barrel.cpp Example File | Qt3D Module 5.5

- Qt 5.5
- Qt3D Module
- Qt3D: Materials C++ Example
- barrel.cpp Example File
- Qt 5.5.1 Reference Documentation

# barrel.cpp Example File

materials-cpp/barrel.cpp

    /****************************************************************************
    **
    ** Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
    ** Contact: http://www.qt-project.org/legal
    **
    ** This file is part of the Qt3D module of the Qt Toolkit.
    **
    ** $QT_BEGIN_LICENSE:LGPL3$
    ** Commercial License Usage
    ** Licensees holding valid commercial Qt licenses may use this file in
    ** accordance with the commercial license agreement provided with the
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    ** a written agreement between you and The Qt Company. For licensing terms
    ** and conditions see http://www.qt.io/terms-conditions. For further
    ** information use the contact form at http://www.qt.io/contact-us.
    **
    ** GNU Lesser General Public License Usage
    ** Alternatively, this file may be used under the terms of the GNU Lesser
    ** General Public License version 3 as published by the Free Software
    ** Foundation and appearing in the file LICENSE.LGPLv3 included in the
    ** packaging of this file. Please review the following information to
    ** ensure the GNU Lesser General Public License version 3 requirements
    ** will be met: https://www.gnu.org/licenses/lgpl.html.
    **
    ** GNU General Public License Usage
    ** Alternatively, this file may be used under the terms of the GNU
    ** General Public License version 2.0 or later as published by the Free
    ** Software Foundation and appearing in the file LICENSE.GPL included in
    ** the packaging of this file. Please review the following information to
    ** ensure the GNU General Public License version 2.0 requirements will be
    ** met: http://www.gnu.org/licenses/gpl-2.0.html.
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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(Qt3D::QNode *parent)
        : RenderableEntity(parent)
        , m_bumps(NoBumps)
        , m_diffuseColor(Red)
        , m_specularColor(None)
        , m_material(new Qt3D::QNormalDiffuseSpecularMapMaterial())
        , m_diffuseTexture(m_material->diffuse())
        , m_normalTexture(m_material->normal())
        , m_specularTexture(m_material->specular())
        , m_diffuseTextureImage(new Qt3D::QTextureImage())
        , m_normalTextureImage(new Qt3D::QTextureImage())
        , m_specularTextureImage(new Qt3D::QTextureImage())
    {
        mesh()->setSource(QUrl(QStringLiteral("qrc:/assets/metalbarrel/metal_barrel.obj")));
        scaleTransform()->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")));
    }