QMorphPhongMaterial

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

Inheritance diagram of PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial

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.QMorphPhongMaterial([parent=None])

Constructs a new QMorphPhongMaterial instance with parent object parent .

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

PySide2.QtGui.QColor

Holds the ambient color.

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

ambientPySide2.QtGui.QColor

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

PySide2.QtGui.QColor

Holds the diffuse color.

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

diffusePySide2.QtGui.QColor

PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.interpolator()
Return type:

float

Contains the interpolation method of the Phong lighting effect.

PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.interpolatorChanged(interpolator)
Parameters:

interpolator – float

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

ambientPySide2.QtGui.QColor

Holds the ambient color.

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

diffusePySide2.QtGui.QColor

Holds the diffuse color.

PySide2.Qt3DExtras.Qt3DExtras.QMorphPhongMaterial.setInterpolator(interpolator)
Parameters:

interpolator – float

Contains the interpolation method of the Phong lighting effect.

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

shininess – float

Holds the shininess exponent.

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

specularPySide2.QtGui.QColor

Holds the specular color.

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

float

Holds the shininess exponent.

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

shininess – float

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

PySide2.QtGui.QColor

Holds the specular color.

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

specularPySide2.QtGui.QColor