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/****************************************************************************
**
** Copyright (C) 2019 The Qt Company Ltd.
** Contact: https://www.qt.io/licensing/
**
** This file is part of Qt Quick 3D.
**
** $QT_BEGIN_LICENSE:GPL$
** Commercial License Usage
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** General Public License version 3 or (at your option) any later version
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** the Free Software Foundation and appearing in the file LICENSE.GPL3
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#ifndef QSSGDEFAULTMATERIAL_H
#define QSSGDEFAULTMATERIAL_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 <QtQuick3D/private/qquick3dmaterial_p.h>
#include <QtQuick3D/private/qquick3dtexture_p.h>
#include <QColor>
#include <QHash>
QT_BEGIN_NAMESPACE
class Q_QUICK3D_EXPORT QQuick3DDefaultMaterial : public QQuick3DMaterial
{
Q_OBJECT
Q_PROPERTY(Lighting lighting READ lighting WRITE setLighting NOTIFY lightingChanged)
Q_PROPERTY(BlendMode blendMode READ blendMode WRITE setBlendMode NOTIFY blendModeChanged)
Q_PROPERTY(QColor diffuseColor READ diffuseColor WRITE setDiffuseColor NOTIFY diffuseColorChanged)
Q_PROPERTY(QQuick3DTexture *diffuseMap READ diffuseMap WRITE setDiffuseMap NOTIFY diffuseMapChanged)
Q_PROPERTY(float emissiveFactor READ emissiveFactor WRITE setEmissiveFactor NOTIFY emissiveFactorChanged)
Q_PROPERTY(QQuick3DTexture *emissiveMap READ emissiveMap WRITE setEmissiveMap NOTIFY emissiveMapChanged)
Q_PROPERTY(QColor emissiveColor READ emissiveColor WRITE setEmissiveColor NOTIFY emissiveColorChanged)
Q_PROPERTY(QQuick3DTexture *specularReflectionMap READ specularReflectionMap WRITE setSpecularReflectionMap NOTIFY specularReflectionMapChanged)
Q_PROPERTY(QQuick3DTexture *specularMap READ specularMap WRITE setSpecularMap NOTIFY specularMapChanged)
Q_PROPERTY(SpecularModel specularModel READ specularModel WRITE setSpecularModel NOTIFY specularModelChanged)
Q_PROPERTY(QColor specularTint READ specularTint WRITE setSpecularTint NOTIFY specularTintChanged)
Q_PROPERTY(float indexOfRefraction READ indexOfRefraction WRITE setIndexOfRefraction NOTIFY indexOfRefractionChanged)
Q_PROPERTY(float fresnelPower READ fresnelPower WRITE setFresnelPower NOTIFY fresnelPowerChanged)
Q_PROPERTY(float specularAmount READ specularAmount WRITE setSpecularAmount NOTIFY specularAmountChanged)
Q_PROPERTY(float specularRoughness READ specularRoughness WRITE setSpecularRoughness NOTIFY specularRoughnessChanged)
Q_PROPERTY(QQuick3DTexture *roughnessMap READ roughnessMap WRITE setRoughnessMap NOTIFY roughnessMapChanged)
Q_PROPERTY(float opacity READ opacity WRITE setOpacity NOTIFY opacityChanged)
Q_PROPERTY(QQuick3DTexture *opacityMap READ opacityMap WRITE setOpacityMap NOTIFY opacityMapChanged)
Q_PROPERTY(QQuick3DTexture *bumpMap READ bumpMap WRITE setBumpMap NOTIFY bumpMapChanged)
Q_PROPERTY(float bumpAmount READ bumpAmount WRITE setBumpAmount NOTIFY bumpAmountChanged)
Q_PROPERTY(QQuick3DTexture *normalMap READ normalMap WRITE setNormalMap NOTIFY normalMapChanged)
Q_PROPERTY(QQuick3DTexture *translucencyMap READ translucencyMap WRITE setTranslucencyMap NOTIFY translucencyMapChanged)
Q_PROPERTY(float translucentFalloff READ translucentFalloff WRITE setTranslucentFalloff NOTIFY translucentFalloffChanged)
Q_PROPERTY(float diffuseLightWrap READ diffuseLightWrap WRITE setDiffuseLightWrap NOTIFY diffuseLightWrapChanged)
Q_PROPERTY(bool vertexColorsEnabled READ vertexColorsEnabled WRITE setVertexColorsEnabled NOTIFY vertexColorsEnabledChanged)
public:
enum Lighting { NoLighting = 0, FragmentLighting };
Q_ENUM(Lighting)
enum BlendMode { SourceOver = 0, Screen, Multiply, Overlay, ColorBurn, ColorDodge };
Q_ENUM(BlendMode)
enum SpecularModel { Default = 0, KGGX, KWard };
Q_ENUM(SpecularModel)
using ConnectionMap = QHash<QObject*, QMetaObject::Connection>;
QQuick3DDefaultMaterial();
~QQuick3DDefaultMaterial() override;
QQuick3DObject::Type type() const override;
Lighting lighting() const;
BlendMode blendMode() const;
QColor diffuseColor() const;
QQuick3DTexture *diffuseMap() const;
float emissiveFactor() const;
QQuick3DTexture *emissiveMap() const;
QColor emissiveColor() const;
QQuick3DTexture *specularReflectionMap() const;
QQuick3DTexture *specularMap() const;
SpecularModel specularModel() const;
QColor specularTint() const;
float indexOfRefraction() const;
float fresnelPower() const;
float specularAmount() const;
float specularRoughness() const;
QQuick3DTexture *roughnessMap() const;
float opacity() const;
QQuick3DTexture *opacityMap() const;
QQuick3DTexture *bumpMap() const;
float bumpAmount() const;
QQuick3DTexture *normalMap() const;
QQuick3DTexture *translucencyMap() const;
float translucentFalloff() const;
float diffuseLightWrap() const;
bool vertexColorsEnabled() const;
public Q_SLOTS:
void setLighting(Lighting lighting);
void setBlendMode(BlendMode blendMode);
void setDiffuseColor(QColor diffuseColor);
void setDiffuseMap(QQuick3DTexture *diffuseMap);
void setEmissiveFactor(float emissiveFactor);
void setEmissiveMap(QQuick3DTexture *emissiveMap);
void setEmissiveColor(QColor emissiveColor);
void setSpecularReflectionMap(QQuick3DTexture *specularReflectionMap);
void setSpecularMap(QQuick3DTexture *specularMap);
void setSpecularModel(SpecularModel specularModel);
void setSpecularTint(QColor specularTint);
void setIndexOfRefraction(float indexOfRefraction);
void setFresnelPower(float fresnelPower);
void setSpecularAmount(float specularAmount);
void setSpecularRoughness(float specularRoughness);
void setRoughnessMap(QQuick3DTexture *roughnessMap);
void setOpacity(float opacity);
void setOpacityMap(QQuick3DTexture *opacityMap);
void setBumpMap(QQuick3DTexture *bumpMap);
void setBumpAmount(float bumpAmount);
void setNormalMap(QQuick3DTexture *normalMap);
void setTranslucencyMap(QQuick3DTexture *translucencyMap);
void setTranslucentFalloff(float translucentFalloff);
void setDiffuseLightWrap(float diffuseLightWrap);
void setVertexColorsEnabled(bool vertexColorsEnabled);
Q_SIGNALS:
void lightingChanged(Lighting lighting);
void blendModeChanged(BlendMode blendMode);
void diffuseColorChanged(QColor diffuseColor);
void diffuseMapChanged(QQuick3DTexture *diffuseMap);
void emissiveFactorChanged(float emissiveFactor);
void emissiveMapChanged(QQuick3DTexture *emissiveMap);
void emissiveColorChanged(QColor emissiveColor);
void specularReflectionMapChanged(QQuick3DTexture *specularReflectionMap);
void specularMapChanged(QQuick3DTexture *specularMap);
void specularModelChanged(SpecularModel specularModel);
void specularTintChanged(QColor specularTint);
void indexOfRefractionChanged(float indexOfRefraction);
void fresnelPowerChanged(float fresnelPower);
void specularAmountChanged(float specularAmount);
void specularRoughnessChanged(float specularRoughness);
void roughnessMapChanged(QQuick3DTexture *roughnessMap);
void opacityChanged(float opacity);
void opacityMapChanged(QQuick3DTexture *opacityMap);
void bumpMapChanged(QQuick3DTexture *bumpMap);
void bumpAmountChanged(float bumpAmount);
void normalMapChanged(QQuick3DTexture *normalMap);
void translucencyMapChanged(QQuick3DTexture *translucencyMap);
void translucentFalloffChanged(float translucentFalloff);
void diffuseLightWrapChanged(float diffuseLightWrap);
void vertexColorsEnabledChanged(bool vertexColorsEnabled);
protected:
QSSGRenderGraphObject *updateSpatialNode(QSSGRenderGraphObject *node) override;
void markAllDirty() override;
void itemChange(ItemChange, const ItemChangeData &) override;
private:
enum DirtyType {
LightingModeDirty = 0x00000001,
BlendModeDirty = 0x00000002,
DiffuseDirty = 0x00000004,
EmissiveDirty = 0x00000008,
SpecularDirty = 0x00000010,
OpacityDirty = 0x00000020,
BumpDirty = 0x00000040,
NormalDirty = 0x00000080,
TranslucencyDirty = 0x00000100,
VertexColorsDirty = 0x00000200
};
void updateSceneManager(QQuick3DSceneManager *sceneManager);
Lighting m_lighting = FragmentLighting;
BlendMode m_blendMode = SourceOver;
QColor m_diffuseColor;
QQuick3DTexture *m_diffuseMap = nullptr;
float m_emissiveFactor = 0;
QQuick3DTexture *m_emissiveMap = nullptr;
QColor m_emissiveColor;
QQuick3DTexture *m_specularReflectionMap = nullptr;
QQuick3DTexture *m_specularMap = nullptr;
SpecularModel m_specularModel = Default;
QColor m_specularTint;
float m_indexOfRefraction = 0.2f;
float m_fresnelPower = 0.0f;
float m_specularAmount = 0.0f;
float m_specularRoughness = 50.0f;
QQuick3DTexture *m_roughnessMap = nullptr;
float m_opacity = 1.0f;
QQuick3DTexture *m_opacityMap = nullptr;
QQuick3DTexture *m_bumpMap = nullptr;
float m_bumpAmount = 0.0f;
QQuick3DTexture *m_normalMap = nullptr;
QQuick3DTexture *m_translucencyMap = nullptr;
float m_translucentFalloff = 0.0f;
float m_diffuseLightWrap = 0.0f;
bool m_vertexColorsEnabled = false;
quint32 m_dirtyAttributes = 0xffffffff; // all dirty by default
void markDirty(DirtyType type);
ConnectionMap m_connections;
};
QT_END_NAMESPACE
#endif // QSSGDEFAULTMATERIAL_H