor { Red = 0, Blue, Green, RustDiffuse, StainlessSteelDiffuse }; enum SpecularColor { RustSpecular = 0, StainlessSteelSpecular, None }; enum Bumps { NoBumps = 0, SoftBumps, MiddleBumps, HardBumps }; void setDiffuse(DiffuseColor diffuse); void setSpecular(SpecularColor specular); void setBumps(Bumps bumps); void setShininess(float shininess); DiffuseColor diffuse() const; SpecularColor specular() const; Bumps bumps() const; float shininess() const; private: Bumps m_bumps; DiffuseColor m_diffuseColor; SpecularColor m_specularColor; Qt3D::QNormalDiffuseSpecularMapMaterial *m_material; Qt3D::QAbstractTextureProvider *m_diffuseTexture; Qt3D::QAbstractTextureProvider *m_normalTexture; Qt3D::QAbstractTextureProvider *m_specularTexture; Qt3D::QTextureImage *m_diffuseTextureImage; Qt3D::QTextureImage *m_normalTextureImage; Qt3D::QTextureImage *m_specularTextureImage; void setNormalTextureSource(); void setDiffuseTextureSource(); void setSpecularTextureSource(); }; #endif // BARREL_H