/**************************************************************************** ** ** 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" 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. A spotlight is a light source that emits a cone of light in a particular direction. A spotlight uses three attenuation factors to describe how the intensity of the light decreases over distance. These factors are designed to be used together in calcuating total attenuation. For the materials in Qt3D Extras the following formula is used, where distance is the distance from the light to the surface being rendered: \code totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); \endcode Custom materials may choose to interpret these factors differently. */ /*! \qmltype SpotLight \instantiates Qt3DRender::QSpotLight \inherits AbstractLight \inqmlmodule Qt3D.Render \since 5.5 \brief Encapsulate a Spot Light object in a Qt 3D scene. A spotlight is a light source that emits a cone of light in a particular direction. A spotlight uses three attenuation factors to describe how the intensity of the light decreases over distance. These factors are designed to be used together in calcuating total attenuation. For the materials in Qt3D Extras the following formula is used, where distance is the distance from the light to the surface being rendered: \code totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); \endcode Custom materials may choose to interpret these factors differently. */ /*! \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. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QSpotLight::constantAttenuation Specifies the constant attenuation of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ 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. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QSpotLight::linearAttenuation Specifies the linear attenuation of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ 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. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QSpotLight::quadraticAttenuation Specifies the quadratic attenuation of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ 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. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QSpotLight::localDirection Specifies the local direction of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ 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. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QSpotLight::cutOffAngle Specifies the cut off angle of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ 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