PhongAlphaMaterial QML Type
The PhongAlphaMaterial class provides a default implementation of the phong lighting effect with alpha. More...
Import Statement: | import Qt3D.Extras 2.15 |
Since: | Qt 5.7 |
Properties
- alpha : real
- ambient : color
- blendFunctionArg : BlendEquation::BlendFunction
- destinationAlphaArg : BlendEquationArguments::Blending
- destinationRgbArg : BlendEquationArguments::Blending
- diffuse : color
- shininess : real
- sourceAlphaArg : BlendEquationArguments::Blending
- sourceRgbArg : BlendEquationArguments::Blending
- specular : color
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.
- Alpha is the transparency of the surface between 0 (fully transparent) and 1 (opaque).
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.
Property Documentation
Holds the alpha component of the object which varies between 0 and 1.
The default value is 0.5.
Holds the blend equation function argument.
Holds the blend equation destination alpha blending argument.
Holds the blend equation destination RGB blending argument.
Holds the blend equation source alpha blending argument.
Holds the blend equation source RGB blending argument.