| 1 | // Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only |
| 3 | |
| 4 | #include "qpointlight.h" |
| 5 | #include "qpointlight_p.h" |
| 6 | |
| 7 | QT_BEGIN_NAMESPACE |
| 8 | |
| 9 | namespace Qt3DRender { |
| 10 | |
| 11 | /* |
| 12 | Expected Shader struct |
| 13 | |
| 14 | \code |
| 15 | |
| 16 | struct PointLight |
| 17 | { |
| 18 | vec3 position; |
| 19 | vec4 color; |
| 20 | float intensity; |
| 21 | }; |
| 22 | |
| 23 | uniform PointLight pointLights[10]; |
| 24 | |
| 25 | \endcode |
| 26 | */ |
| 27 | |
| 28 | QPointLightPrivate::QPointLightPrivate() |
| 29 | : QAbstractLightPrivate(QAbstractLight::PointLight) |
| 30 | { |
| 31 | m_shaderData->setProperty(name: "constantAttenuation" , value: 1.0f); |
| 32 | m_shaderData->setProperty(name: "linearAttenuation" , value: 0.0f); |
| 33 | m_shaderData->setProperty(name: "quadraticAttenuation" , value: 0.0f); |
| 34 | } |
| 35 | |
| 36 | /*! |
| 37 | \class Qt3DRender::QPointLight |
| 38 | \inmodule Qt3DRender |
| 39 | \since 5.5 |
| 40 | \brief Encapsulate a Point Light object in a Qt 3D scene. |
| 41 | |
| 42 | A point light is a light source that emits light in all directions, from a single point. |
| 43 | Conceptually, this is similar to light given off by a standard light bulb. |
| 44 | |
| 45 | A point light uses three attenuation factors to describe how the intensity of the light |
| 46 | decreases over distance. These factors are designed to be used together in calcuating total |
| 47 | attenuation. For the materials in Qt3D Extras the following formula is used, where distance |
| 48 | is the distance from the light to the surface being rendered: |
| 49 | |
| 50 | \code |
| 51 | totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); |
| 52 | \endcode |
| 53 | |
| 54 | Custom materials may choose to interpret these factors differently. |
| 55 | */ |
| 56 | |
| 57 | /*! |
| 58 | \qmltype PointLight |
| 59 | \nativetype Qt3DRender::QPointLight |
| 60 | \inherits Light |
| 61 | \inqmlmodule Qt3D.Render |
| 62 | \since 5.5 |
| 63 | \brief Encapsulate a Point Light object in a Qt 3D scene. |
| 64 | |
| 65 | A point light is a light source that emits light in all directions, from a single point. |
| 66 | Conceptually, this is similar to light given off by a standard light bulb. |
| 67 | |
| 68 | A point light uses three attenuation factors to describe how the intensity of the light |
| 69 | decreases over distance. These factors are designed to be used together in calcuating total |
| 70 | attenuation. For the materials in Qt3D Extras the following formula is used, where distance |
| 71 | is the distance from the light to the surface being rendered: |
| 72 | |
| 73 | \code |
| 74 | totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); |
| 75 | \endcode |
| 76 | |
| 77 | Custom materials may choose to interpret these factors differently. |
| 78 | */ |
| 79 | |
| 80 | /*! |
| 81 | \fn Qt3DRender::QPointLight::QPointLight(Qt3DCore::QNode *parent) |
| 82 | Constructs a new QPointLight with the specified \a parent. |
| 83 | */ |
| 84 | QPointLight::QPointLight(QNode *parent) |
| 85 | : QAbstractLight(*new QPointLightPrivate, parent) |
| 86 | { |
| 87 | } |
| 88 | |
| 89 | /*! \internal */ |
| 90 | QPointLight::~QPointLight() |
| 91 | { |
| 92 | } |
| 93 | |
| 94 | /*! \internal */ |
| 95 | QPointLight::QPointLight(QPointLightPrivate &dd, QNode *parent) |
| 96 | : QAbstractLight(dd, parent) |
| 97 | { |
| 98 | } |
| 99 | |
| 100 | /*! |
| 101 | \qmlproperty real Qt3D.Render::PointLight::constantAttenuation |
| 102 | Specifies the constant attenuation of the point light. |
| 103 | |
| 104 | \note The exact meaning and use of this property is up to the |
| 105 | material implementation. |
| 106 | */ |
| 107 | |
| 108 | /*! |
| 109 | \property Qt3DRender::QPointLight::constantAttenuation |
| 110 | Specifies the constant attenuation of the point light. |
| 111 | |
| 112 | \note The exact meaning and use of this property is up to the |
| 113 | material implementation. |
| 114 | */ |
| 115 | float QPointLight::constantAttenuation() const |
| 116 | { |
| 117 | Q_D(const QPointLight); |
| 118 | return d->m_shaderData->property(name: "constantAttenuation" ).toFloat(); |
| 119 | } |
| 120 | |
| 121 | void QPointLight::setConstantAttenuation(float value) |
| 122 | { |
| 123 | Q_D(QPointLight); |
| 124 | if (constantAttenuation() != value) { |
| 125 | d->m_shaderData->setProperty(name: "constantAttenuation" , value); |
| 126 | emit constantAttenuationChanged(constantAttenuation: value); |
| 127 | } |
| 128 | } |
| 129 | |
| 130 | /*! |
| 131 | \qmlproperty real Qt3D.Render::PointLight::linearAttenuation |
| 132 | Specifies the linear attenuation of the point light. |
| 133 | |
| 134 | \note The exact meaning and use of this property is up to the |
| 135 | material implementation. |
| 136 | */ |
| 137 | |
| 138 | /*! |
| 139 | \property Qt3DRender::QPointLight::linearAttenuation |
| 140 | Specifies the linear attenuation of the point light. |
| 141 | |
| 142 | \note The exact meaning and use of this property is up to the |
| 143 | material implementation. |
| 144 | */ |
| 145 | float QPointLight::linearAttenuation() const |
| 146 | { |
| 147 | Q_D(const QPointLight); |
| 148 | return d->m_shaderData->property(name: "linearAttenuation" ).toFloat(); |
| 149 | } |
| 150 | |
| 151 | void QPointLight::setLinearAttenuation(float value) |
| 152 | { |
| 153 | Q_D(QPointLight); |
| 154 | if (linearAttenuation() != value) { |
| 155 | d->m_shaderData->setProperty(name: "linearAttenuation" , value); |
| 156 | emit linearAttenuationChanged(linearAttenuation: value); |
| 157 | } |
| 158 | } |
| 159 | |
| 160 | /*! |
| 161 | \qmlproperty real Qt3D.Render::PointLight::quadraticAttenuation |
| 162 | Specifies the quadratic attenuation of the point light. |
| 163 | |
| 164 | \note The exact meaning and use of this property is up to the |
| 165 | material implementation. |
| 166 | */ |
| 167 | |
| 168 | /*! |
| 169 | \property Qt3DRender::QPointLight::quadraticAttenuation |
| 170 | Specifies the quadratic attenuation of the point light. |
| 171 | |
| 172 | \note The exact meaning and use of this property is up to the |
| 173 | material implementation. |
| 174 | */ |
| 175 | float QPointLight::quadraticAttenuation() const |
| 176 | { |
| 177 | Q_D(const QPointLight); |
| 178 | return d->m_shaderData->property(name: "quadraticAttenuation" ).toFloat(); |
| 179 | } |
| 180 | |
| 181 | void QPointLight::setQuadraticAttenuation(float value) |
| 182 | { |
| 183 | Q_D(QPointLight); |
| 184 | if (quadraticAttenuation() != value) { |
| 185 | d->m_shaderData->setProperty(name: "quadraticAttenuation" , value); |
| 186 | emit quadraticAttenuationChanged(quadraticAttenuation: value); |
| 187 | } |
| 188 | } |
| 189 | |
| 190 | } // namespace Qt3DRender |
| 191 | |
| 192 | QT_END_NAMESPACE |
| 193 | |
| 194 | #include "moc_qpointlight.cpp" |
| 195 | |