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")));
  }