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 | \instantiates Qt3DRender::QPointLight |
60 | \inherits AbstractLight |
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 float 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 float 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 float 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 | |