qtmobility/examples/sensors/cubehouse/material.cpp
author Dremov Kirill (Nokia-D-MSW/Tampere) <kirill.dremov@nokia.com>
Mon, 03 May 2010 13:18:40 +0300
changeset 4 90517678cc4f
child 5 453da2cfceef
permissions -rw-r--r--
Revision: 201015 Kit: 201018

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#include "material.h"

/*!
    \class Material
    \brief The Material class describes material properties for OpenGL drawing.
    \since 4.7
    \ingroup qt3d
    \ingroup qt3d::painting
*/

class MaterialPrivate
{
public:
    explicit MaterialPrivate();

    QColor basicColor;
    QColor ambientColor;
    QColor diffuseColor;
    QColor specularColor;
    QColor emittedLight;
    qreal shininess;
};

MaterialPrivate::MaterialPrivate()
    : basicColor(255, 255, 255, 255),
      specularColor(0, 0, 0, 255),
      emittedLight(0, 0, 0, 255),
      shininess(0)
{
    ambientColor.setRgbF(0.2f, 0.2f, 0.2f, 1.0f);
    diffuseColor.setRgbF(0.8f, 0.8f, 0.8f, 1.0f);
}

/*!
    Constructs a Material object with its default values,
    and attaches it to \a parent.
*/
Material::Material(QObject *parent)
    : QObject(parent), d_ptr(new MaterialPrivate)
{
}

/*!
    Destroys this Material object.
*/
Material::~Material()
{
}

/*!
    \property Material::basicColor
    \brief the basic color of the material.  The default value
    is (1.0, 1.0, 1.0, 1.0).

    The basic color is used by effects that don't implement
    material-based lighting.  It is ignored by material-based
    lighting effects.

    \sa ambientColor(), diffuseColor(), basicColorChanged(), setColor()
*/
QColor Material::basicColor() const
{
    Q_D(const Material);
    return d->basicColor;
}

void Material::setBasicColor(const QColor& value)
{
    Q_D(Material);
    if (d->basicColor != value) {
        d->basicColor = value;
        emit basicColorChanged();
        emit materialChanged();
    }
}

/*!
    \property Material::ambientColor
    \brief the ambient color of the material.  The default value
    is (0.2, 0.2, 0.2, 1.0).

    \sa diffuseColor(), specularColor(), ambientColorChanged()
*/
QColor Material::ambientColor() const
{
    Q_D(const Material);
    return d->ambientColor;
}

void Material::setAmbientColor(const QColor& value)
{
    Q_D(Material);
    if (d->ambientColor != value) {
        d->ambientColor = value;
        emit ambientColorChanged();
        emit materialChanged();
    }
}

/*!
    \property Material::diffuseColor
    \brief the diffuse color of the material.  The default value
    is (0.8, 0.8, 0.8, 1.0).

    \sa ambientColor(), specularColor(), diffuseColorChanged()
*/
QColor Material::diffuseColor() const
{
    Q_D(const Material);
    return d->diffuseColor;
}

void Material::setDiffuseColor(const QColor& value)
{
    Q_D(Material);
    if (d->diffuseColor != value) {
        d->diffuseColor = value;
        emit diffuseColorChanged();
        emit materialChanged();
    }
}

/*!
    \property Material::specularColor
    \brief the specular color of the material.  The default value
    is (0, 0, 0, 1).

    \sa ambientColor(), diffuseColor(), specularColorChanged()
*/
QColor Material::specularColor() const
{
    Q_D(const Material);
    return d->specularColor;
}

void Material::setSpecularColor(const QColor& value)
{
    Q_D(Material);
    if (d->specularColor != value) {
        d->specularColor = value;
        emit specularColorChanged();
        emit materialChanged();
    }
}

/*!
    \property Material::emittedLight
    \brief the emitted light intensity of the material.
    The default value is (0.0, 0.0, 0.0, 1.0), which indicates
    that the material does not emit any light.

    \sa emittedLightChanged()
*/
QColor Material::emittedLight() const
{
    Q_D(const Material);
    return d->emittedLight;
}

void Material::setEmittedLight(const QColor& value)
{
    Q_D(Material);
    if (d->emittedLight != value) {
        d->emittedLight = value;
        emit emittedLightChanged();
        emit materialChanged();
    }
}

/*!
    \property Material::color
    \brief the overall color of the material.  The default value
    is (1.0, 1.0, 1.0, 1.0).

    This is a convenience property.  When read it returns basicColor().
    When written, it sets basicColor() to the value, ambientColor()
    to 20% of the value, and diffuseColor() to 80% of the value.
    The result is that regardless of whether lighting is used or not,
    the material will appear to have a similar color.

    \sa basicColor(), ambientColor(), diffuseColor()
*/
QColor Material::color() const
{
    Q_D(const Material);
    return d->basicColor;
}

void Material::setColor(const QColor& value)
{
    Q_D(Material);
    d->basicColor = value;
    d->ambientColor.setRgbF
        (value.redF() * 0.2f, value.greenF() * 0.2f,
         value.blueF() * 0.2f, value.alphaF());
    d->diffuseColor.setRgbF
        (value.redF() * 0.8f, value.greenF() * 0.8f,
         value.blueF() * 0.8f, value.alphaF());
    emit basicColorChanged();
    emit ambientColorChanged();
    emit diffuseColorChanged();
    emit materialChanged();
}

/*!
    \property Material::shininess
    \brief the specular exponent of the material, or how shiny it is.
    Must be between 0 and 128.  The default value is 0.  A value outside
    this range will be clamped to the range when the property is set.

    \sa shininessChanged()
*/
qreal Material::shininess() const
{
    Q_D(const Material);
    return d->shininess;
}

void Material::setShininess(qreal value)
{
    Q_D(Material);
    if (value < 0)
        value = 0;
    else if (value > 128)
        value = 128;
    if (d->shininess != value) {
        d->shininess = value;
        emit shininessChanged();
        emit materialChanged();
    }
}

/*!
    \fn void Material::basicColorChanged()

    This signal is emitted when basicColor() changes.

    \sa basicColor(), setBasicColor(), materialChanged()
*/

/*!
    \fn void Material::ambientColorChanged()

    This signal is emitted when ambientColor() changes.

    \sa ambientColor(), setAmbientColor(), materialChanged()
*/

/*!
    \fn void Material::diffuseColorChanged()

    This signal is emitted when diffuseColor() changes.

    \sa diffuseColor(), setDiffuseColor(), materialChanged()
*/

/*!
    \fn void Material::specularColorChanged()

    This signal is emitted when specularColor() changes.

    \sa specularColor(), setSpecularColor(), materialChanged()
*/

/*!
    \fn void Material::emittedLightChanged()

    This signal is emitted when emittedLight() changes.

    \sa emittedLight(), setEmittedLight(), materialChanged()
*/

/*!
    \fn void Material::shininessChanged()

    This signal is emitted when shininess() changes.

    \sa shininess(), setShininess(), materialChanged()
*/

/*!
    \fn void Material::materialChanged()

    This signal is emitted when one of basicColor(), ambientColor(),
    diffuseColor(), specularColor(), emittedLight(), shiniess(),
    or texture() changes.

    \sa basicColorChanged(), ambientColorChanged(), diffuseColorChanged()
    \sa specularColorChanged(), emittedLightChanged(), shininessChanged()
    \sa texturesChanged()
*/