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#ifndef QT3DRENDER_RENDER_QDIFFUSESPECULARMAPMATERIAL_H
#define QT3DRENDER_RENDER_QDIFFUSESPECULARMAPMATERIAL_H

#include <Qt3DRender/qmaterial.h>
#include <QColor>

QT_BEGIN_NAMESPACE

namespace Qt3DRender {

class QAbstractTextureProvider;
class QDiffuseSpecularMapMaterialPrivate;

class QT3DRENDERSHARED_EXPORT QDiffuseSpecularMapMaterial : public QMaterial
{
    Q_OBJECT
    Q_PROPERTY(QColor ambient READ ambient WRITE setAmbient NOTIFY ambientChanged)
    Q_PROPERTY(float shininess READ shininess WRITE setShininess NOTIFY shininessChanged)
    Q_PROPERTY(Qt3DRender::QAbstractTextureProvider *specular READ specular WRITE setSpecular NOTIFY specularChanged)
    Q_PROPERTY(Qt3DRender::QAbstractTextureProvider *diffuse READ diffuse WRITE setDiffuse NOTIFY diffuseChanged)
    Q_PROPERTY(float textureScale READ textureScale WRITE setTextureScale NOTIFY textureScaleChanged)

public:
    explicit QDiffuseSpecularMapMaterial(Qt3DCore::QNode *parent = Q_NULLPTR);
    ~QDiffuseSpecularMapMaterial();

    QColor ambient() const;
    QAbstractTextureProvider *diffuse() const;
    QAbstractTextureProvider *specular() const;
    float shininess() const;
    float textureScale() const;

public Q_SLOTS:
    void setAmbient(const QColor &ambient);
    void setDiffuse(QAbstractTextureProvider *diffuse);
    void setSpecular(QAbstractTextureProvider *specular);
    void setShininess(float shininess);
    void setTextureScale(float textureScale);

Q_SIGNALS:
    void ambientChanged(const QColor &ambient);
    void diffuseChanged(QAbstractTextureProvider *diffuse);
    void specularChanged(QAbstractTextureProvider *specular);
    void shininessChanged(float shininess);
    void textureScaleChanged(float textureScale);

private:
    Q_DECLARE_PRIVATE(QDiffuseSpecularMapMaterial)
};

} // namespace Qt3DRender

QT_END_NAMESPACE

#endif // QT3DRENDER_RENDER_QDIFFUSESPECULARMAPMATERIAL_H
