/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** 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 General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) 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.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-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #include "Qt3DSRenderDefaultMaterial.h" using namespace qt3ds::render; SDefaultMaterial::SDefaultMaterial() : SGraphObject(GraphObjectTypes::DefaultMaterial) , m_IblProbe(NULL) , m_Lighting(DefaultMaterialLighting::VertexLighting) , m_BlendMode(DefaultMaterialBlendMode::Normal) , m_DiffuseColor(1, 1, 1, 1) , m_EmissivePower(0) , m_EmissiveMap(NULL) , m_EmissiveMap2(NULL) , m_EmissiveColor(1, 1, 1, 1) , m_SpecularReflection(NULL) , m_SpecularMap(NULL) , m_SpecularModel(DefaultMaterialSpecularModel::Default) , m_SpecularTint(1, 1, 1, 1) , m_IOR(.2f) , m_FresnelPower(0.0f) , m_SpecularAmount(0) , m_SpecularRoughness(50) , m_RoughnessMap(NULL) , m_Opacity(1) , m_OpacityMap(NULL) , m_BumpMap(NULL) , m_BumpAmount(0.f) , m_NormalMap(NULL) , m_DisplacementMap(NULL) , m_DisplaceAmount(0.f) , m_TranslucencyMap(NULL) , m_TranslucentFalloff(0.f) , m_DiffuseLightWrap(0.f) , m_VertexColors(false) , m_NextSibling(NULL) , m_Parent(NULL) { m_Lightmaps.m_LightmapIndirect = NULL; m_Lightmaps.m_LightmapRadiosity = NULL; m_Lightmaps.m_LightmapShadow = NULL; m_DiffuseMaps[0] = NULL; m_DiffuseMaps[2] = NULL; m_DiffuseMaps[1] = NULL; }