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/****************************************************************************
**
** 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 <Qt3DRender/QNormalDiffuseSpecularMapMaterial>
#include <Qt3DRender/qtexture.h>
#include "renderableentity.h"
class Barrel : public RenderableEntity
{
public:
Barrel(Qt3DCore::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;
Qt3DRender::QNormalDiffuseSpecularMapMaterial *m_material;
Qt3DRender::QAbstractTextureProvider *m_diffuseTexture;
Qt3DRender::QAbstractTextureProvider *m_normalTexture;
Qt3DRender::QAbstractTextureProvider *m_specularTexture;
Qt3DRender::QTextureImage *m_diffuseTextureImage;
Qt3DRender::QTextureImage *m_normalTextureImage;
Qt3DRender::QTextureImage *m_specularTextureImage;
void setNormalTextureSource();
void setDiffuseTextureSource();
void setSpecularTextureSource();
};
#endif // BARREL_H
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