/**************************************************************************** ** ** 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 "qspotlight.h" #include "qspotlight_p.h" #include QT_BEGIN_NAMESPACE namespace Qt3D { /* Expected Shader struct \code struct SpotLight { vec3 position; vec3 direction; vec4 color; float intensity; float cutOffAngle; }; uniform SpotLight spotLights[10]; \endcode */ /*! \class Qt3D::QSpotLightPrivate \internal */ QSpotLightPrivate::QSpotLightPrivate() : QAbstractLightPrivate() , m_cutOffAngle(45.0f) { } /*! \class QSpotLight \inmodule Qt3DRender \since 5.5 */ /*! \qmltype SpotLight \instantiates Qt3D::QSpotLight \inherits AbstractLight \inqmlmodule Qt3D.Render \since 5.5 \brief For OpenGL ... */ /*! \fn void Qt3D::QSpotLight::copy(const QNode *ref) Copies the \a ref instance into this one. */ void QSpotLight::copy(const QNode *ref) { const QSpotLight *light = static_cast(ref); d_func()->m_direction = light->d_func()->m_direction; d_func()->m_cutOffAngle = light->d_func()->m_cutOffAngle; // This needs to be last otherwise, properties value won't be copied // as we use shader introspection in QShaderData::copy QAbstractLight::copy(ref); } /*! \fn Qt3D::QSpotLight::QSpotLight(QNode *parent) Constructs a new QSpotLight with the specified \a parent. */ QSpotLight::QSpotLight(QNode *parent) : QAbstractLight(*new QSpotLightPrivate, parent) { } /*! \internal */ QSpotLight::QSpotLight(QSpotLightPrivate &dd, QNode *parent) : QAbstractLight(dd, parent) { } /*! \qmlproperty vector3d Qt3D.Render::SpotLight::direction */ /*! \property Qt3D::QSpotLight::direction */ QVector3D QSpotLight::direction() const { Q_D(const QSpotLight); return d->m_direction; } /*! \qmlproperty float Qt3D.Render::SpotLight::cutOffAngle */ /*! \property Qt3D::QSpotLight::cutOffAngle */ float QSpotLight::cutOffAngle() const { Q_D(const QSpotLight); return d->m_cutOffAngle; } void QSpotLight::setDirection(const QVector3D &direction) { Q_D(QSpotLight); if (direction != d->m_direction) { d->m_direction = direction; emit directionChanged(); } } void QSpotLight::setCutOffAngle(float cutOffAngle) { Q_D(QSpotLight); if (d->m_cutOffAngle != cutOffAngle) { d->m_cutOffAngle = cutOffAngle; emit cutOffAngleChanged(); } } } // Qt3D QT_END_NAMESPACE