QMaterial Class

(Qt3DRender::QMaterial)

Provides an abstract class that should be the base of all material component classes in a scene. More...

Header: #include <QMaterial>
qmake: QT += 3drender
Since: Qt 5.5
Instantiated By: Material
Inherits: Qt3DCore::QComponent
Inherited By:

Qt3DExtras::QDiffuseMapMaterial, Qt3DExtras::QDiffuseSpecularMapMaterial, Qt3DExtras::QDiffuseSpecularMaterial, Qt3DExtras::QGoochMaterial, Qt3DExtras::QMetalRoughMaterial, Qt3DExtras::QMorphPhongMaterial, Qt3DExtras::QNormalDiffuseMapMaterial, Qt3DExtras::QNormalDiffuseSpecularMapMaterial, Qt3DExtras::QPerVertexColorMaterial, Qt3DExtras::QPhongAlphaMaterial, Qt3DExtras::QPhongMaterial, and Qt3DExtras::QTextureMaterial

This class was introduced in Qt 5.5.

Properties

  • effect : Qt3DRender::QEffect*

Public Functions

void addParameter(Qt3DRender::QParameter *parameter)
Qt3DRender::QEffect * effect() const
QVector<Qt3DRender::QParameter *> parameters() const
void removeParameter(Qt3DRender::QParameter *parameter)

Public Slots

void setEffect(Qt3DRender::QEffect *effect)

Signals

void effectChanged(Qt3DRender::QEffect *effect)

Detailed Description

QMaterial provides a way to specify the rendering of an entity. Any aspect can define its own subclass of QMaterial so that a Material can be used to describe a visual element; for example, the way sound should reflect off an element, the temperature of a surface, and so on.

In itself, a QMaterial doesn't do anything. It's only when it references a QEffect node that a QMaterial becomes useful.

In practice, it often happens that a single QEffect is being referenced by several QMaterial components. This allows to only create the effect, techniques, passes and shaders once while allowing to specify the material by adding QParameter instances.

A QParameter defined on a QMaterial is overridden by a QParameter (of the same name) defined in a QTechniqueFilter or a QRenderPassFilter.

QMaterial *material1 = new QMaterial();
QMaterial *material2 = new QMaterial();

// Create effect, technique, render pass and shader
QEffect *effect = new QEffect();
QTechnique *gl3Technique = new QTechnique();
QRenderPass *gl3Pass = new QRenderPass();
QShaderProgram *glShader = new QShaderProgram();

// Set the shader on the render pass
gl3Pass->setShaderProgram(glShader);

// Add the pass to the technique
gl3Technique->addRenderPass(gl3Pass);

// Set the targeted GL version for the technique
gl3Technique->graphicsApiFilter()->setApi(QGraphicsApiFilter::OpenGL);
gl3Technique->graphicsApiFilter()->setMajorVersion(3);
gl3Technique->graphicsApiFilter()->setMinorVersion(1);
gl3Technique->graphicsApiFilter()->setProfile(QGraphicsApiFilter::CoreProfile);

// Add the technique to the effect
effect->addTechnique(gl3Technique);

// Set the effect on the materials
material1->setEffect(effect);
material2->setEffect(effect);

// Set different parameters on the materials
const QString parameterName = QStringLiteral("color");
material1->addParameter(new QParameter(parameterName, QColor::fromRgbF(0.0f, 1.0f, 0.0f, 1.0f);
material2->addParameter(new QParameter(parameterName, QColor::fromRgbF(1.0f, 1.0f, 1.0f, 1.0f);

See also QEffect, QTechnique, and QParameter.

Property Documentation

effect : Qt3DRender::QEffect*

Specifies the effect to be used with the material.

Access functions:

Qt3DRender::QEffect * effect() const
void setEffect(Qt3DRender::QEffect *effect)

Notifier signal:

void effectChanged(Qt3DRender::QEffect *effect)

Member Function Documentation

void QMaterial::addParameter(Qt3DRender::QParameter *parameter)

Add a parameter to the material's parameters.

QVector<Qt3DRender::QParameter *> QMaterial::parameters() const

Returns a vector of the material's current parameters

void QMaterial::removeParameter(Qt3DRender::QParameter *parameter)

Remove a parameter from the material's parameters.

© The Qt Company Ltd
Licensed under the GNU Free Documentation License, Version 1.3.
https://doc.qt.io/qt-5.14/qt3drender-qmaterial.html