QtMobility Reference Documentation

lightmodel.cpp Example File

sensors/cubehouse/lightmodel.cpp
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 #include "lightmodel.h"

 /*!
     \class LightModel
     \brief The LightModel class defines the lighting model to use for the scene.
     \since 4.7
     \ingroup qt3d
     \ingroup qt3d::painting
 */

 /*!
     \enum LightModel::Model
     This enum defines the type of lighting model to use: one-sided or two-sided.

     \value OneSided One-sided lighting, with the front face material used for both front and back faces.
     \value TwoSided Two-sided lighting, with separate front and back face materials.
 */

 /*!
     \enum LightModel::ColorControl
     This enum controls the number of colors to be generated by the lighting computation.

     \value SingleColor A single color is generated by the lighting computation.
     \value SeparateSpecularColor A separate specular color computation is
            performed and then summed into the pixel color after texture mapping.
 */

 /*!
     \enum LightModel::ViewerPosition
     This enum defines the position of the viewer for the purposes of lighting calculations.

     \value ViewerAtInfinity The viewer is at infinity along the -z axis.
     \value LocalViewer The viewer is at the local origin in eye coordinates.
 */

 class LightModelPrivate
 {
 public:
     LightModelPrivate()
         : model(LightModel::OneSided),
           colorControl(LightModel::SingleColor),
           viewerPosition(LightModel::ViewerAtInfinity)
     {
         ambientSceneColor.setRgbF(0.2, 0.2, 0.2, 1.0);
     }

     LightModel::Model model;
     LightModel::ColorControl colorControl;
     LightModel::ViewerPosition viewerPosition;
     QColor ambientSceneColor;
 };

 /*!
     Constructs a light model object with default values and attach
     it to \a parent.
 */
 LightModel::LightModel(QObject *parent)
     : QObject(parent), d_ptr(new LightModelPrivate)
 {
 }

 /*!
     Destroys this light model.
 */
 LightModel::~LightModel()
 {
 }

 /*!
     \property LightModel::model
     \brief the lighting model to use, either OneSided or TwoSided.
     The default is OneSided.

     \sa modelChanged()
 */
 LightModel::Model LightModel::model() const
 {
     Q_D(const LightModel);
     return d->model;
 }

 void LightModel::setModel(LightModel::Model value)
 {
     Q_D(LightModel);
     if (d->model != value) {
         d->model = value;
         emit modelChanged();
         emit lightModelChanged();
     }
 }

 /*!
     \property LightModel::colorControl
     \brief the color control mode, either SingleColor or
     SeparateSpecularColor.  The default value is SingleColor.

     If SingleColor is specified, then a single color is calculated
     by the lighting computation for a vertex.  If SeparateSpecularColor
     is specified, then a separate specular color computation is
     performed and then summed into the pixel color after texture mapping.

     \sa colorControlChanged()
 */
 LightModel::ColorControl LightModel::colorControl() const
 {
     Q_D(const LightModel);
     return d->colorControl;
 }

 void LightModel::setColorControl(LightModel::ColorControl value)
 {
     Q_D(LightModel);
     if (d->colorControl != value) {
         d->colorControl = value;
         emit colorControlChanged();
         emit lightModelChanged();
     }
 }

 /*!
     \property LightModel::viewerPosition
     \brief the viewer position, either ViewerAtInfinity or LocalViewer.
     The default value is ViewerAtInfinity.

     \sa viewerPositionChanged()
 */
 LightModel::ViewerPosition LightModel::viewerPosition() const
 {
     Q_D(const LightModel);
     return d->viewerPosition;
 }

 void LightModel::setViewerPosition(LightModel::ViewerPosition value)
 {
     Q_D(LightModel);
     if (d->viewerPosition != value) {
         d->viewerPosition = value;
         emit viewerPositionChanged();
         emit lightModelChanged();
     }
 }

 /*!
     \property LightModel::ambientSceneColor
     \brief the ambient color of the entire scene.  The default value
     is (0.2, 0.2, 0.2, 1.0).

     \sa ambientSceneColorChanged()
 */
 QColor LightModel::ambientSceneColor() const
 {
     Q_D(const LightModel);
     return d->ambientSceneColor;
 }

 void LightModel::setAmbientSceneColor(const QColor& value)
 {
     Q_D(LightModel);
     if (d->ambientSceneColor != value) {
         d->ambientSceneColor = value;
         emit ambientSceneColorChanged();
         emit lightModelChanged();
     }
 }

 /*!
     \fn void LightModel::modelChanged()

     This signal is emitted when model() changes.

     \sa model(), lightModelChanged()
 */

 /*!
     \fn void LightModel::colorControlChanged()

     This signal is emitted when colorControl() changes.

     \sa colorControl(), lightModelChanged()
 */

 /*!
     \fn void LightModel::viewerPositionChanged()

     This signal is emitted when viewerPosition() changes.

     \sa viewerPosition(), lightModelChanged()
 */

 /*!
     \fn void LightModel::ambientSceneColorChanged()

     This signal is emitted when ambientSceneColor() changes.

     \sa ambientSceneColor(), lightModelChanged()
 */

 /*!
     \fn void LightModel::lightModelChanged()

     This signal is emitted when one of model(), colorControl(),
     viewerPosition(), or ambientSceneColor() changes.
 */
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