Qt Quick 3D - Lights Example
Demonstrates the use of different light types.

This example demonstrates using three different light types in an application.
Setting the Scene Lights
Directional Light
The directional light emits light in one direction from an unidentifiable source located infinitely far away. This is similar to the way sunlight works in real life. A directional light has infinite range and does not diminish.
We setup directional light to emit red color and animate its rotation around x-axis.
DirectionalLight {
id: light1
color: Qt.rgba(1.0, 0.1, 0.1, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(0, 200, 0)
rotation: Quaternion.fromEulerAngles(-135, -90, 0)
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox1.checked
castsShadow: checkBoxShadows.checked
brightness: slider1.sliderValue
SequentialAnimation on rotation {
loops: Animation.Infinite
QuaternionAnimation {
to: Quaternion.fromEulerAngles(-45, -90, 0)
duration: 2000
easing.type: Easing.InOutQuad
}
QuaternionAnimation {
to: Quaternion.fromEulerAngles(-135, -90, 0)
duration: 2000
easing.type: Easing.InOutQuad
}
}
}
Point Light
The point light can be described as a sphere, emitting light with equal strength in all directions from the center of the light. This is similar to the way a light bulb emits light.
We setup point light to emit green color and animate its position in x-coordinate.
PointLight {
id: light2
color: Qt.rgba(0.1, 1.0, 0.1, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(0, 300, 0)
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox2.checked
castsShadow: checkBoxShadows.checked
brightness: slider2.sliderValue
SequentialAnimation on x {
loops: Animation.Infinite
NumberAnimation {
to: 400
duration: 2000
easing.type: Easing.InOutQuad
}
NumberAnimation {
to: 0
duration: 2000
easing.type: Easing.InOutQuad
}
}
}
Area Light
The area light is similar to the directional light, but instead of emitting equally bright light across the whole scene, the area light emits directional light from a rectangle shaped object. Aside from the size, an area light has the same characteristics and properties as the directional light.
We setup area light to emit blue color and animate its position in z-coordinate.
AreaLight {
id: light3
color: Qt.rgba(0.1, 0.1, 1.0, 1.0)
ambientColor: Qt.rgba(0.1, 0.1, 0.1, 1.0)
position: Qt.vector3d(-50, 250, 150)
eulerRotation.x: -90
width: 1000
height: 200
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox3.checked
castsShadow: checkBoxShadows.checked
brightness: slider3.sliderValue
SequentialAnimation on z {
loops: Animation.Infinite
NumberAnimation {
to: -150
duration: 2000
easing.type: Easing.InOutQuad
}
NumberAnimation {
to: 150
duration: 2000
easing.type: Easing.InOutQuad
}
}
}
Spot Light
The spot light is similar to the point light, except that it emits light in a cone shape towards one direction instead of all directions. Aside from the cone angle, a spot light has the same characteristics and properties as the point light.
We setup spot light to emit a warm color and animate its rotation in y-coordinate.
SpotLight {
id: light4
color: Qt.rgba(1.0, 0.9, 0.7, 1.0)
ambientColor: Qt.rgba(0.0, 0.0, 0.0, 0.0)
position: Qt.vector3d(0, 250, 0)
eulerRotation.x: -45
shadowMapFar: 2000
shadowMapQuality: Light.ShadowMapQualityHigh
visible: checkBox4.checked
castsShadow: checkBoxShadows.checked
brightness: slider4.sliderValue
coneAngle: 50
innerConeAngle: 30
PropertyAnimation on eulerRotation.y {
loops: Animation.Infinite
from: 0
to: -360
duration: 10000
}
}
Setting the Scene Models
First we add two rectangle models to act as the floor and the back wall for our scene. These are useful for seeing light shadows.
Model {
source: "#Rectangle"
y: -200
scale: Qt.vector3d(15, 15, 15)
eulerRotation.x: -90
materials: [
DefaultMaterial {
diffuseColor: Qt.rgba(0.8, 0.6, 0.4, 1.0)
}
]
}
Model {
source: "#Rectangle"
z: -400
scale: Qt.vector3d(15, 15, 15)
materials: [
DefaultMaterial {
diffuseColor: Qt.rgba(0.8, 0.8, 0.9, 1.0)
}
]
}
Then we add our main teapot model which is rotated around y-axis.
Model {
source: "teapot.mesh"
y: -100
scale: Qt.vector3d(75, 75, 75)
materials: [
DefaultMaterial {
diffuseColor: Qt.rgba(0.9, 0.9, 0.9, 1.0)
}
]
NumberAnimation on eulerRotation.y {
loops: Animation.Infinite
duration: 5000
from: 0
to: -360
}
}
We also add small cube models to demonstrate position & rotation of each light type. These cubes scale bigger when user is accessing related sliders.
Model {
source: "#Cube"
position: light1.position
rotation: light1.rotation
property real size: slider1.highlight ? 0.2 : 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light1.color
opacity: 0.4
}
]
}
Model {
source: "#Cube"
position: light2.position
rotation: light2.rotation
property real size: slider2.highlight ? 0.2 : 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light2.color
opacity: 0.4
}
]
}
Model {
source: "#Cube"
position: light3.position
rotation: light3.rotation
property real size: slider3.highlight ? 0.2 : 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light3.color
opacity: 0.4
}
]
}
Model {
source: "#Cube"
position: light4.position
rotation: light4.rotation
property real size: slider4.highlight ? 0.2 : 0.1
scale: Qt.vector3d(size, size, size)
materials: [
DefaultMaterial {
diffuseColor: light4.color
opacity: 0.4
}
]
}
From the settings panel user can then enable shadows and control visibility and brightness of each light separately.
Files: