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| |
| #include "qquick3dpointlight_p.h" |
| #include "qquick3dobject_p_p.h" |
| |
| #include <QtQuick3DRuntimeRender/private/qssgrenderlight_p.h> |
| |
| QT_BEGIN_NAMESPACE |
| |
| /*! |
| \qmltype PointLight |
| \inherits Light |
| \inqmlmodule QtQuick3D |
| \brief Defines a point light in the scene. |
| |
| The point light can be described as a sphere, emitting light with equal strength in all |
| directions from the center of the light. This is similar to the way a light bulb emits light. |
| |
| Rotating or scaling a point light does not have any effect. Moving a point light will change |
| the position from where the light is emitted. |
| |
| By default, a point light intensity diminishes according to inverse-square-law. However, the fade-off |
| (and range) can be controlled with the \l {constantFade}, \l {linearFade}, and |
| \l quadraticFade properties. |
| |
| \sa AreaLight, DirectionalLight |
| */ |
| |
| /*! |
| \qmlproperty real PointLight::constantFade |
| |
| This property is constant factor of the attenuation term of the light. |
| The default value is 1.0. |
| */ |
| |
| /*! |
| \qmlproperty real PointLight::linearFade |
| |
| This property increases the rate at which the lighting effect dims the light |
| in proportion to the distance to the light. The default value is 0.0 meaning the light doesn't |
| have linear fade. |
| */ |
| |
| /*! |
| \qmlproperty real PointLight::quadraticFade |
| |
| This property increases the rate at which the lighting effect dims the light |
| in proportion to the inverse square law. The default value is 1.0 meaning the point light |
| fade exactly follows the inverse square law i.e. when distance to an object doubles the |
| light intensity decreases to 1/4th. |
| */ |
| |
| float QQuick3DPointLight::constantFade() const |
| { |
| return m_constantFade; |
| } |
| |
| float QQuick3DPointLight::linearFade() const |
| { |
| return m_linearFade; |
| } |
| |
| float QQuick3DPointLight::quadraticFade() const |
| { |
| return m_quadraticFade; |
| } |
| |
| void QQuick3DPointLight::setConstantFade(float constantFade) |
| { |
| if (qFuzzyCompare(m_constantFade, constantFade)) |
| return; |
| |
| m_constantFade = constantFade; |
| m_dirtyFlags.setFlag(DirtyFlag::FadeDirty); |
| emit constantFadeChanged(); |
| update(); |
| } |
| |
| void QQuick3DPointLight::setLinearFade(float linearFade) |
| { |
| if (qFuzzyCompare(m_linearFade, linearFade)) |
| return; |
| |
| m_linearFade = linearFade; |
| m_dirtyFlags.setFlag(DirtyFlag::FadeDirty); |
| emit linearFadeChanged(); |
| update(); |
| } |
| |
| void QQuick3DPointLight::setQuadraticFade(float quadraticFade) |
| { |
| if (qFuzzyCompare(m_quadraticFade, quadraticFade)) |
| return; |
| |
| m_quadraticFade = quadraticFade; |
| m_dirtyFlags.setFlag(DirtyFlag::FadeDirty); |
| emit quadraticFadeChanged(); |
| update(); |
| } |
| |
| QSSGRenderGraphObject *QQuick3DPointLight::updateSpatialNode(QSSGRenderGraphObject *node) |
| { |
| if (!node) { |
| markAllDirty(); |
| node = new QSSGRenderLight(); |
| QSSGRenderLight *light = static_cast<QSSGRenderLight *>(node); |
| light->m_lightType = QSSGRenderLight::Type::Point; |
| } |
| |
| QQuick3DAbstractLight::updateSpatialNode(node); |
| |
| QSSGRenderLight *light = static_cast<QSSGRenderLight *>(node); |
| |
| if (m_dirtyFlags.testFlag(DirtyFlag::FadeDirty)) { |
| m_dirtyFlags.setFlag(DirtyFlag::FadeDirty, false); |
| light->m_constantFade = m_constantFade; |
| light->m_linearFade = m_linearFade; |
| light->m_quadraticFade = m_quadraticFade; |
| } |
| |
| return node; |
| } |
| |
| QT_END_NAMESPACE |