Warning: That file was not part of the compilation database. It may have many parsing errors.
1 | /**************************************************************************** |
---|---|
2 | ** |
3 | ** Copyright (C) 2016 The Qt Company Ltd. |
4 | ** Contact: https://www.qt.io/licensing/ |
5 | ** |
6 | ** This file is part of the documentation of the Qt Toolkit. |
7 | ** |
8 | ** $QT_BEGIN_LICENSE:FDL$ |
9 | ** Commercial License Usage |
10 | ** Licensees holding valid commercial Qt licenses may use this file in |
11 | ** accordance with the commercial license agreement provided with the |
12 | ** Software or, alternatively, in accordance with the terms contained in |
13 | ** a written agreement between you and The Qt Company. For licensing terms |
14 | ** and conditions see https://www.qt.io/terms-conditions. For further |
15 | ** information use the contact form at https://www.qt.io/contact-us. |
16 | ** |
17 | ** GNU Free Documentation License Usage |
18 | ** Alternatively, this file may be used under the terms of the GNU Free |
19 | ** Documentation License version 1.3 as published by the Free Software |
20 | ** Foundation and appearing in the file included in the packaging of |
21 | ** this file. Please review the following information to ensure |
22 | ** the GNU Free Documentation License version 1.3 requirements |
23 | ** will be met: https://www.gnu.org/licenses/fdl-1.3.html. |
24 | ** $QT_END_LICENSE$ |
25 | ** |
26 | ****************************************************************************/ |
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.