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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 |