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#ifndef QSSG_RENDER_DEFAULT_MATERIAL_H
#define QSSG_RENDER_DEFAULT_MATERIAL_H
//
// W A R N I N G
// -------------
//
// This file is not part of the Qt API. It exists purely as an
// implementation detail. This header file may change from version to
// version without notice, or even be removed.
//
// We mean it.
//
#include <QtQuick3DRuntimeRender/private/qssgrendergraphobject_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrendermaterialdirty_p.h>
#include <QtQuick3DRuntimeRender/private/qssgrenderlightmaps_p.h>
#include <QtGui/QVector3D>
QT_BEGIN_NAMESPACE
struct QSSGRenderImage;
struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderDefaultMaterial : QSSGRenderGraphObject
{
enum class MaterialLighting : quint8
{
NoLighting = 0,
FragmentLighting
};
enum class MaterialBlendMode : quint8
{
SourceOver = 0,
Screen,
Multiply,
Overlay,
ColorBurn,
ColorDodge
};
enum class MaterialSpecularModel : quint8
{
Default = 0,
KGGX,
KWard
};
enum MaterialAlphaMode : quint8
{
Opaque = 0,
Mask,
Blend,
Default
};
enum TextureChannelMapping : quint8
{
R = 0,
G,
B,
A
};
// Materials are stored as a linked list on models.
QSSGRenderGraphObject *nextSibling = nullptr;
QSSGRenderModel *parent = nullptr;
QSSGRenderImage *colorMap = nullptr;
// material section
QSSGRenderImage *iblProbe = nullptr;
QSSGRenderImage *emissiveMap = nullptr;
QSSGRenderImage *specularReflection = nullptr;
QSSGRenderImage *specularMap = nullptr;
QSSGRenderImage *roughnessMap = nullptr;
QSSGRenderImage *opacityMap = nullptr;
QSSGRenderImage *bumpMap = nullptr;
QSSGRenderImage *normalMap = nullptr;
QSSGRenderImage *displacementMap = nullptr;
QSSGRenderImage *translucencyMap = nullptr;
QSSGRenderImage *metalnessMap = nullptr;
QSSGRenderImage *occlusionMap = nullptr;
// lightmap section
QSSGRenderLightmaps lightmaps;
QVector3D specularTint{ 1.0f, 1.0f, 1.0f };
float ior = 0.2f;
QVector3D emissiveColor = { 1.0f, 1.0f, 1.0f };
QVector4D color{ 1.0f, 1.0f, 1.0f, 1.0f }; // colors are 0-1 normalized
float diffuseLightWrap = 0.0f; // 0 - 1
float fresnelPower = 0.0f;
float specularAmount = 0.0f; // 0-??, defaults to 0
float specularRoughness = 50.0f; // 0-??, defaults to 50
float metalnessAmount = 0.0f;
float opacity = 1.0f; // 0-1
float bumpAmount = 0.0f; // 0-??
float displaceAmount = 0.0f; // 0-??
float translucentFalloff = 0.0f; // 0 - ??
float occlusionAmount = 1.0f; // 0 - 1
float alphaCutoff = 0.5f; // 0 - 1
QSSGMaterialDirty dirty;
MaterialLighting lighting = MaterialLighting::FragmentLighting;
QSSGRenderDefaultMaterial::MaterialBlendMode blendMode = QSSGRenderDefaultMaterial::MaterialBlendMode::SourceOver;
QSSGRenderDefaultMaterial::MaterialSpecularModel specularModel = QSSGRenderDefaultMaterial::MaterialSpecularModel::Default;
QSSGRenderDefaultMaterial::MaterialAlphaMode alphaMode = QSSGRenderDefaultMaterial::Default;
QSSGCullFaceMode cullMode = QSSGCullFaceMode::Back;
bool vertexColorsEnabled = false;
TextureChannelMapping roughnessChannel = TextureChannelMapping::R;
TextureChannelMapping opacityChannel = TextureChannelMapping::A;
TextureChannelMapping translucencyChannel = TextureChannelMapping::A;
TextureChannelMapping metalnessChannel = TextureChannelMapping::R;
TextureChannelMapping occlusionChannel = TextureChannelMapping::R;
QSSGRenderDefaultMaterial(Type type = Type::DefaultMaterial);
bool isSpecularEnabled() const { return specularAmount > .01f; }
bool isMetalnessEnabled() const { return metalnessAmount > 0.01f; }
bool isFresnelEnabled() const { return fresnelPower > 0.0f; }
bool isVertexColorsEnabled() const { return vertexColorsEnabled; }
bool hasLighting() const { return lighting != MaterialLighting::NoLighting; }
};
QT_END_NAMESPACE
#endif