QDiffuseSpecularMaterial

The QDiffuseSpecularMaterial class provides a default implementation of the phong lighting effect. More

Inheritance diagram of PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial

New in version 5.10.

Synopsis

Functions

Slots

Signals

Detailed Description

The phong 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:

  • Ambient is the color that is emitted by an object without any other light source.

  • Diffuse is the color that is emitted for rought surface reflections with the lights.

  • Specular is the color emitted for shiny surface reflections with the lights.

  • The shininess of a surface is controlled by a float property.

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.

class PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial([parent=None])

Constructs a new QDiffuseSpecularMaterial instance with parent object parent .

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.alphaBlendingEnabledChanged(enabled)
Parameters:

enabled – bool

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.ambient()
Return type:

PySide2.QtGui.QColor

Holds the ambient color that is emitted by an object without any other light source.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.ambientChanged(ambient)
Parameters:

ambientPySide2.QtGui.QColor

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.diffuse()
Return type:

object

Holds the diffuse color of the material that is emitted for rough surface reflections with the lights. This can be either a plain color value or a texture.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.diffuseChanged(diffuse)
Parameters:

diffuse – object

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.isAlphaBlendingEnabled()
Return type:

bool

Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.normal()
Return type:

object

Holds the current normal map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.normalChanged(normal)
Parameters:

normal – object

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setAlphaBlendingEnabled(enabled)
Parameters:

enabled – bool

Indicates if the alpha information coming from the diffuse property will be taken into account during rendering. Defaults to false.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setAmbient(ambient)
Parameters:

ambientPySide2.QtGui.QColor

Holds the ambient color that is emitted by an object without any other light source.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setDiffuse(diffuse)
Parameters:

diffuse – object

Holds the diffuse color of the material that is emitted for rough surface reflections with the lights. This can be either a plain color value or a texture.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setNormal(normal)
Parameters:

normal – object

Holds the current normal map texture of the material. This can only be a texture, otherwise it is ignored. By default this map is not set.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setShininess(shininess)
Parameters:

shininess – float

Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.

Defaults to 150.0.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setSpecular(specular)
Parameters:

specular – object

Holds the specular color of the material that is emitted for shiny surface reflections with the lights. This can be either a plain color value or a texture.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.setTextureScale(textureScale)
Parameters:

textureScale – float

Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.

When used in conjunction with QTextureWrapMode::Repeat, provides a simple way to tile a texture across a surface. For example, a texture scale of 4.0 would result in 16 (4x4) tiles.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.shininess()
Return type:

float

Holds the shininess exponent. Higher values of shininess result in a smaller and brighter highlight.

Defaults to 150.0.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.shininessChanged(shininess)
Parameters:

shininess – float

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.specular()
Return type:

object

Holds the specular color of the material that is emitted for shiny surface reflections with the lights. This can be either a plain color value or a texture.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.specularChanged(specular)
Parameters:

specular – object

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.textureScale()
Return type:

float

Holds the current texture scale. It is applied as a multiplier to texture coordinates at render time. Defaults to 1.0.

When used in conjunction with QTextureWrapMode::Repeat, provides a simple way to tile a texture across a surface. For example, a texture scale of 4.0 would result in 16 (4x4) tiles.

PySide2.Qt3DExtras.Qt3DExtras.QDiffuseSpecularMaterial.textureScaleChanged(textureScale)
Parameters:

textureScale – float