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27
28/*!
29 \qmltype DiffuseMapMaterial
30 \inqmlmodule Qt3D.Extras
31 \obsolete
32
33 \brief The DiffuseMapMaterial provides a default implementation of the phong lighting effect
34 where the diffuse light component is read from a texture map.
35 \since 5.7
36 \inherits Qt3D.Render::Material
37
38 The specular lighting effect is based on the combination of 3 lighting components ambient,
39 diffuse and specular. The relative strengths of these components are controlled by means of
40 their reflectivity coefficients which are modelled as RGB triplets:
41
42 \list
43 \li Ambient is the color that is emitted by an object without any other light source.
44 \li Diffuse is the color that is emitted for rought surface reflections with the lights.
45 \li Specular is the color emitted for shiny surface reflections with the lights.
46 \li The shininess of a surface is controlled by a float property.
47 \endlist
48
49 This material uses an effect with a single render pass approach and performs per fragment
50 lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
51*/
52/*!
53 \qmlproperty color DiffuseMapMaterial::ambient
54
55 Holds the current ambient color.
56*/
57/*!
58 \qmlproperty color DiffuseMapMaterial::specular
59
60 Holds the current specular color.
61*/
62/*!
63 \qmlproperty real DiffuseMapMaterial::shininess
64
65 Holds the current shininess.
66*/
67/*!
68 \qmlproperty real DiffuseMapMaterial::textureScale
69
70 Holds the current texture scale. It is applied as a multiplier to texture
71 coordinates at render time. Defaults to 1.0.
72
73 When used in conjunction with WrapMode.Repeat, textureScale provides a simple
74 way to tile a texture across a surface. For example, a texture scale of \c 4.0
75 would result in 16 (4x4) tiles.
76*/
77/*!
78 \qmlproperty TextureImage DiffuseMapMaterial::diffuse
79
80 Holds the current texture used as the diffuse map.
81
82 By default, the diffuse texture has the following properties:
83
84 \list
85 \li Linear minification and magnification filters
86 \li Linear mipmap with mipmapping enabled
87 \li Repeat wrap mode
88 \li Maximum anisotropy of 16.0
89 \endlist
90*/
91
92/*!
93 \qmltype DiffuseSpecularMapMaterial
94 \inqmlmodule Qt3D.Extras
95 \obsolete
96
97 \brief The DiffuseSpecularMapMaterial provides a default implementation of the phong lighting
98 effect where the diffuse and specular light components are read from texture maps.
99 \since 5.7
100 \inherits Qt3D.Render::Material
101
102 The specular lighting effect is based on the combination of 3 lighting components ambient,
103 diffuse and specular. The relative strengths of these components are controlled by means of
104 their reflectivity coefficients which are modelled as RGB triplets:
105
106 \list
107 \li Ambient is the color that is emitted by an object without any other light source.
108 \li Diffuse is the color that is emitted for rought surface reflections with the lights.
109 \li Specular is the color emitted for shiny surface reflections with the lights.
110 \li The shininess of a surface is controlled by a float property.
111 \endlist
112
113 This material uses an effect with a single render pass approach and performs per fragment
114 lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
115*/
116/*!
117 \qmlproperty color DiffuseSpecularMapMaterial::ambient
118
119 Holds the current ambient color.
120*/
121/*!
122 \qmlproperty TextureImage DiffuseSpecularMapMaterial::diffuse
123
124 Holds the current diffuse map texture.
125
126 By default, the diffuse texture has the following properties:
127
128 \list
129 \li Linear minification and magnification filters
130 \li Linear mipmap with mipmapping enabled
131 \li Repeat wrap mode
132 \li Maximum anisotropy of 16.0
133 \endlist
134*/
135/*!
136 \qmlproperty TextureImage DiffuseSpecularMapMaterial::specular
137
138 Holds the current specular map texture.
139
140 By default, the specular texture has the following properties:
141
142 \list
143 \li Linear minification and magnification filters
144 \li Linear mipmap with mipmapping enabled
145 \li Repeat wrap mode
146 \li Maximum anisotropy of 16.0
147 \endlist
148*/
149/*!
150 \qmlproperty real DiffuseSpecularMapMaterial::shininess
151
152 Holds the current shininess.
153*/
154/*!
155 \qmlproperty real DiffuseSpecularMapMaterial::textureScale
156
157 Holds the current texture scale. It is applied as a multiplier to texture
158 coordinates at render time. Defaults to 1.0.
159
160 When used in conjunction with WrapMode.Repeat, textureScale provides a simple
161 way to tile a texture across a surface. For example, a texture scale of \c 4.0
162 would result in 16 (4x4) tiles.
163*/
164
165/*!
166 \qmltype GoochMaterial
167 \inqmlmodule Qt3D.Extras
168 \brief The GoochMaterial provides a material that implements the Gooch
169 shading model, popular in CAD and CAM applications.
170 \since 5.7
171 \inherits Qt3D.Render::Material
172
173 The Gooch lighting model uses both color and brightness to help show the
174 curvature of 3D surfaces. This is often better than models such as Phong
175 that rely purely upon changes in brightness. In situations such as in CAD
176 and CAM applications where photorealism is not a goal, the Gooch shading
177 model in conjunction with some kind of silhouette edge inking is a popular
178 solution.
179
180 The Gooch lighting model is explained fully in the \l{original Gooch
181 paper}. The Gooch model mixes a diffuse object color with a user-provided
182 cool color and warm color to produce the end points of a color ramp that is
183 used to shade the object based upon the cosine of the angle between the
184 vector from the fragment to the light source and the fragment's normal
185 vector. Optionally, a specular highlight can be added on top. The relative
186 contributions to the cool and warm colors by the diffuse color are
187 controlled by the alpha and beta properties respecitvely.
188
189 This material uses an effect with a single render pass approach and
190 performs per fragment lighting. Techniques are provided for OpenGL 2,
191 OpenGL 3 or above as well as OpenGL ES 2.
192*/
193/*!
194 \qmlproperty color GoochMaterial::diffuse
195
196 Holds the current diffuse color.
197*/
198/*!
199 \qmlproperty color GoochMaterial::specular
200
201 Holds the current specular color.
202*/
203/*!
204 \qmlproperty color GoochMaterial::cool
205
206 Holds the current cool color.
207*/
208/*!
209 \qmlproperty color GoochMaterial::warm
210
211 Holds the current warm color.
212*/
213/*!
214 \qmlproperty real GoochMaterial::alpha
215
216 Holds the current alpha value. The start point of the color ramp
217 used by the Gooch shader is calculated as {c = cool + alpha * diffuse}.
218*/
219/*!
220 \qmlproperty real GoochMaterial::beta
221
222 Holds the current beta value. The start point of the color ramp
223 used by the Gooch shader is calculated as {c = warm + beta * diffuse}.
224*/
225/*!
226 \qmlproperty real GoochMaterial::shininess
227
228 Holds the current shininess value. Higher values of shininess result in
229 a smaller and brighter highlight.
230*/
231
232/*!
233 \qmltype NormalDiffuseMapAlphaMaterial
234 \inqmlmodule Qt3D.Extras
235 \obsolete
236
237 \brief The NormalDiffuseMapAlphaMaterial provides a specialization of NormalDiffuseMapMaterial
238 with alpha coverage and a depth test performed in the rendering pass.
239 \since 5.7
240 \inherits Qt3D.Render::Material
241
242 The specular lighting effect is based on the combination of 3 lighting components ambient,
243 diffuse and specular. The relative strengths of these components are controlled by means of
244 their reflectivity coefficients which are modelled as RGB triplets:
245
246 \list
247 \li Ambient is the color that is emitted by an object without any other light source.
248 \li Diffuse is the color that is emitted for rought surface reflections with the lights.
249 \li Specular is the color emitted for shiny surface reflections with the lights.
250 \li The shininess of a surface is controlled by a float property.
251 \endlist
252
253 This material uses an effect with a single render pass approach and performs per fragment
254 lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
255*/
256/*!
257 \qmlproperty color NormalDiffuseMapAlphaMaterial::ambient
258
259 Holds the current ambient color.
260*/
261/*!
262 \qmlproperty TextureImage NormalDiffuseMapAlphaMaterial::diffuse
263
264 Holds the current diffuse map texture.
265
266 By default, the diffuse texture has the following properties:
267
268 \list
269 \li Linear minification and magnification filters
270 \li Linear mipmap with mipmapping enabled
271 \li Repeat wrap mode
272 \li Maximum anisotropy of 16.0
273 \endlist
274*/
275/*!
276 \qmlproperty color NormalDiffuseMapAlphaMaterial::specular
277
278 Holds the current specular color.
279*/
280/*!
281 \qmlproperty TextureImage NormalDiffuseMapAlphaMaterial::normal
282
283 Holds the current normal map texture.
284
285 By default, the normal texture has the following properties:
286
287 \list
288 \li Linear minification and magnification filters
289 \li Repeat wrap mode
290 \li Maximum anisotropy of 16.0
291 \endlist
292*/
293/*!
294 \qmlproperty real NormalDiffuseMapAlphaMaterial::shininess
295
296 Holds the current shininess.
297*/
298/*!
299 \qmlproperty real NormalDiffuseMapAlphaMaterial::textureScale
300
301 Holds the current texture scale. It is applied as a multiplier to texture
302 coordinates at render time. Defaults to 1.0.
303
304 When used in conjunction with WrapMode.Repeat, textureScale provides a simple
305 way to tile a texture across a surface. For example, a texture scale of \c 4.0
306 would result in 16 (4x4) tiles.
307*/
308
309/*!
310 \qmltype NormalDiffuseMapMaterial
311 \inqmlmodule Qt3D.Extras
312 \obsolete
313
314 \brief The NormalDiffuseMapMaterial provides a default implementation of the phong lighting
315 and bump effect where the diffuse light component is read from a texture map and the normals of
316 the mesh being rendered from a normal texture map.
317 \since 5.7
318 \inherits Qt3D.Render::Material
319
320 The specular lighting effect is based on the combination of 3 lighting components ambient,
321 diffuse and specular. The relative strengths of these components are controlled by means of
322 their reflectivity coefficients which are modelled as RGB triplets:
323
324 \list
325 \li Ambient is the color that is emitted by an object without any other light source.
326 \li Diffuse is the color that is emitted for rought surface reflections with the lights.
327 \li Specular is the color emitted for shiny surface reflections with the lights.
328 \li The shininess of a surface is controlled by a float property.
329 \endlist
330
331 This material uses an effect with a single render pass approach and performs per fragment
332 lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
333*/
334/*!
335 \qmlproperty color NormalDiffuseMapMaterial::ambient
336
337 Holds the current ambient color.
338*/
339/*!
340 \qmlproperty TextureImage NormalDiffuseMapMaterial::diffuse
341
342 Holds the current diffuse map texture.
343
344 By default, the diffuse texture has the following properties:
345
346 \list
347 \li Linear minification and magnification filters
348 \li Linear mipmap with mipmapping enabled
349 \li Repeat wrap mode
350 \li Maximum anisotropy of 16.0
351 \endlist
352*/
353/*!
354 \qmlproperty color NormalDiffuseMapMaterial::specular
355
356 Holds the current specular color.
357*/
358/*!
359 \qmlproperty TextureImage NormalDiffuseMapMaterial::normal
360
361 Holds the current normal map texture.
362
363 By default, the normal texture has the following properties:
364
365 \list
366 \li Linear minification and magnification filters
367 \li Repeat wrap mode
368 \li Maximum anisotropy of 16.0
369 \endlist
370*/
371/*!
372 \qmlproperty real NormalDiffuseMapMaterial::shininess
373
374 Holds the current shininess.
375*/
376/*!
377 \qmlproperty real NormalDiffuseMapMaterial::textureScale
378
379 Holds the current texture scale. It is applied as a multiplier to texture
380 coordinates at render time. Defaults to 1.0.
381
382 When used in conjunction with WrapMode.Repeat, textureScale provides a simple
383 way to tile a texture across a surface. For example, a texture scale of \c 4.0
384 would result in 16 (4x4) tiles.
385*/
386
387/*!
388 \qmltype NormalDiffuseSpecularMapMaterial
389 \inqmlmodule Qt3D.Extras
390 \obsolete
391
392 \brief The NormalDiffuseSpecularMapMaterial provides a default implementation of the phong
393 lighting and bump effect where the diffuse and specular light components are read from texture
394 maps and the normals of the mesh being rendered from a normal texture map.
395 \since 5.7
396 \inherits Qt3D.Render::Material
397
398 The specular lighting effect is based on the combination of 3 lighting components ambient,
399 diffuse and specular. The relative strengths of these components are controlled by means of
400 their reflectivity coefficients which are modelled as RGB triplets:
401
402 \list
403 \li Ambient is the color that is emitted by an object without any other light source.
404 \li Diffuse is the color that is emitted for rought surface reflections with the lights.
405 \li Specular is the color emitted for shiny surface reflections with the lights.
406 \li The shininess of a surface is controlled by a float property.
407 \endlist
408
409 This material uses an effect with a single render pass approach and performs per fragment
410 lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
411*/
412/*!
413 \qmlproperty color NormalDiffuseSpecularMapMaterial::ambient
414
415 Holds the current ambient color.
416*/
417/*!
418 \qmlproperty TextureImage NormalDiffuseSpecularMapMaterial::diffuse
419
420 Holds the current diffuse map texture.
421
422 By default, the diffuse texture has the following properties:
423
424 \list
425 \li Linear minification and magnification filters
426 \li Linear mipmap with mipmapping enabled
427 \li Repeat wrap mode
428 \li Maximum anisotropy of 16.0
429 \endlist
430*/
431/*!
432 \qmlproperty TextureImage NormalDiffuseSpecularMapMaterial::specular
433
434 Holds the current specular map texture.
435
436 By default, the specular texture has the following properties:
437
438 \list
439 \li Linear minification and magnification filters
440 \li Linear mipmap with mipmapping enabled
441 \li Repeat wrap mode
442 \li Maximum anisotropy of 16.0
443 \endlist
444*/
445/*!
446 \qmlproperty TextureImage NormalDiffuseSpecularMapMaterial::normal
447
448 Holds the current normal map texture.
449
450 By default, the normal texture has the following properties:
451
452 \list
453 \li Linear minification and magnification filters
454 \li Repeat wrap mode
455 \li Maximum anisotropy of 16.0
456 \endlist
457*/
458/*!
459 \qmlproperty real NormalDiffuseSpecularMapMaterial::shininess
460
461 Holds the current shininess.
462*/
463/*!
464 \qmlproperty real NormalDiffuseSpecularMapMaterial::textureScale
465
466 Holds the current texture scale. It is applied as a multiplier to texture
467 coordinates at render time. Defaults to 1.0.
468
469 When used in conjunction with WrapMode.Repeat, textureScale provides a simple
470 way to tile a texture across a surface. For example, a texture scale of \c 4.0
471 would result in 16 (4x4) tiles.
472*/
473
474/*!
475 \qmltype PerVertexColorMaterial
476 \inqmlmodule Qt3D.Extras
477 \brief The PerVertexColorMaterial class provides a default implementation for rendering the
478 color properties set for each vertex.
479 \since 5.7
480 \inherits Qt3D.Render::Material
481
482 This lighting effect is based on the combination of 2 lighting components ambient and diffuse.
483 Ambient is set by the vertex color.
484 Diffuse takes in account the normal distribution of each vertex.
485
486 \list
487 \li Ambient is the color that is emitted by an object without any other light source.
488 \li Diffuse is the color that is emitted for rough surface reflections with the lights
489 \endlist
490
491 This material uses an effect with a single render pass approach and forms fragment lighting.
492 Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
493*/
494
495/*!
496 \qmltype PhongAlphaMaterial
497 \inqmlmodule Qt3D.Extras
498 \obsolete
499
500 \brief The PhongAlphaMaterial class provides a default implementation of
501 the phong lighting effect with alpha.
502 \since 5.7
503 \inherits Qt3D.Render::Material
504
505 The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse
506 and specular. The relative strengths of these components are controlled by means of their
507 reflectivity coefficients which are modelled as RGB triplets:
508
509 \list
510 \li Ambient is the color that is emitted by an object without any other light source.
511 \li Diffuse is the color that is emitted for rought surface reflections with the lights.
512 \li Specular is the color emitted for shiny surface reflections with the lights.
513 \li The shininess of a surface is controlled by a float property.
514 \li Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque).
515 \endlist
516
517 This material uses an effect with a single render pass approach and performs per fragment
518 lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
519*/
520/*!
521 \qmlproperty color PhongAlphaMaterial::ambient
522
523 Holds the current ambient color.
524*/
525/*!
526 \qmlproperty color PhongAlphaMaterial::diffuse
527
528 Holds the current diffuse color.
529*/
530/*!
531 \qmlproperty color PhongAlphaMaterial::specular
532
533 Holds the current specular color.
534*/
535/*!
536 \qmlproperty real PhongAlphaMaterial::shininess
537
538 Holds the current shininess.
539*/
540/*!
541 \qmlproperty real PhongAlphaMaterial::alpha
542
543 Holds the alpha component of the object which varies between 0 and 1.
544
545 The default value is 0.5.
546*/
547
548/*!
549 \qmltype PhongMaterial
550 \inqmlmodule Qt3D.Extras
551 \obsolete
552
553 \brief The PhongMaterial class provides a default implementation of the phong lighting effect.
554 \since 5.7
555 \inherits Qt3D.Render::Material
556
557 The phong lighting effect is based on the combination of 3 lighting components ambient, diffuse
558 and specular. The relative strengths of these components are controlled by means of their
559 reflectivity coefficients which are modelled as RGB triplets:
560
561 \list
562 \li Ambient is the color that is emitted by an object without any other light source.
563 \li Diffuse is the color that is emitted for rought surface reflections with the lights.
564 \li Specular is the color emitted for shiny surface reflections with the lights.
565 \li The shininess of a surface is controlled by a float property.
566 \endlist
567
568 This material uses an effect with a single render pass approach and performs per fragment
569 lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2.
570*/
571/*!
572 \qmlproperty color PhongMaterial::ambient
573
574 Holds the current ambient color.
575*/
576/*!
577 \qmlproperty color PhongMaterial::diffuse
578
579 Holds the current diffuse color.
580*/
581/*!
582 \qmlproperty color PhongMaterial::specular
583
584 Holds the current specular color.
585*/
586/*!
587 \qmlproperty real PhongMaterial::shininess
588
589 Holds the current shininess.
590*/
591

Warning: That file was not part of the compilation database. It may have many parsing errors.