void ViewLightGL::setDiffuse(const QColor& color) { if( __diffuse != color){ __diffuse = color; gllightMaterial(); emit diffuseChanged(__diffuse); emit valueChanged(); } }
/*! Constructs a new Qt3D::QDiffuseSpecularMapMaterial instance with parent object \a parent. */ QDiffuseSpecularMapMaterial::QDiffuseSpecularMapMaterial(QNode *parent) : QMaterial(*new QDiffuseSpecularMapMaterialPrivate, parent) { Q_D(QDiffuseSpecularMapMaterial); QObject::connect(d->m_ambientParameter, SIGNAL(valueChanged()), this, SIGNAL(ambientChanged())); QObject::connect(d->m_diffuseParameter, SIGNAL(valueChanged()), this, SIGNAL(diffuseChanged())); QObject::connect(d->m_specularParameter, SIGNAL(valueChanged()), this, SIGNAL(specularChanged())); QObject::connect(d->m_shininessParameter, SIGNAL(valueChanged()), this, SIGNAL(shininessChanged())); QObject::connect(d->m_textureScaleParameter, SIGNAL(valueChanged()), this, SIGNAL(textureScaleChanged())); d->init(); }
SGOglMaterialNBPage::SGOglMaterialNBPage(SGFixedGLState* glState, QWidget* parent) :QWidget(parent), m_glState(glState) { QGridLayout* materialSizer = new QGridLayout(this); shininessMaterial = new QDoubleSpinBox(this); shininessMaterial->setRange(0, 1000); connect(shininessMaterial, SIGNAL(valueChanged(double)), SLOT(shininessChanged())); ambientMaterial = new QColorButton(this); connect(ambientMaterial, SIGNAL(selected(QColor)), SLOT(ambientChanged())); diffuseMaterial = new QColorButton(this); connect(diffuseMaterial, SIGNAL(selected(QColor)), SLOT(diffuseChanged())); specularMaterial = new QColorButton(this); connect(specularMaterial, SIGNAL(selected(QColor)), SLOT(specularChanged())); emissionMaterial = new QColorButton(this); connect(emissionMaterial, SIGNAL(selected(QColor)), SLOT(emissionChanged())); QLabel* ambientMatLbl = new QLabel(tr("GL_AMBIENT"), this); QLabel* specularMatLbl = new QLabel(tr("GL_SPECULAR"), this); QLabel* diffuseMatLbl = new QLabel(tr("GL_DIFFUSE"), this); QLabel* shininessLbl = new QLabel(tr("GL_SHININESS"), this); QLabel* emissionLbl = new QLabel(tr("GL_EMISSION"), this); materialSizer->addWidget(ambientMatLbl, 0, 0); materialSizer->addWidget(diffuseMatLbl, 1, 0); materialSizer->addWidget(specularMatLbl, 2, 0); materialSizer->addWidget(ambientMaterial, 0, 1); materialSizer->addWidget(diffuseMaterial, 1, 1); materialSizer->addWidget(specularMaterial, 2, 1); materialSizer->addWidget(shininessLbl, 0, 2); materialSizer->addWidget(emissionLbl, 1, 2); materialSizer->addWidget(shininessMaterial, 0, 3); materialSizer->addWidget(emissionMaterial, 1, 3); materialSizer->setColumnStretch(4, 2); materialSizer->setRowStretch(3, 2); setup(); }