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| |
| #include "qpointlight.h" |
| #include "qpointlight_p.h" |
| |
| QT_BEGIN_NAMESPACE |
| |
| namespace Qt3DRender { |
| |
| /* |
| Expected Shader struct |
| |
| \code |
| |
| struct PointLight |
| { |
| vec3 position; |
| vec4 color; |
| float intensity; |
| }; |
| |
| uniform PointLight pointLights[10]; |
| |
| \endcode |
| */ |
| |
| QPointLightPrivate::QPointLightPrivate() |
| : QAbstractLightPrivate(QAbstractLight::PointLight) |
| { |
| m_shaderData->setProperty("constantAttenuation", 1.0f); |
| m_shaderData->setProperty("linearAttenuation", 0.0f); |
| m_shaderData->setProperty("quadraticAttenuation", 0.0f); |
| } |
| |
| /*! |
| \class Qt3DRender::QPointLight |
| \inmodule Qt3DRender |
| \since 5.5 |
| \brief Encapsulate a Point Light object in a Qt 3D scene. |
| |
| A point light is a light source that emits light in all directions, from a single point. |
| Conceptually, this is similar to light given off by a standard light bulb. |
| |
| A point light 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 PointLight |
| \instantiates Qt3DRender::QPointLight |
| \inherits AbstractLight |
| \inqmlmodule Qt3D.Render |
| \since 5.5 |
| \brief Encapsulate a Point Light object in a Qt 3D scene. |
| |
| A point light is a light source that emits light in all directions, from a single point. |
| Conceptually, this is similar to light given off by a standard light bulb. |
| |
| A point light 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::QPointLight::QPointLight(Qt3DCore::QNode *parent) |
| Constructs a new QPointLight with the specified \a parent. |
| */ |
| QPointLight::QPointLight(QNode *parent) |
| : QAbstractLight(*new QPointLightPrivate, parent) |
| { |
| } |
| |
| /*! \internal */ |
| QPointLight::~QPointLight() |
| { |
| } |
| |
| /*! \internal */ |
| QPointLight::QPointLight(QPointLightPrivate &dd, QNode *parent) |
| : QAbstractLight(dd, parent) |
| { |
| } |
| |
| /*! |
| \qmlproperty float Qt3D.Render::PointLight::constantAttenuation |
| Specifies the constant attenuation of the point light. |
| |
| \note The exact meaning and use of this property is up to the |
| material implementation. |
| */ |
| |
| /*! |
| \property Qt3DRender::QPointLight::constantAttenuation |
| Specifies the constant attenuation of the point light. |
| |
| \note The exact meaning and use of this property is up to the |
| material implementation. |
| */ |
| float QPointLight::constantAttenuation() const |
| { |
| Q_D(const QPointLight); |
| return d->m_shaderData->property("constantAttenuation").toFloat(); |
| } |
| |
| void QPointLight::setConstantAttenuation(float value) |
| { |
| Q_D(QPointLight); |
| if (constantAttenuation() != value) { |
| d->m_shaderData->setProperty("constantAttenuation", value); |
| emit constantAttenuationChanged(value); |
| } |
| } |
| |
| /*! |
| \qmlproperty float Qt3D.Render::PointLight::linearAttenuation |
| Specifies the linear attenuation of the point light. |
| |
| \note The exact meaning and use of this property is up to the |
| material implementation. |
| */ |
| |
| /*! |
| \property Qt3DRender::QPointLight::linearAttenuation |
| Specifies the linear attenuation of the point light. |
| |
| \note The exact meaning and use of this property is up to the |
| material implementation. |
| */ |
| float QPointLight::linearAttenuation() const |
| { |
| Q_D(const QPointLight); |
| return d->m_shaderData->property("linearAttenuation").toFloat(); |
| } |
| |
| void QPointLight::setLinearAttenuation(float value) |
| { |
| Q_D(QPointLight); |
| if (linearAttenuation() != value) { |
| d->m_shaderData->setProperty("linearAttenuation", value); |
| emit linearAttenuationChanged(value); |
| } |
| } |
| |
| /*! |
| \qmlproperty float Qt3D.Render::PointLight::quadraticAttenuation |
| Specifies the quadratic attenuation of the point light. |
| |
| \note The exact meaning and use of this property is up to the |
| material implementation. |
| */ |
| |
| /*! |
| \property Qt3DRender::QPointLight::quadraticAttenuation |
| Specifies the quadratic attenuation of the point light. |
| |
| \note The exact meaning and use of this property is up to the |
| material implementation. |
| */ |
| float QPointLight::quadraticAttenuation() const |
| { |
| Q_D(const QPointLight); |
| return d->m_shaderData->property("quadraticAttenuation").toFloat(); |
| } |
| |
| void QPointLight::setQuadraticAttenuation(float value) |
| { |
| Q_D(QPointLight); |
| if (quadraticAttenuation() != value) { |
| d->m_shaderData->setProperty("quadraticAttenuation", value); |
| emit quadraticAttenuationChanged(value); |
| } |
| } |
| |
| } // namespace Qt3DRender |
| |
| QT_END_NAMESPACE |