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39 | |
40 | #include "qpointlight.h" |
41 | #include "qpointlight_p.h" |
42 | |
43 | QT_BEGIN_NAMESPACE |
44 | |
45 | namespace Qt3DRender { |
46 | |
47 | /* |
48 | Expected Shader struct |
49 | |
50 | \code |
51 | |
52 | struct PointLight |
53 | { |
54 | vec3 position; |
55 | vec4 color; |
56 | float intensity; |
57 | }; |
58 | |
59 | uniform PointLight pointLights[10]; |
60 | |
61 | \endcode |
62 | */ |
63 | |
64 | QPointLightPrivate::QPointLightPrivate() |
65 | : QAbstractLightPrivate(QAbstractLight::PointLight) |
66 | { |
67 | m_shaderData->setProperty(name: "constantAttenuation" , value: 1.0f); |
68 | m_shaderData->setProperty(name: "linearAttenuation" , value: 0.0f); |
69 | m_shaderData->setProperty(name: "quadraticAttenuation" , value: 0.0f); |
70 | } |
71 | |
72 | /*! |
73 | \class Qt3DRender::QPointLight |
74 | \inmodule Qt3DRender |
75 | \since 5.5 |
76 | \brief Encapsulate a Point Light object in a Qt 3D scene. |
77 | |
78 | A point light is a light source that emits light in all directions, from a single point. |
79 | Conceptually, this is similar to light given off by a standard light bulb. |
80 | |
81 | A point light uses three attenuation factors to describe how the intensity of the light |
82 | decreases over distance. These factors are designed to be used together in calcuating total |
83 | attenuation. For the materials in Qt3D Extras the following formula is used, where distance |
84 | is the distance from the light to the surface being rendered: |
85 | |
86 | \code |
87 | totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); |
88 | \endcode |
89 | |
90 | Custom materials may choose to interpret these factors differently. |
91 | */ |
92 | |
93 | /*! |
94 | \qmltype PointLight |
95 | \instantiates Qt3DRender::QPointLight |
96 | \inherits AbstractLight |
97 | \inqmlmodule Qt3D.Render |
98 | \since 5.5 |
99 | \brief Encapsulate a Point Light object in a Qt 3D scene. |
100 | |
101 | A point light is a light source that emits light in all directions, from a single point. |
102 | Conceptually, this is similar to light given off by a standard light bulb. |
103 | |
104 | A point light uses three attenuation factors to describe how the intensity of the light |
105 | decreases over distance. These factors are designed to be used together in calcuating total |
106 | attenuation. For the materials in Qt3D Extras the following formula is used, where distance |
107 | is the distance from the light to the surface being rendered: |
108 | |
109 | \code |
110 | totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); |
111 | \endcode |
112 | |
113 | Custom materials may choose to interpret these factors differently. |
114 | */ |
115 | |
116 | /*! |
117 | \fn Qt3DRender::QPointLight::QPointLight(Qt3DCore::QNode *parent) |
118 | Constructs a new QPointLight with the specified \a parent. |
119 | */ |
120 | QPointLight::QPointLight(QNode *parent) |
121 | : QAbstractLight(*new QPointLightPrivate, parent) |
122 | { |
123 | } |
124 | |
125 | /*! \internal */ |
126 | QPointLight::~QPointLight() |
127 | { |
128 | } |
129 | |
130 | /*! \internal */ |
131 | QPointLight::QPointLight(QPointLightPrivate &dd, QNode *parent) |
132 | : QAbstractLight(dd, parent) |
133 | { |
134 | } |
135 | |
136 | /*! |
137 | \qmlproperty float Qt3D.Render::PointLight::constantAttenuation |
138 | Specifies the constant attenuation of the point light. |
139 | |
140 | \note The exact meaning and use of this property is up to the |
141 | material implementation. |
142 | */ |
143 | |
144 | /*! |
145 | \property Qt3DRender::QPointLight::constantAttenuation |
146 | Specifies the constant attenuation of the point light. |
147 | |
148 | \note The exact meaning and use of this property is up to the |
149 | material implementation. |
150 | */ |
151 | float QPointLight::constantAttenuation() const |
152 | { |
153 | Q_D(const QPointLight); |
154 | return d->m_shaderData->property(name: "constantAttenuation" ).toFloat(); |
155 | } |
156 | |
157 | void QPointLight::setConstantAttenuation(float value) |
158 | { |
159 | Q_D(QPointLight); |
160 | if (constantAttenuation() != value) { |
161 | d->m_shaderData->setProperty(name: "constantAttenuation" , value); |
162 | emit constantAttenuationChanged(constantAttenuation: value); |
163 | } |
164 | } |
165 | |
166 | /*! |
167 | \qmlproperty float Qt3D.Render::PointLight::linearAttenuation |
168 | Specifies the linear attenuation of the point light. |
169 | |
170 | \note The exact meaning and use of this property is up to the |
171 | material implementation. |
172 | */ |
173 | |
174 | /*! |
175 | \property Qt3DRender::QPointLight::linearAttenuation |
176 | Specifies the linear attenuation of the point light. |
177 | |
178 | \note The exact meaning and use of this property is up to the |
179 | material implementation. |
180 | */ |
181 | float QPointLight::linearAttenuation() const |
182 | { |
183 | Q_D(const QPointLight); |
184 | return d->m_shaderData->property(name: "linearAttenuation" ).toFloat(); |
185 | } |
186 | |
187 | void QPointLight::setLinearAttenuation(float value) |
188 | { |
189 | Q_D(QPointLight); |
190 | if (linearAttenuation() != value) { |
191 | d->m_shaderData->setProperty(name: "linearAttenuation" , value); |
192 | emit linearAttenuationChanged(linearAttenuation: value); |
193 | } |
194 | } |
195 | |
196 | /*! |
197 | \qmlproperty float Qt3D.Render::PointLight::quadraticAttenuation |
198 | Specifies the quadratic attenuation of the point light. |
199 | |
200 | \note The exact meaning and use of this property is up to the |
201 | material implementation. |
202 | */ |
203 | |
204 | /*! |
205 | \property Qt3DRender::QPointLight::quadraticAttenuation |
206 | Specifies the quadratic attenuation of the point light. |
207 | |
208 | \note The exact meaning and use of this property is up to the |
209 | material implementation. |
210 | */ |
211 | float QPointLight::quadraticAttenuation() const |
212 | { |
213 | Q_D(const QPointLight); |
214 | return d->m_shaderData->property(name: "quadraticAttenuation" ).toFloat(); |
215 | } |
216 | |
217 | void QPointLight::setQuadraticAttenuation(float value) |
218 | { |
219 | Q_D(QPointLight); |
220 | if (quadraticAttenuation() != value) { |
221 | d->m_shaderData->setProperty(name: "quadraticAttenuation" , value); |
222 | emit quadraticAttenuationChanged(quadraticAttenuation: value); |
223 | } |
224 | } |
225 | |
226 | } // namespace Qt3DRender |
227 | |
228 | QT_END_NAMESPACE |
229 | |