diff options
Diffstat (limited to 'src/extras/defaults/qdiffusespecularmapmaterial.cpp')
-rw-r--r-- | src/extras/defaults/qdiffusespecularmapmaterial.cpp | 35 |
1 files changed, 19 insertions, 16 deletions
diff --git a/src/extras/defaults/qdiffusespecularmapmaterial.cpp b/src/extras/defaults/qdiffusespecularmapmaterial.cpp index a4ccb6121..4b79eea2b 100644 --- a/src/extras/defaults/qdiffusespecularmapmaterial.cpp +++ b/src/extras/defaults/qdiffusespecularmapmaterial.cpp @@ -185,14 +185,16 @@ void QDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged(const QVarian } /*! - \class Qt3DRender::QDiffuseSpecularMapMaterial - \brief The QDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components - are read from texture maps. - \inmodule Qt3DRender - \since 5.5 + \class Qt3DExtras::QDiffuseSpecularMapMaterial + \brief The QDiffuseSpecularMapMaterial provides a default implementation of the phong lighting + effect where the diffuse and specular light components are read from texture maps. + \inmodule Qt3DExtras + \since 5.7 + \inherits Qt3DRender::QMaterial - The specular lighting effect is based on the combination of 3 lighting components ambient, diffuse and specular. - The relative strengths of these components is controlled by means of their reflectivity coefficients which are modelled as RGB triplets: + The specular lighting effect is based on the combination of 3 lighting components ambient, + diffuse and specular. The relative strengths of these components are controlled by means of + their reflectivity coefficients which are modelled as RGB triplets: \list \li Ambient is the color that is emitted by an object without any other light source. @@ -201,12 +203,12 @@ void QDiffuseSpecularMapMaterialPrivate::handleTextureScaleChanged(const QVarian \li The shininess of a surface is controlled by a float property. \endlist - This material uses an effect with a single render pass approach and performs per fragment lighting. - Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. + This material uses an effect with a single render pass approach and performs per fragment + lighting. Techniques are provided for OpenGL 2, OpenGL 3 or above as well as OpenGL ES 2. */ /*! - Constructs a new Qt3DRender::QDiffuseSpecularMapMaterial instance with parent object \a parent. + Constructs a new QDiffuseSpecularMapMaterial instance with parent object \a parent. */ QDiffuseSpecularMapMaterial::QDiffuseSpecularMapMaterial(QNode *parent) : QMaterial(*new QDiffuseSpecularMapMaterialPrivate, parent) @@ -223,7 +225,7 @@ QDiffuseSpecularMapMaterial::~QDiffuseSpecularMapMaterial() } /*! - \property Qt3DRender::QDiffuseSpecularMapMaterial::ambient + \property QDiffuseSpecularMapMaterial::ambient Holds the current ambient color. */ @@ -234,7 +236,7 @@ QColor QDiffuseSpecularMapMaterial::ambient() const } /*! - \property Qt3DRender::QDiffuseSpecularMapMaterial::diffuse + \property QDiffuseSpecularMapMaterial::diffuse Holds the current diffuse map texture. @@ -254,7 +256,7 @@ QAbstractTexture *QDiffuseSpecularMapMaterial::diffuse() const } /*! - \property Qt3DRender::QDiffuseSpecularMapMaterial::specular + \property QDiffuseSpecularMapMaterial::specular Holds the current specular map texture. @@ -274,7 +276,7 @@ QAbstractTexture *QDiffuseSpecularMapMaterial::specular() const } /*! - \property Qt3DRender::QDiffuseSpecularMapMaterial::shininess + \property QDiffuseSpecularMapMaterial::shininess Holds the current shininess as a float value. */ @@ -285,9 +287,10 @@ float QDiffuseSpecularMapMaterial::shininess() const } /*! - \property Qt3DRender::QDiffuseSpecularMapMaterial::textureScale + \property QDiffuseSpecularMapMaterial::textureScale - Holds the current texture scale as a float value. + Holds the current texture scale. It is applied as a multiplier to texture + coordinates at render time. Defaults to 1.0. */ float QDiffuseSpecularMapMaterial::textureScale() const { |