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#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.
*/