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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()
*/