NormalDiffuseSpecularMapMaterial QML Type

The NormalDiffuseSpecularMapMaterial provides a default implementation of the phong lighting and bump effect where the diffuse and specular light components are read from texture maps and the normals of the mesh being rendered from a normal texture map. 更多...

import 语句: import Qt3D.Extras 2.15
Since: Qt 5.7

特性

详细描述

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:

  • 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.

特性文档编制

ambient : color

Holds the current ambient color.

diffuse : TextureImage

Holds the current diffuse map texture.

By default, the diffuse texture has the following properties:

  • Linear minification and magnification filters
  • Linear mipmap with mipmapping enabled
  • Repeat wrap mode
  • Maximum anisotropy of 16.0

normal : TextureImage

Holds the current normal map texture.

By default, the normal texture has the following properties:

  • Linear minification and magnification filters
  • Repeat wrap mode
  • Maximum anisotropy of 16.0

shininess : real

Holds the current shininess.

specular : TextureImage

Holds the current specular map texture.

By default, the specular texture has the following properties:

  • Linear minification and magnification filters
  • Linear mipmap with mipmapping enabled
  • Repeat wrap mode
  • Maximum anisotropy of 16.0

textureScale : real

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 WrapMode.Repeat, textureScale 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.