| 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 "qspotlight.h" |
| 5 | #include "qspotlight_p.h" |
| 6 | #include "shaderdata_p.h" |
| 7 | |
| 8 | QT_BEGIN_NAMESPACE |
| 9 | |
| 10 | namespace Qt3DRender { |
| 11 | |
| 12 | |
| 13 | /* |
| 14 | Expected Shader struct |
| 15 | |
| 16 | \code |
| 17 | |
| 18 | struct SpotLight |
| 19 | { |
| 20 | vec3 position; |
| 21 | vec3 localDirection; |
| 22 | vec4 color; |
| 23 | float intensity; |
| 24 | float cutOffAngle; |
| 25 | }; |
| 26 | |
| 27 | uniform SpotLight spotLights[10]; |
| 28 | |
| 29 | \endcode |
| 30 | */ |
| 31 | |
| 32 | QSpotLightPrivate::QSpotLightPrivate() |
| 33 | : QAbstractLightPrivate(QAbstractLight::SpotLight) |
| 34 | { |
| 35 | m_shaderData->setProperty(name: "constantAttenuation" , value: 1.0f); |
| 36 | m_shaderData->setProperty(name: "linearAttenuation" , value: 0.0f); |
| 37 | m_shaderData->setProperty(name: "quadraticAttenuation" , value: 0.0f); |
| 38 | m_shaderData->setProperty(name: "direction" , value: QVector3D(0.0f, -1.0f, 0.0f)); |
| 39 | m_shaderData->setProperty(name: "directionTransformed" , value: Render::ShaderData::ModelToWorldDirection); |
| 40 | m_shaderData->setProperty(name: "cutOffAngle" , value: 45.0f); |
| 41 | } |
| 42 | |
| 43 | /*! |
| 44 | \class Qt3DRender::QSpotLight |
| 45 | \inmodule Qt3DRender |
| 46 | \since 5.5 |
| 47 | \brief Encapsulate a Spot Light object in a Qt 3D scene. |
| 48 | |
| 49 | A spotlight is a light source that emits a cone of light in a particular direction. |
| 50 | |
| 51 | A spotlight uses three attenuation factors to describe how the intensity of the light |
| 52 | decreases over distance. These factors are designed to be used together in calcuating total |
| 53 | attenuation. For the materials in Qt3D Extras the following formula is used, where distance |
| 54 | is the distance from the light to the surface being rendered: |
| 55 | |
| 56 | \code |
| 57 | totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); |
| 58 | \endcode |
| 59 | |
| 60 | Custom materials may choose to interpret these factors differently. |
| 61 | */ |
| 62 | |
| 63 | /*! |
| 64 | \qmltype SpotLight |
| 65 | \nativetype Qt3DRender::QSpotLight |
| 66 | \inherits Light |
| 67 | \inqmlmodule Qt3D.Render |
| 68 | \since 5.5 |
| 69 | \brief Encapsulate a Spot Light object in a Qt 3D scene. |
| 70 | |
| 71 | A spotlight is a light source that emits a cone of light in a particular direction. |
| 72 | |
| 73 | A spotlight uses three attenuation factors to describe how the intensity of the light |
| 74 | decreases over distance. These factors are designed to be used together in calcuating total |
| 75 | attenuation. For the materials in Qt3D Extras the following formula is used, where distance |
| 76 | is the distance from the light to the surface being rendered: |
| 77 | |
| 78 | \code |
| 79 | totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); |
| 80 | \endcode |
| 81 | |
| 82 | Custom materials may choose to interpret these factors differently. |
| 83 | */ |
| 84 | |
| 85 | /*! |
| 86 | \fn Qt3DRender::QSpotLight::QSpotLight(Qt3DCore::QNode *parent) |
| 87 | Constructs a new QSpotLight with the specified \a parent. |
| 88 | */ |
| 89 | QSpotLight::QSpotLight(QNode *parent) |
| 90 | : QAbstractLight(*new QSpotLightPrivate, parent) |
| 91 | { |
| 92 | } |
| 93 | |
| 94 | /*! \internal */ |
| 95 | QSpotLight::~QSpotLight() |
| 96 | { |
| 97 | } |
| 98 | |
| 99 | /*! \internal */ |
| 100 | QSpotLight::QSpotLight(QSpotLightPrivate &dd, QNode *parent) |
| 101 | : QAbstractLight(dd, parent) |
| 102 | { |
| 103 | } |
| 104 | |
| 105 | /*! |
| 106 | \qmlproperty real Qt3D.Render::SpotLight::constantAttenuation |
| 107 | Specifies the constant attenuation of the spot light. |
| 108 | |
| 109 | \note The exact meaning and use of this property is up to the |
| 110 | material implementation. |
| 111 | */ |
| 112 | |
| 113 | /*! |
| 114 | \property Qt3DRender::QSpotLight::constantAttenuation |
| 115 | Specifies the constant attenuation of the spot light. |
| 116 | |
| 117 | \note The exact meaning and use of this property is up to the |
| 118 | material implementation. |
| 119 | */ |
| 120 | float QSpotLight::constantAttenuation() const |
| 121 | { |
| 122 | Q_D(const QSpotLight); |
| 123 | return d->m_shaderData->property(name: "constantAttenuation" ).toFloat(); |
| 124 | } |
| 125 | |
| 126 | void QSpotLight::setConstantAttenuation(float value) |
| 127 | { |
| 128 | Q_D(QSpotLight); |
| 129 | if (constantAttenuation() != value) { |
| 130 | d->m_shaderData->setProperty(name: "constantAttenuation" , value); |
| 131 | emit constantAttenuationChanged(constantAttenuation: value); |
| 132 | } |
| 133 | } |
| 134 | |
| 135 | /*! |
| 136 | \qmlproperty real Qt3D.Render::SpotLight::linearAttenuation |
| 137 | Specifies the linear attenuation of the spot light. |
| 138 | |
| 139 | \note The exact meaning and use of this property is up to the |
| 140 | material implementation. |
| 141 | */ |
| 142 | |
| 143 | /*! |
| 144 | \property Qt3DRender::QSpotLight::linearAttenuation |
| 145 | Specifies the linear attenuation of the spot light. |
| 146 | |
| 147 | \note The exact meaning and use of this property is up to the |
| 148 | material implementation. |
| 149 | */ |
| 150 | float QSpotLight::linearAttenuation() const |
| 151 | { |
| 152 | Q_D(const QSpotLight); |
| 153 | return d->m_shaderData->property(name: "linearAttenuation" ).toFloat(); |
| 154 | } |
| 155 | |
| 156 | void QSpotLight::setLinearAttenuation(float value) |
| 157 | { |
| 158 | Q_D(QSpotLight); |
| 159 | if (linearAttenuation() != value) { |
| 160 | d->m_shaderData->setProperty(name: "linearAttenuation" , value); |
| 161 | emit linearAttenuationChanged(linearAttenuation: value); |
| 162 | } |
| 163 | } |
| 164 | |
| 165 | /*! |
| 166 | \qmlproperty real Qt3D.Render::SpotLight::quadraticAttenuation |
| 167 | Specifies the quadratic attenuation of the spot light. |
| 168 | |
| 169 | \note The exact meaning and use of this property is up to the |
| 170 | material implementation. |
| 171 | */ |
| 172 | |
| 173 | /*! |
| 174 | \property Qt3DRender::QSpotLight::quadraticAttenuation |
| 175 | Specifies the quadratic attenuation of the spot light. |
| 176 | |
| 177 | \note The exact meaning and use of this property is up to the |
| 178 | material implementation. |
| 179 | */ |
| 180 | float QSpotLight::quadraticAttenuation() const |
| 181 | { |
| 182 | Q_D(const QSpotLight); |
| 183 | return d->m_shaderData->property(name: "quadraticAttenuation" ).toFloat(); |
| 184 | } |
| 185 | |
| 186 | void QSpotLight::setQuadraticAttenuation(float value) |
| 187 | { |
| 188 | Q_D(QSpotLight); |
| 189 | if (quadraticAttenuation() != value) { |
| 190 | d->m_shaderData->setProperty(name: "quadraticAttenuation" , value); |
| 191 | emit quadraticAttenuationChanged(quadraticAttenuation: value); |
| 192 | } |
| 193 | } |
| 194 | |
| 195 | /*! |
| 196 | \qmlproperty vector3d Qt3D.Render::SpotLight::localDirection |
| 197 | Specifies the local direction of the spot light. |
| 198 | |
| 199 | \note The exact meaning and use of this property is up to the |
| 200 | material implementation. |
| 201 | */ |
| 202 | |
| 203 | /*! |
| 204 | \property Qt3DRender::QSpotLight::localDirection |
| 205 | Specifies the local direction of the spot light. |
| 206 | |
| 207 | \note The exact meaning and use of this property is up to the |
| 208 | material implementation. |
| 209 | */ |
| 210 | QVector3D QSpotLight::localDirection() const |
| 211 | { |
| 212 | Q_D(const QSpotLight); |
| 213 | return d->m_shaderData->property(name: "direction" ).value<QVector3D>(); |
| 214 | } |
| 215 | |
| 216 | /*! |
| 217 | \qmlproperty real Qt3D.Render::SpotLight::cutOffAngle |
| 218 | Specifies the cut off angle of the spot light. |
| 219 | |
| 220 | \note The exact meaning and use of this property is up to the |
| 221 | material implementation. |
| 222 | */ |
| 223 | |
| 224 | /*! |
| 225 | \property Qt3DRender::QSpotLight::cutOffAngle |
| 226 | Specifies the cut off angle of the spot light. |
| 227 | |
| 228 | \note The exact meaning and use of this property is up to the |
| 229 | material implementation. |
| 230 | */ |
| 231 | float QSpotLight::cutOffAngle() const |
| 232 | { |
| 233 | Q_D(const QSpotLight); |
| 234 | return d->m_shaderData->property(name: "cutOffAngle" ).toFloat(); |
| 235 | } |
| 236 | |
| 237 | void QSpotLight::setLocalDirection(const QVector3D &direction) |
| 238 | { |
| 239 | Q_D(QSpotLight); |
| 240 | if (localDirection() != direction) { |
| 241 | const QVector3D dir = direction.normalized(); |
| 242 | d->m_shaderData->setProperty(name: "direction" , value: dir); |
| 243 | emit localDirectionChanged(localDirection: dir); |
| 244 | } |
| 245 | } |
| 246 | |
| 247 | void QSpotLight::setCutOffAngle(float value) |
| 248 | { |
| 249 | Q_D(QSpotLight); |
| 250 | if (cutOffAngle() != value) { |
| 251 | d->m_shaderData->setProperty(name: "cutOffAngle" , value); |
| 252 | emit cutOffAngleChanged(cutOffAngle: value); |
| 253 | } |
| 254 | } |
| 255 | |
| 256 | } // namespace Qt3DRender |
| 257 | |
| 258 | QT_END_NAMESPACE |
| 259 | |
| 260 | #include "moc_qspotlight.cpp" |
| 261 | |