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#include "qspotlight.h"
#include "qspotlight_p.h"
#include "shaderdata_p.h"
QT_BEGIN_NAMESPACE
namespace Qt3DRender {
/*
Expected Shader struct
\code
struct SpotLight
{
vec3 position;
vec3 localDirection;
vec4 color;
float intensity;
float cutOffAngle;
};
uniform SpotLight spotLights[10];
\endcode
*/
QSpotLightPrivate::QSpotLightPrivate()
: QAbstractLightPrivate(QAbstractLight::SpotLight)
{
m_shaderData->setProperty("constantAttenuation", 1.0f);
m_shaderData->setProperty("linearAttenuation", 0.0f);
m_shaderData->setProperty("quadraticAttenuation", 0.0f);
m_shaderData->setProperty("direction", QVector3D(0.0f, -1.0f, 0.0f));
m_shaderData->setProperty("directionTransformed", Render::ShaderData::ModelToWorldDirection);
m_shaderData->setProperty("cutOffAngle", 45.0f);
}
/*!
\class Qt3DRender::QSpotLight
\inmodule Qt3DRender
\since 5.5
\brief Encapsulate a Spot Light object in a Qt 3D scene.
A spotlight is a light source that emits a cone of light in a particular direction.
A spotlight 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 SpotLight
\instantiates Qt3DRender::QSpotLight
\inherits AbstractLight
\inqmlmodule Qt3D.Render
\since 5.5
\brief Encapsulate a Spot Light object in a Qt 3D scene.
A spotlight is a light source that emits a cone of light in a particular direction.
A spotlight 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::QSpotLight::QSpotLight(Qt3DCore::QNode *parent)
Constructs a new QSpotLight with the specified \a parent.
*/
QSpotLight::QSpotLight(QNode *parent)
: QAbstractLight(*new QSpotLightPrivate, parent)
{
}
/*! \internal */
QSpotLight::~QSpotLight()
{
}
/*! \internal */
QSpotLight::QSpotLight(QSpotLightPrivate &dd, QNode *parent)
: QAbstractLight(dd, parent)
{
}
/*!
\qmlproperty float Qt3D.Render::SpotLight::constantAttenuation
Specifies the constant attenuation of the spot light.
\note The exact meaning and use of this property is up to the
material implementation.
*/
/*!
\property Qt3DRender::QSpotLight::constantAttenuation
Specifies the constant attenuation of the spot light.
\note The exact meaning and use of this property is up to the
material implementation.
*/
float QSpotLight::constantAttenuation() const
{
Q_D(const QSpotLight);
return d->m_shaderData->property("constantAttenuation").toFloat();
}
void QSpotLight::setConstantAttenuation(float value)
{
Q_D(QSpotLight);
if (constantAttenuation() != value) {
d->m_shaderData->setProperty("constantAttenuation", value);
emit constantAttenuationChanged(value);
}
}
/*!
\qmlproperty float Qt3D.Render::SpotLight::linearAttenuation
Specifies the linear attenuation of the spot light.
\note The exact meaning and use of this property is up to the
material implementation.
*/
/*!
\property Qt3DRender::QSpotLight::linearAttenuation
Specifies the linear attenuation of the spot light.
\note The exact meaning and use of this property is up to the
material implementation.
*/
float QSpotLight::linearAttenuation() const
{
Q_D(const QSpotLight);
return d->m_shaderData->property("linearAttenuation").toFloat();
}
void QSpotLight::setLinearAttenuation(float value)
{
Q_D(QSpotLight);
if (linearAttenuation() != value) {
d->m_shaderData->setProperty("linearAttenuation", value);
emit linearAttenuationChanged(value);
}
}
/*!
\qmlproperty float Qt3D.Render::SpotLight::quadraticAttenuation
Specifies the quadratic attenuation of the spot light.
\note The exact meaning and use of this property is up to the
material implementation.
*/
/*!
\property Qt3DRender::QSpotLight::quadraticAttenuation
Specifies the quadratic attenuation of the spot light.
\note The exact meaning and use of this property is up to the
material implementation.
*/
float QSpotLight::quadraticAttenuation() const
{
Q_D(const QSpotLight);
return d->m_shaderData->property("quadraticAttenuation").toFloat();
}
void QSpotLight::setQuadraticAttenuation(float value)
{
Q_D(QSpotLight);
if (quadraticAttenuation() != value) {
d->m_shaderData->setProperty("quadraticAttenuation", value);
emit quadraticAttenuationChanged(value);
}
}
/*!
\qmlproperty vector3d Qt3D.Render::SpotLight::localDirection
Specifies the local direction of the spot light.
\note The exact meaning and use of this property is up to the
material implementation.
*/
/*!
\property Qt3DRender::QSpotLight::localDirection
Specifies the local direction of the spot light.
\note The exact meaning and use of this property is up to the
material implementation.
*/
QVector3D QSpotLight::localDirection() const
{
Q_D(const QSpotLight);
return d->m_shaderData->property("direction").value<QVector3D>();
}
/*!
\qmlproperty float Qt3D.Render::SpotLight::cutOffAngle
Specifies the cut off angle of the spot light.
\note The exact meaning and use of this property is up to the
material implementation.
*/
/*!
\property Qt3DRender::QSpotLight::cutOffAngle
Specifies the cut off angle of the spot light.
\note The exact meaning and use of this property is up to the
material implementation.
*/
float QSpotLight::cutOffAngle() const
{
Q_D(const QSpotLight);
return d->m_shaderData->property("cutOffAngle").toFloat();
}
void QSpotLight::setLocalDirection(const QVector3D &direction)
{
Q_D(QSpotLight);
if (localDirection() != direction) {
const QVector3D dir = direction.normalized();
d->m_shaderData->setProperty("direction", dir);
emit localDirectionChanged(dir);
}
}
void QSpotLight::setCutOffAngle(float value)
{
Q_D(QSpotLight);
if (cutOffAngle() != value) {
d->m_shaderData->setProperty("cutOffAngle", value);
emit cutOffAngleChanged(value);
}
}
} // namespace Qt3DRender
QT_END_NAMESPACE