QDiffuseSpecularMaterial Class
class Qt3DExtras::QDiffuseSpecularMaterialThe QDiffuseSpecularMaterial class provides a default implementation of the phong lighting effect. More...
Header: | #include <QDiffuseSpecularMaterial> |
qmake: | QT += 3dextras |
Since: | Qt 5.10 |
Instantiated By: | DiffuseSpecularMaterial |
Inherits: | Qt3DRender::QMaterial |
This class was introduced in Qt 5.10.
Public Functions
QDiffuseSpecularMaterial(Qt3DCore::QNode *parent = nullptr) | |
virtual | ~QDiffuseSpecularMaterial() |
Detailed Description
The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. The relative strengths of these components are controlled by means of their reflectivity coefficients which are modelled as RGB triplets:
- Ambient is the color that is emitted by an object without any other light source.
- Diffuse is the color that is emitted for rought surface reflections with the lights.
- Specular is the color emitted for shiny surface reflections with the lights.
- The shininess of a surface is controlled by a float property.
This material uses an effect with a single render pass approach and performs per fragment lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
Member Function Documentation
QDiffuseSpecularMaterial::QDiffuseSpecularMaterial(Qt3DCore::QNode *parent = nullptr)
Constructs a new QDiffuseSpecularMaterial instance with parent object parent.
[virtual]
QDiffuseSpecularMaterial::~QDiffuseSpecularMaterial()
Destroys the QDiffuseSpecularMaterial.