// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB). // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only #include "qpointlight.h" #include "qpointlight_p.h" QT_BEGIN_NAMESPACE namespace Qt3DRender { /* Expected Shader struct \code struct PointLight { vec3 position; vec4 color; float intensity; }; uniform PointLight pointLights[10]; \endcode */ QPointLightPrivate::QPointLightPrivate() : QAbstractLightPrivate(QAbstractLight::PointLight) { m_shaderData->setProperty("constantAttenuation", 1.0f); m_shaderData->setProperty("linearAttenuation", 0.0f); m_shaderData->setProperty("quadraticAttenuation", 0.0f); } /*! \class Qt3DRender::QPointLight \inmodule Qt3DRender \since 5.5 \brief Encapsulate a Point Light object in a Qt 3D scene. A point light is a light source that emits light in all directions, from a single point. Conceptually, this is similar to light given off by a standard light bulb. A point light uses three attenuation factors to describe how the intensity of the light decreases over distance. These factors are designed to be used together in calcuating total attenuation. For the materials in Qt3D Extras the following formula is used, where distance is the distance from the light to the surface being rendered: \code totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); \endcode Custom materials may choose to interpret these factors differently. */ /*! \qmltype PointLight \nativetype Qt3DRender::QPointLight \inherits Light \inqmlmodule Qt3D.Render \since 5.5 \brief Encapsulate a Point Light object in a Qt 3D scene. A point light is a light source that emits light in all directions, from a single point. Conceptually, this is similar to light given off by a standard light bulb. A point light uses three attenuation factors to describe how the intensity of the light decreases over distance. These factors are designed to be used together in calcuating total attenuation. For the materials in Qt3D Extras the following formula is used, where distance is the distance from the light to the surface being rendered: \code totalAttenuation = 1.0 / (constantAttenuation + (linearAttenuation * distance) + (quadraticAttenuation * distance * distance)); \endcode Custom materials may choose to interpret these factors differently. */ /*! \fn Qt3DRender::QPointLight::QPointLight(Qt3DCore::QNode *parent) Constructs a new QPointLight with the specified \a parent. */ QPointLight::QPointLight(QNode *parent) : QAbstractLight(*new QPointLightPrivate, parent) { } /*! \internal */ QPointLight::~QPointLight() { } /*! \internal */ QPointLight::QPointLight(QPointLightPrivate &dd, QNode *parent) : QAbstractLight(dd, parent) { } /*! \qmlproperty real Qt3D.Render::PointLight::constantAttenuation Specifies the constant attenuation of the point light. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QPointLight::constantAttenuation Specifies the constant attenuation of the point light. \note The exact meaning and use of this property is up to the material implementation. */ float QPointLight::constantAttenuation() const { Q_D(const QPointLight); return d->m_shaderData->property("constantAttenuation").toFloat(); } void QPointLight::setConstantAttenuation(float value) { Q_D(QPointLight); if (constantAttenuation() != value) { d->m_shaderData->setProperty("constantAttenuation", value); emit constantAttenuationChanged(value); } } /*! \qmlproperty real Qt3D.Render::PointLight::linearAttenuation Specifies the linear attenuation of the point light. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QPointLight::linearAttenuation Specifies the linear attenuation of the point light. \note The exact meaning and use of this property is up to the material implementation. */ float QPointLight::linearAttenuation() const { Q_D(const QPointLight); return d->m_shaderData->property("linearAttenuation").toFloat(); } void QPointLight::setLinearAttenuation(float value) { Q_D(QPointLight); if (linearAttenuation() != value) { d->m_shaderData->setProperty("linearAttenuation", value); emit linearAttenuationChanged(value); } } /*! \qmlproperty real Qt3D.Render::PointLight::quadraticAttenuation Specifies the quadratic attenuation of the point light. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QPointLight::quadraticAttenuation Specifies the quadratic attenuation of the point light. \note The exact meaning and use of this property is up to the material implementation. */ float QPointLight::quadraticAttenuation() const { Q_D(const QPointLight); return d->m_shaderData->property("quadraticAttenuation").toFloat(); } void QPointLight::setQuadraticAttenuation(float value) { Q_D(QPointLight); if (quadraticAttenuation() != value) { d->m_shaderData->setProperty("quadraticAttenuation", value); emit quadraticAttenuationChanged(value); } } } // namespace Qt3DRender QT_END_NAMESPACE #include "moc_qpointlight.cpp"