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39 | |
40 | #include "qspotlight.h" |
41 | #include "qspotlight_p.h" |
42 | #include "shaderdata_p.h" |
43 | |
44 | QT_BEGIN_NAMESPACE |
45 | |
46 | namespace Qt3DRender { |
47 | |
48 | |
49 | /* |
50 | Expected Shader struct |
51 | |
52 | \code |
53 | |
54 | struct SpotLight |
55 | { |
56 | vec3 position; |
57 | vec3 localDirection; |
58 | vec4 color; |
59 | float intensity; |
60 | float cutOffAngle; |
61 | }; |
62 | |
63 | uniform SpotLight spotLights[10]; |
64 | |
65 | \endcode |
66 | */ |
67 | |
68 | QSpotLightPrivate::QSpotLightPrivate() |
69 | : QAbstractLightPrivate(QAbstractLight::SpotLight) |
70 | { |
71 | m_shaderData->setProperty(name: "constantAttenuation" , value: 1.0f); |
72 | m_shaderData->setProperty(name: "linearAttenuation" , value: 0.0f); |
73 | m_shaderData->setProperty(name: "quadraticAttenuation" , value: 0.0f); |
74 | m_shaderData->setProperty(name: "direction" , value: QVector3D(0.0f, -1.0f, 0.0f)); |
75 | m_shaderData->setProperty(name: "directionTransformed" , value: Render::ShaderData::ModelToWorldDirection); |
76 | m_shaderData->setProperty(name: "cutOffAngle" , value: 45.0f); |
77 | } |
78 | |
79 | /*! |
80 | \class Qt3DRender::QSpotLight |
81 | \inmodule Qt3DRender |
82 | \since 5.5 |
83 | \brief Encapsulate a Spot Light object in a Qt 3D scene. |
84 | |
85 | A spotlight is a light source that emits a cone of light in a particular direction. |
86 | |
87 | A spotlight uses three attenuation factors to describe how the intensity of the light |
88 | decreases over distance. These factors are designed to be used together in calcuating total |
89 | attenuation. For the materials in Qt3D Extras the following formula is used, where distance |
90 | is the distance from the light to the surface being rendered: |
91 | |
92 | \code |
93 | totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); |
94 | \endcode |
95 | |
96 | Custom materials may choose to interpret these factors differently. |
97 | */ |
98 | |
99 | /*! |
100 | \qmltype SpotLight |
101 | \instantiates Qt3DRender::QSpotLight |
102 | \inherits AbstractLight |
103 | \inqmlmodule Qt3D.Render |
104 | \since 5.5 |
105 | \brief Encapsulate a Spot Light object in a Qt 3D scene. |
106 | |
107 | A spotlight is a light source that emits a cone of light in a particular direction. |
108 | |
109 | A spotlight uses three attenuation factors to describe how the intensity of the light |
110 | decreases over distance. These factors are designed to be used together in calcuating total |
111 | attenuation. For the materials in Qt3D Extras the following formula is used, where distance |
112 | is the distance from the light to the surface being rendered: |
113 | |
114 | \code |
115 | totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); |
116 | \endcode |
117 | |
118 | Custom materials may choose to interpret these factors differently. |
119 | */ |
120 | |
121 | /*! |
122 | \fn Qt3DRender::QSpotLight::QSpotLight(Qt3DCore::QNode *parent) |
123 | Constructs a new QSpotLight with the specified \a parent. |
124 | */ |
125 | QSpotLight::QSpotLight(QNode *parent) |
126 | : QAbstractLight(*new QSpotLightPrivate, parent) |
127 | { |
128 | } |
129 | |
130 | /*! \internal */ |
131 | QSpotLight::~QSpotLight() |
132 | { |
133 | } |
134 | |
135 | /*! \internal */ |
136 | QSpotLight::QSpotLight(QSpotLightPrivate &dd, QNode *parent) |
137 | : QAbstractLight(dd, parent) |
138 | { |
139 | } |
140 | |
141 | /*! |
142 | \qmlproperty float Qt3D.Render::SpotLight::constantAttenuation |
143 | Specifies the constant attenuation of the spot light. |
144 | |
145 | \note The exact meaning and use of this property is up to the |
146 | material implementation. |
147 | */ |
148 | |
149 | /*! |
150 | \property Qt3DRender::QSpotLight::constantAttenuation |
151 | Specifies the constant attenuation of the spot light. |
152 | |
153 | \note The exact meaning and use of this property is up to the |
154 | material implementation. |
155 | */ |
156 | float QSpotLight::constantAttenuation() const |
157 | { |
158 | Q_D(const QSpotLight); |
159 | return d->m_shaderData->property(name: "constantAttenuation" ).toFloat(); |
160 | } |
161 | |
162 | void QSpotLight::setConstantAttenuation(float value) |
163 | { |
164 | Q_D(QSpotLight); |
165 | if (constantAttenuation() != value) { |
166 | d->m_shaderData->setProperty(name: "constantAttenuation" , value); |
167 | emit constantAttenuationChanged(constantAttenuation: value); |
168 | } |
169 | } |
170 | |
171 | /*! |
172 | \qmlproperty float Qt3D.Render::SpotLight::linearAttenuation |
173 | Specifies the linear attenuation of the spot light. |
174 | |
175 | \note The exact meaning and use of this property is up to the |
176 | material implementation. |
177 | */ |
178 | |
179 | /*! |
180 | \property Qt3DRender::QSpotLight::linearAttenuation |
181 | Specifies the linear attenuation of the spot light. |
182 | |
183 | \note The exact meaning and use of this property is up to the |
184 | material implementation. |
185 | */ |
186 | float QSpotLight::linearAttenuation() const |
187 | { |
188 | Q_D(const QSpotLight); |
189 | return d->m_shaderData->property(name: "linearAttenuation" ).toFloat(); |
190 | } |
191 | |
192 | void QSpotLight::setLinearAttenuation(float value) |
193 | { |
194 | Q_D(QSpotLight); |
195 | if (linearAttenuation() != value) { |
196 | d->m_shaderData->setProperty(name: "linearAttenuation" , value); |
197 | emit linearAttenuationChanged(linearAttenuation: value); |
198 | } |
199 | } |
200 | |
201 | /*! |
202 | \qmlproperty float Qt3D.Render::SpotLight::quadraticAttenuation |
203 | Specifies the quadratic attenuation of the spot light. |
204 | |
205 | \note The exact meaning and use of this property is up to the |
206 | material implementation. |
207 | */ |
208 | |
209 | /*! |
210 | \property Qt3DRender::QSpotLight::quadraticAttenuation |
211 | Specifies the quadratic attenuation of the spot light. |
212 | |
213 | \note The exact meaning and use of this property is up to the |
214 | material implementation. |
215 | */ |
216 | float QSpotLight::quadraticAttenuation() const |
217 | { |
218 | Q_D(const QSpotLight); |
219 | return d->m_shaderData->property(name: "quadraticAttenuation" ).toFloat(); |
220 | } |
221 | |
222 | void QSpotLight::setQuadraticAttenuation(float value) |
223 | { |
224 | Q_D(QSpotLight); |
225 | if (quadraticAttenuation() != value) { |
226 | d->m_shaderData->setProperty(name: "quadraticAttenuation" , value); |
227 | emit quadraticAttenuationChanged(quadraticAttenuation: value); |
228 | } |
229 | } |
230 | |
231 | /*! |
232 | \qmlproperty vector3d Qt3D.Render::SpotLight::localDirection |
233 | Specifies the local direction of the spot light. |
234 | |
235 | \note The exact meaning and use of this property is up to the |
236 | material implementation. |
237 | */ |
238 | |
239 | /*! |
240 | \property Qt3DRender::QSpotLight::localDirection |
241 | Specifies the local direction of the spot light. |
242 | |
243 | \note The exact meaning and use of this property is up to the |
244 | material implementation. |
245 | */ |
246 | QVector3D QSpotLight::localDirection() const |
247 | { |
248 | Q_D(const QSpotLight); |
249 | return d->m_shaderData->property(name: "direction" ).value<QVector3D>(); |
250 | } |
251 | |
252 | /*! |
253 | \qmlproperty float Qt3D.Render::SpotLight::cutOffAngle |
254 | Specifies the cut off angle of the spot light. |
255 | |
256 | \note The exact meaning and use of this property is up to the |
257 | material implementation. |
258 | */ |
259 | |
260 | /*! |
261 | \property Qt3DRender::QSpotLight::cutOffAngle |
262 | Specifies the cut off angle of the spot light. |
263 | |
264 | \note The exact meaning and use of this property is up to the |
265 | material implementation. |
266 | */ |
267 | float QSpotLight::cutOffAngle() const |
268 | { |
269 | Q_D(const QSpotLight); |
270 | return d->m_shaderData->property(name: "cutOffAngle" ).toFloat(); |
271 | } |
272 | |
273 | void QSpotLight::setLocalDirection(const QVector3D &direction) |
274 | { |
275 | Q_D(QSpotLight); |
276 | if (localDirection() != direction) { |
277 | const QVector3D dir = direction.normalized(); |
278 | d->m_shaderData->setProperty(name: "direction" , value: dir); |
279 | emit localDirectionChanged(localDirection: dir); |
280 | } |
281 | } |
282 | |
283 | void QSpotLight::setCutOffAngle(float value) |
284 | { |
285 | Q_D(QSpotLight); |
286 | if (cutOffAngle() != value) { |
287 | d->m_shaderData->setProperty(name: "cutOffAngle" , value); |
288 | emit cutOffAngleChanged(cutOffAngle: value); |
289 | } |
290 | } |
291 | |
292 | } // namespace Qt3DRender |
293 | |
294 | QT_END_NAMESPACE |
295 | |