/**************************************************************************** ** ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DEXTRAS_QNORMALDIFFUSESPECULARMAPMATERIAL_H #define QT3DEXTRAS_QNORMALDIFFUSESPECULARMAPMATERIAL_H #include #include #include QT_BEGIN_NAMESPACE namespace Qt3DExtras { class QNormalDiffuseSpecularMapMaterialPrivate; class QT3DEXTRASSHARED_EXPORT QNormalDiffuseSpecularMapMaterial : public Qt3DRender::QMaterial { Q_OBJECT Q_PROPERTY(QColor ambient READ ambient WRITE setAmbient NOTIFY ambientChanged) Q_PROPERTY(Qt3DRender::QAbstractTexture *diffuse READ diffuse WRITE setDiffuse NOTIFY diffuseChanged) Q_PROPERTY(Qt3DRender::QAbstractTexture *normal READ normal WRITE setNormal NOTIFY normalChanged) Q_PROPERTY(Qt3DRender::QAbstractTexture *specular READ specular WRITE setSpecular NOTIFY specularChanged) Q_PROPERTY(float shininess READ shininess WRITE setShininess NOTIFY shininessChanged) Q_PROPERTY(float textureScale READ textureScale WRITE setTextureScale NOTIFY textureScaleChanged) public: explicit QNormalDiffuseSpecularMapMaterial(Qt3DCore::QNode *parent = Q_NULLPTR); ~QNormalDiffuseSpecularMapMaterial(); QColor ambient() const; Qt3DRender::QAbstractTexture *diffuse() const; Qt3DRender::QAbstractTexture *normal() const; Qt3DRender::QAbstractTexture *specular() const; float shininess() const; float textureScale() const; public Q_SLOTS: void setAmbient(const QColor &ambient); void setDiffuse(Qt3DRender::QAbstractTexture *diffuse); void setNormal(Qt3DRender::QAbstractTexture *normal); void setSpecular(Qt3DRender::QAbstractTexture *specular); void setShininess(float shininess); void setTextureScale(float textureScale); Q_SIGNALS: void ambientChanged(const QColor &ambient); void diffuseChanged(Qt3DRender::QAbstractTexture *diffuse); void normalChanged(Qt3DRender::QAbstractTexture *normal); void specularChanged(Qt3DRender::QAbstractTexture *specular); void shininessChanged(float shininess); void textureScaleChanged(float textureScale); protected: QNormalDiffuseSpecularMapMaterial(QNormalDiffuseSpecularMapMaterialPrivate &dd, Qt3DCore::QNode *parent = Q_NULLPTR); private: Q_DECLARE_PRIVATE(QNormalDiffuseSpecularMapMaterial) }; } // namespace Qt3DExtras QT_END_NAMESPACE #endif // QT3DEXTRAS_QNORMALDIFFUSESPECULARMAPMATERIAL_H