Qt 5.7 | Qt 3D | Qt 3D: Materials C++ Example | barrel.cpp Example File

Qt 5.7.1 Reference Documentation

# barrel.cpp Example File

materials-cpp/barrel.cpp

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      #include "barrel.h"

      const char *diffuseColorsName[] = {
          "red",
          "blue",
          "green",
          "rust",
          "stainless_steel"
      };

      const char *specularColorsName[] = {
          "_rust",
          "_stainless_steel",
          ""
      };

      const char *bumpsName[] = {
          "no_bumps",
          "soft_bumps",
          "middle_bumps",
          "hard_bumps"
      };

      Barrel::Barrel(Qt3DCore::QNode *parent)
          : RenderableEntity(parent)
          , m_bumps(NoBumps)
          , m_diffuseColor(Red)
          , m_specularColor(None)
          , m_material(new Qt3DExtras::QNormalDiffuseSpecularMapMaterial())
          , m_diffuseTexture(m_material->diffuse())
          , m_normalTexture(m_material->normal())
          , m_specularTexture(m_material->specular())
          , m_diffuseTextureImage(new Qt3DRender::QTextureImage())
          , m_normalTextureImage(new Qt3DRender::QTextureImage())
          , m_specularTextureImage(new Qt3DRender::QTextureImage())
      {
          mesh()->setSource(QUrl(QStringLiteral("qrc:/assets/metalbarrel/metal_barrel.obj")));
          transform()->setScale(0.03f);

          m_diffuseTexture->addTextureImage(m_diffuseTextureImage);
          m_normalTexture->addTextureImage(m_normalTextureImage);
          m_specularTexture->addTextureImage(m_specularTextureImage);

          setNormalTextureSource();
          setDiffuseTextureSource();
          setSpecularTextureSource();
          m_material->setShininess(10.0f);
          addComponent(m_material);
      }

      Barrel::~Barrel()
      {
      }

      void Barrel::setDiffuse(Barrel::DiffuseColor diffuse)
      {
          if (diffuse != m_diffuseColor) {
              m_diffuseColor = diffuse;
              setDiffuseTextureSource();
          }
      }

      void Barrel::setSpecular(Barrel::SpecularColor specular)
      {
          if (specular != m_specularColor) {
              m_specularColor = specular;
              setSpecularTextureSource();
          }
      }

      void Barrel::setBumps(Barrel::Bumps bumps)
      {
          if (bumps != m_bumps) {
              m_bumps = bumps;
              setNormalTextureSource();
          }
      }

      void Barrel::setShininess(float shininess)
      {
          if (shininess != m_material->shininess())
              m_material->setShininess(shininess);
      }

      Barrel::DiffuseColor Barrel::diffuse() const
      {
          return m_diffuseColor;
      }

      Barrel::SpecularColor Barrel::specular() const
      {
          return m_specularColor;
      }

      Barrel::Bumps Barrel::bumps() const
      {
          return m_bumps;
      }

      float Barrel::shininess() const
      {
          return m_material->shininess();
      }

      void Barrel::setNormalTextureSource()
      {
          m_normalTextureImage->setSource(QUrl(QStringLiteral("qrc:/assets/metalbarrel/normal_") + bumpsName[m_bumps] + QStringLiteral(".webp")));
      }

      void Barrel::setDiffuseTextureSource()
      {
          m_diffuseTextureImage->setSource(QUrl(QStringLiteral("qrc:/assets/metalbarrel/diffus_") + diffuseColorsName[m_diffuseColor] + QStringLiteral(".webp")));
      }

      void Barrel::setSpecularTextureSource()
      {
          m_specularTextureImage->setSource(QUrl(QStringLiteral("qrc:/assets/metalbarrel/specular") + specularColorsName[m_specularColor] + QStringLiteral(".webp")));
      }