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#ifndef QT3DEXTRAS_QDIFFUSESPECULARMAPMATERIAL_H
#define QT3DEXTRAS_QDIFFUSESPECULARMAPMATERIAL_H
#include <Qt3DExtras/qt3dextras_global.h>
#include <Qt3DRender/qmaterial.h>
#include <QtGui/QColor>
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
class QAbstractTexture;
} // namespace Qt3DRender
namespace Qt3DExtras {
class QDiffuseSpecularMapMaterialPrivate;
class Q_3DEXTRASSHARED_EXPORT QDiffuseSpecularMapMaterial : public Qt3DRender::QMaterial
{
Q_OBJECT
Q_PROPERTY(QColor ambient READ ambient WRITE setAmbient NOTIFY ambientChanged)
Q_PROPERTY(float shininess READ shininess WRITE setShininess NOTIFY shininessChanged)
Q_PROPERTY(Qt3DRender::QAbstractTexture *specular READ specular WRITE setSpecular NOTIFY specularChanged)
Q_PROPERTY(Qt3DRender::QAbstractTexture *diffuse READ diffuse WRITE setDiffuse NOTIFY diffuseChanged)
Q_PROPERTY(float textureScale READ textureScale WRITE setTextureScale NOTIFY textureScaleChanged)
public:
explicit QDiffuseSpecularMapMaterial(Qt3DCore::QNode *parent = nullptr);
~QDiffuseSpecularMapMaterial();
QColor ambient() const;
Qt3DRender::QAbstractTexture *diffuse() const;
Qt3DRender::QAbstractTexture *specular() const;
float shininess() const;
float textureScale() const;
public Q_SLOTS:
void setAmbient(const QColor &ambient);
void setDiffuse(Qt3DRender::QAbstractTexture *diffuse);
void setSpecular(Qt3DRender::QAbstractTexture *specular);
void setShininess(float shininess);
void setTextureScale(float textureScale);
Q_SIGNALS:
void ambientChanged(const QColor &ambient);
void diffuseChanged(Qt3DRender::QAbstractTexture *diffuse);
void specularChanged(Qt3DRender::QAbstractTexture *specular);
void shininessChanged(float shininess);
void textureScaleChanged(float textureScale);
private:
Q_DECLARE_PRIVATE(QDiffuseSpecularMapMaterial)
};
} // Qt3DExtras
QT_END_NAMESPACE
#endif // QT3DEXTRAS_QDIFFUSESPECULARMAPMATERIAL_H