qtmobility/examples/sensors/cubehouse/lightmodel.cpp
changeset 4 90517678cc4f
child 5 453da2cfceef
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/qtmobility/examples/sensors/cubehouse/lightmodel.cpp	Mon May 03 13:18:40 2010 +0300
@@ -0,0 +1,244 @@
+/****************************************************************************
+**
+** Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies).
+** All rights reserved.
+** Contact: Nokia Corporation (qt-info@nokia.com)
+**
+** This file is part of the Qt3D module of the Qt Toolkit.
+**
+** $QT_BEGIN_LICENSE:LGPL$
+** No Commercial Usage
+** This file contains pre-release code and may not be distributed.
+** You may use this file in accordance with the terms and conditions
+** contained in the Technology Preview License Agreement accompanying
+** this package.
+**
+** GNU Lesser General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU Lesser
+** General Public License version 2.1 as published by the Free Software
+** Foundation and appearing in the file LICENSE.LGPL included in the
+** packaging of this file.  Please review the following information to
+** ensure the GNU Lesser General Public License version 2.1 requirements
+** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
+**
+** In addition, as a special exception, Nokia gives you certain additional
+** rights.  These rights are described in the Nokia Qt LGPL Exception
+** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
+**
+** If you have questions regarding the use of this file, please contact
+** Nokia at qt-info@nokia.com.
+**
+**
+**
+**
+**
+**
+**
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+
+#include "lightmodel.h"
+
+/*!
+    \class LightModel
+    \brief The LightModel class defines the lighting model to use for the scene.
+    \since 4.7
+    \ingroup qt3d
+    \ingroup qt3d::painting
+*/
+
+/*!
+    \enum LightModel::Model
+    This enum defines the type of lighting model to use: one-sided or two-sided.
+
+    \value OneSided One-sided lighting, with the front face material used for both front and back faces.
+    \value TwoSided Two-sided lighting, with separate front and back face materials.
+*/
+
+/*!
+    \enum LightModel::ColorControl
+    This enum controls the number of colors to be generated by the lighting computation.
+
+    \value SingleColor A single color is generated by the lighting computation.
+    \value SeparateSpecularColor A separate specular color computation is
+           performed and then summed into the pixel color after texture mapping.
+*/
+
+/*!
+    \enum LightModel::ViewerPosition
+    This enum defines the position of the viewer for the purposes of lighting calculations.
+
+    \value ViewerAtInfinity The viewer is at infinity along the -z axis.
+    \value LocalViewer The viewer is at the local origin in eye coordinates.
+*/
+
+class LightModelPrivate
+{
+public:
+    LightModelPrivate()
+        : model(LightModel::OneSided),
+          colorControl(LightModel::SingleColor),
+          viewerPosition(LightModel::ViewerAtInfinity)
+    {
+        ambientSceneColor.setRgbF(0.2, 0.2, 0.2, 1.0);
+    }
+
+    LightModel::Model model;
+    LightModel::ColorControl colorControl;
+    LightModel::ViewerPosition viewerPosition;
+    QColor ambientSceneColor;
+};
+
+/*!
+    Constructs a light model object with default values and attach
+    it to \a parent.
+*/
+LightModel::LightModel(QObject *parent)
+    : QObject(parent), d_ptr(new LightModelPrivate)
+{
+}
+
+/*!
+    Destroys this light model.
+*/
+LightModel::~LightModel()
+{
+}
+
+/*!
+    \property LightModel::model
+    \brief the lighting model to use, either OneSided or TwoSided.
+    The default is OneSided.
+
+    \sa modelChanged()
+*/
+LightModel::Model LightModel::model() const
+{
+    Q_D(const LightModel);
+    return d->model;
+}
+
+void LightModel::setModel(LightModel::Model value)
+{
+    Q_D(LightModel);
+    if (d->model != value) {
+        d->model = value;
+        emit modelChanged();
+        emit lightModelChanged();
+    }
+}
+
+/*!
+    \property LightModel::colorControl
+    \brief the color control mode, either SingleColor or
+    SeparateSpecularColor.  The default value is SingleColor.
+
+    If SingleColor is specified, then a single color is calculated
+    by the lighting computation for a vertex.  If SeparateSpecularColor
+    is specified, then a separate specular color computation is
+    performed and then summed into the pixel color after texture mapping.
+
+    \sa colorControlChanged()
+*/
+LightModel::ColorControl LightModel::colorControl() const
+{
+    Q_D(const LightModel);
+    return d->colorControl;
+}
+
+void LightModel::setColorControl(LightModel::ColorControl value)
+{
+    Q_D(LightModel);
+    if (d->colorControl != value) {
+        d->colorControl = value;
+        emit colorControlChanged();
+        emit lightModelChanged();
+    }
+}
+
+/*!
+    \property LightModel::viewerPosition
+    \brief the viewer position, either ViewerAtInfinity or LocalViewer.
+    The default value is ViewerAtInfinity.
+
+    \sa viewerPositionChanged()
+*/
+LightModel::ViewerPosition LightModel::viewerPosition() const
+{
+    Q_D(const LightModel);
+    return d->viewerPosition;
+}
+
+void LightModel::setViewerPosition(LightModel::ViewerPosition value)
+{
+    Q_D(LightModel);
+    if (d->viewerPosition != value) {
+        d->viewerPosition = value;
+        emit viewerPositionChanged();
+        emit lightModelChanged();
+    }
+}
+
+/*!
+    \property LightModel::ambientSceneColor
+    \brief the ambient color of the entire scene.  The default value
+    is (0.2, 0.2, 0.2, 1.0).
+
+    \sa ambientSceneColorChanged()
+*/
+QColor LightModel::ambientSceneColor() const
+{
+    Q_D(const LightModel);
+    return d->ambientSceneColor;
+}
+
+void LightModel::setAmbientSceneColor(const QColor& value)
+{
+    Q_D(LightModel);
+    if (d->ambientSceneColor != value) {
+        d->ambientSceneColor = value;
+        emit ambientSceneColorChanged();
+        emit lightModelChanged();
+    }
+}
+
+/*!
+    \fn void LightModel::modelChanged()
+
+    This signal is emitted when model() changes.
+
+    \sa model(), lightModelChanged()
+*/
+
+/*!
+    \fn void LightModel::colorControlChanged()
+
+    This signal is emitted when colorControl() changes.
+
+    \sa colorControl(), lightModelChanged()
+*/
+
+/*!
+    \fn void LightModel::viewerPositionChanged()
+
+    This signal is emitted when viewerPosition() changes.
+
+    \sa viewerPosition(), lightModelChanged()
+*/
+
+/*!
+    \fn void LightModel::ambientSceneColorChanged()
+
+    This signal is emitted when ambientSceneColor() changes.
+
+    \sa ambientSceneColor(), lightModelChanged()
+*/
+
+/*!
+    \fn void LightModel::lightModelChanged()
+
+    This signal is emitted when one of model(), colorControl(),
+    viewerPosition(), or ambientSceneColor() changes.
+*/