// 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 "qspotlight.h" #include "qspotlight_p.h" #include "shaderdata_p.h" QT_BEGIN_NAMESPACE namespace Qt3DRender { /* Expected Shader struct \code struct SpotLight { vec3 position; vec3 localDirection; vec4 color; float intensity; float cutOffAngle; }; uniform SpotLight spotLights[10]; \endcode */ QSpotLightPrivate::QSpotLightPrivate() : QAbstractLightPrivate(QAbstractLight::SpotLight) { m_shaderData->setProperty("constantAttenuation", 1.0f); m_shaderData->setProperty("linearAttenuation", 0.0f); m_shaderData->setProperty("quadraticAttenuation", 0.0f); m_shaderData->setProperty("direction", QVector3D(0.0f, -1.0f, 0.0f)); m_shaderData->setProperty("directionTransformed", Render::ShaderData::ModelToWorldDirection); m_shaderData->setProperty("cutOffAngle", 45.0f); } /*! \class Qt3DRender::QSpotLight \inmodule Qt3DRender \since 5.5 \brief Encapsulate a Spot Light object in a Qt 3D scene. A spotlight is a light source that emits a cone of light in a particular direction. A spotlight 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 SpotLight \nativetype Qt3DRender::QSpotLight \inherits Light \inqmlmodule Qt3D.Render \since 5.5 \brief Encapsulate a Spot Light object in a Qt 3D scene. A spotlight is a light source that emits a cone of light in a particular direction. A spotlight 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::QSpotLight::QSpotLight(Qt3DCore::QNode *parent) Constructs a new QSpotLight with the specified \a parent. */ QSpotLight::QSpotLight(QNode *parent) : QAbstractLight(*new QSpotLightPrivate, parent) { } /*! \internal */ QSpotLight::~QSpotLight() { } /*! \internal */ QSpotLight::QSpotLight(QSpotLightPrivate &dd, QNode *parent) : QAbstractLight(dd, parent) { } /*! \qmlproperty real Qt3D.Render::SpotLight::constantAttenuation Specifies the constant attenuation of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QSpotLight::constantAttenuation Specifies the constant attenuation of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ float QSpotLight::constantAttenuation() const { Q_D(const QSpotLight); return d->m_shaderData->property("constantAttenuation").toFloat(); } void QSpotLight::setConstantAttenuation(float value) { Q_D(QSpotLight); if (constantAttenuation() != value) { d->m_shaderData->setProperty("constantAttenuation", value); emit constantAttenuationChanged(value); } } /*! \qmlproperty real Qt3D.Render::SpotLight::linearAttenuation Specifies the linear attenuation of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QSpotLight::linearAttenuation Specifies the linear attenuation of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ float QSpotLight::linearAttenuation() const { Q_D(const QSpotLight); return d->m_shaderData->property("linearAttenuation").toFloat(); } void QSpotLight::setLinearAttenuation(float value) { Q_D(QSpotLight); if (linearAttenuation() != value) { d->m_shaderData->setProperty("linearAttenuation", value); emit linearAttenuationChanged(value); } } /*! \qmlproperty real Qt3D.Render::SpotLight::quadraticAttenuation Specifies the quadratic attenuation of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QSpotLight::quadraticAttenuation Specifies the quadratic attenuation of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ float QSpotLight::quadraticAttenuation() const { Q_D(const QSpotLight); return d->m_shaderData->property("quadraticAttenuation").toFloat(); } void QSpotLight::setQuadraticAttenuation(float value) { Q_D(QSpotLight); if (quadraticAttenuation() != value) { d->m_shaderData->setProperty("quadraticAttenuation", value); emit quadraticAttenuationChanged(value); } } /*! \qmlproperty vector3d Qt3D.Render::SpotLight::localDirection Specifies the local direction of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QSpotLight::localDirection Specifies the local direction of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ QVector3D QSpotLight::localDirection() const { Q_D(const QSpotLight); return d->m_shaderData->property("direction").value(); } /*! \qmlproperty real Qt3D.Render::SpotLight::cutOffAngle Specifies the cut off angle of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ /*! \property Qt3DRender::QSpotLight::cutOffAngle Specifies the cut off angle of the spot light. \note The exact meaning and use of this property is up to the material implementation. */ float QSpotLight::cutOffAngle() const { Q_D(const QSpotLight); return d->m_shaderData->property("cutOffAngle").toFloat(); } void QSpotLight::setLocalDirection(const QVector3D &direction) { Q_D(QSpotLight); if (localDirection() != direction) { const QVector3D dir = direction.normalized(); d->m_shaderData->setProperty("direction", dir); emit localDirectionChanged(dir); } } void QSpotLight::setCutOffAngle(float value) { Q_D(QSpotLight); if (cutOffAngle() != value) { d->m_shaderData->setProperty("cutOffAngle", value); emit cutOffAngleChanged(value); } } } // namespace Qt3DRender QT_END_NAMESPACE #include "moc_qspotlight.cpp"