/**************************************************************************** ** ** 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. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "qspotlight.h" #include "qspotlight_p.h" #include "shaderdata_p.h" #include QT_BEGIN_NAMESPACE namespace Qt3DRender { /* Expected Shader struct \code struct SpotLight { vec3 position; vec3 localDirection; vec4 color; float intensity; float cutOffAngle; }; uniform SpotLight spotLights[10]; \endcode */ QSpotLightPrivate::QSpotLightPrivate() : QAbstractLightPrivate(QAbstractLight::SpotLight) { m_shaderData->setProperty("constantAttenuation", 1.0f); m_shaderData->setProperty("linearAttenuation", 0.0f); m_shaderData->setProperty("quadraticAttenuation", 0.0f); m_shaderData->setProperty("direction", QVector3D(0.0f, -1.0f, 0.0f)); m_shaderData->setProperty("directionTransformed", Render::ShaderData::ModelToWorldDirection); m_shaderData->setProperty("cutOffAngle", 45.0f); } /*! \class Qt3DRender::QSpotLight \inmodule Qt3DRender \since 5.5 \brief Encapsulate a Spot Light object in a Qt 3D scene. */ /*! \qmltype SpotLight \instantiates Qt3DRender::QSpotLight \inherits AbstractLight \inqmlmodule Qt3D.Render \since 5.5 \brief Encapsulate a Spot Light object in a Qt 3D scene. */ /*! \fn Qt3DRender::QSpotLight::QSpotLight(Qt3DCore::QNode *parent) Constructs a new QSpotLight with the specified \a parent. */ QSpotLight::QSpotLight(QNode *parent) : QAbstractLight(*new QSpotLightPrivate, parent) { } /*! \internal */ QSpotLight::~QSpotLight() { } /*! \internal */ QSpotLight::QSpotLight(QSpotLightPrivate &dd, QNode *parent) : QAbstractLight(dd, parent) { } /*! \qmlproperty float Qt3D.Render::SpotLight::constantAttenuation Specifies the constant attenuation of the spot light */ /*! \property Qt3DRender::QSpotLight::constantAttenuation Specifies the constant attenuation of the spot light */ float QSpotLight::constantAttenuation() const { Q_D(const QSpotLight); return d->m_shaderData->property("constantAttenuation").toFloat(); } void QSpotLight::setConstantAttenuation(float value) { Q_D(QSpotLight); if (constantAttenuation() != value) { d->m_shaderData->setProperty("constantAttenuation", value); emit constantAttenuationChanged(value); } } /*! \qmlproperty float Qt3D.Render::SpotLight::linearAttenuation Specifies the linear attenuation of the spot light */ /*! \property Qt3DRender::QSpotLight::linearAttenuation Specifies the linear attenuation of the spot light */ float QSpotLight::linearAttenuation() const { Q_D(const QSpotLight); return d->m_shaderData->property("linearAttenuation").toFloat(); } void QSpotLight::setLinearAttenuation(float value) { Q_D(QSpotLight); if (linearAttenuation() != value) { d->m_shaderData->setProperty("linearAttenuation", value); emit linearAttenuationChanged(value); } } /*! \qmlproperty float Qt3D.Render::SpotLight::quadraticAttenuation Specifies the quadratic attenuation of the spot light */ /*! \property Qt3DRender::QSpotLight::quadraticAttenuation Specifies the quadratic attenuation of the spot light */ float QSpotLight::quadraticAttenuation() const { Q_D(const QSpotLight); return d->m_shaderData->property("quadraticAttenuation").toFloat(); } void QSpotLight::setQuadraticAttenuation(float value) { Q_D(QSpotLight); if (quadraticAttenuation() != value) { d->m_shaderData->setProperty("quadraticAttenuation", value); emit quadraticAttenuationChanged(value); } } /*! \qmlproperty vector3d Qt3D.Render::SpotLight::localDirection Specifies the local direction of the spot light */ /*! \property Qt3DRender::QSpotLight::localDirection Specifies the local direction of the spot light */ QVector3D QSpotLight::localDirection() const { Q_D(const QSpotLight); return d->m_shaderData->property("direction").value(); } /*! \qmlproperty float Qt3D.Render::SpotLight::cutOffAngle Specifies the cut off angle of the spot light */ /*! \property Qt3DRender::QSpotLight::cutOffAngle Specifies the cut off angle of the spot light */ float QSpotLight::cutOffAngle() const { Q_D(const QSpotLight); return d->m_shaderData->property("cutOffAngle").toFloat(); } void QSpotLight::setLocalDirection(const QVector3D &direction) { Q_D(QSpotLight); if (localDirection() != direction) { const QVector3D dir = direction.normalized(); d->m_shaderData->setProperty("direction", dir); emit localDirectionChanged(dir); } } void QSpotLight::setCutOffAngle(float value) { Q_D(QSpotLight); if (cutOffAngle() != value) { d->m_shaderData->setProperty("cutOffAngle", value); emit cutOffAngleChanged(value); } } } // namespace Qt3DRender QT_END_NAMESPACE