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++ // Copyright (C) 2008-2012 NVIDIA Corporation.
++ // Copyright (C) 2019 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only
++ // Qt-Security score:significant reason:default
++
++
++ #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 <QtQuick3DUtils/private/qssgrenderbasetypes_p.h>
++
++ #include <QtGui/QVector3D>
++
++ QT_BEGIN_NAMESPACE
++
++ struct QSSGRenderImage;
++ struct QSSGRenderModel;
++ struct QSSGShaderMaterialAdapter;
++
++ struct Q_QUICK3DRUNTIMERENDER_EXPORT QSSGRenderDefaultMaterial : QSSGRenderGraphObject
++ {
++ enum class MaterialLighting : quint8
++ {
++ NoLighting = 0,
++ FragmentLighting
++ };
++ enum class MaterialBlendMode : quint8
++ {
++ SourceOver = 0,
++ Screen,
++ Multiply
++ };
++ enum class MaterialSpecularModel : quint8
++ {
++ BlinnPhong = 0,
++ SchlickGGX
++ };
++
++ enum class MaterialDiffuseModel : quint8
++ {
++ Burley = 0,
++ Lambert,
++ LambertWrap
++ };
++
++ enum MaterialAlphaMode : quint8
++ {
++ Default = 0,
++ Mask,
++ Blend,
++ Opaque
++ };
++ enum TextureChannelMapping : quint8
++ {
++ R = 0,
++ G,
++ B,
++ A
++ };
++
++ enum VertexColorMask : quint16
++ {
++ NoMask = 0,
++ RoughnessMask = 1,
++ NormalStrengthMask = 2,
++ SpecularAmountMask = 4,
++ ClearcoatAmountMask = 8,
++ ClearcoatRoughnessAmountMask = 16,
++ ClearcoatNormalStrengthMask = 32,
++ HeightAmountMask = 64,
++ MetalnessMask = 128,
++ OcclusionAmountMask = 256,
++ ThicknessFactorMask = 512,
++ TransmissionFactorMask = 1024
++ };
++ Q_DECLARE_FLAGS(VertexColorMaskFlags, VertexColorMask)
++
++ 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 *translucencyMap = nullptr;
++ QSSGRenderImage *metalnessMap = nullptr;
++ QSSGRenderImage *occlusionMap = nullptr;
++ QSSGRenderImage *heightMap = nullptr;
++ QSSGRenderImage *clearcoatMap = nullptr;
++ QSSGRenderImage *clearcoatRoughnessMap = nullptr;
++ QSSGRenderImage *clearcoatNormalMap = nullptr;
++ QSSGRenderImage *sheenColorMap = nullptr;
++ QSSGRenderImage *sheenRoughnessMap = nullptr;
++ QSSGRenderImage *anisotropyMap = nullptr;
++ QSSGRenderImage *iridescenceMap = nullptr;
++ QSSGRenderImage *iridescenceThicknessMap = nullptr;
++ QSSGRenderImage *transmissionMap = nullptr;
++ QSSGRenderImage *thicknessMap = nullptr;
++
++ // Note that most default values here are irrelevant as the material
++ // (Default or Principled) will write its own defaults or actual values
++ // during sync.
++ QVector3D specularTint{ 1.0f, 1.0f, 1.0f };
++ float ior = 1.45f; // relevant for Default only
++ 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 fresnelScaleBiasEnabled = false;
++ float fresnelScale = 1.0f;
++ float fresnelBias = 0.0f;
++ float fresnelPower = 0.0f;
++ float clearcoatFresnelScaleBiasEnabled = false;
++ float clearcoatFresnelScale = 1.0f;
++ float clearcoatFresnelBias = 0.0f;
++ float clearcoatFresnelPower = 5.0f;
++ float specularAmount = 1.0f; // 0-1
++ float specularRoughness = 0.0f; // 0-1
++ float metalnessAmount = 0.0f;
++ float opacity = 1.0f; // 0-1
++ bool invertOpacityMapValue = false;
++ bool baseColorSingleChannelEnabled = false;
++ bool specularAmountSingleChannelEnabled = false;
++ bool emissiveSingleChannelEnabled = false;
++ float bumpAmount = 0.0f; // 0-??
++ float translucentFalloff = 0.0f; // 0 - ??
++ float occlusionAmount = 1.0f; // 0 - 1
++ float alphaCutoff = 0.5f; // 0 - 1
++ float heightAmount = 0.0f; // 0 - 1
++ int minHeightSamples = 8;
++ int maxHeightSamples = 32;
++ float clearcoatAmount = 0.0f; // 0 - 1
++ float clearcoatRoughnessAmount = 0.0f; // 0 - 1
++ float clearcoatNormalStrength = 1.0f; // 0 - 1
++ QVector3D sheenColor { 0.0f, 0.0f, 0.0f }; // black disables the sheen layer
++ float sheenRoughness = 0.0f; // 0 - 1
++ float anisotropyStrength = 0.0f; // 0 - 1, 0 disables anisotropy
++ float anisotropyRotation = 0.0f; // radians
++ float iridescenceFactor = 0.0f; // 0 - 1, 0 disables iridescence
++ float iridescenceIndexOfRefraction = 1.3f;
++ float iridescenceThicknessMinimum = 100.0f; // nanometers
++ float iridescenceThicknessMaximum = 400.0f; // nanometers
++ float dispersion = 0.0f; // 20 / Abbe number, 0 disables dispersion
++ float transmissionFactor = 0.0f; // 0 - 1
++ float thicknessFactor = 0.0f; // 0 - 1
++ float attenuationDistance = std::numeric_limits<float>::infinity();
++ QVector3D attenuationColor { 1.0f, 1.0f, 1.0f };
++
++ MaterialLighting lighting = MaterialLighting::FragmentLighting;
++ QSSGRenderDefaultMaterial::MaterialBlendMode blendMode = QSSGRenderDefaultMaterial::MaterialBlendMode::SourceOver;
++ QSSGRenderDefaultMaterial::MaterialSpecularModel specularModel = QSSGRenderDefaultMaterial::MaterialSpecularModel::SchlickGGX;
++ QSSGRenderDefaultMaterial::MaterialDiffuseModel diffuseModel = QSSGRenderDefaultMaterial::MaterialDiffuseModel::Burley;
++ QSSGRenderDefaultMaterial::MaterialAlphaMode alphaMode = QSSGRenderDefaultMaterial::Default;
++ QSSGCullFaceMode cullMode = QSSGCullFaceMode::Back;
++ QSSGDepthDrawMode depthDrawMode = QSSGDepthDrawMode::OpaqueOnly;
++ bool vertexColorsEnabled = false;
++ bool vertexColorsMaskEnabled = false;
++ bool dirty = true;
++ TextureChannelMapping roughnessChannel = TextureChannelMapping::R;
++ TextureChannelMapping opacityChannel = TextureChannelMapping::A;
++ TextureChannelMapping translucencyChannel = TextureChannelMapping::A;
++ TextureChannelMapping metalnessChannel = TextureChannelMapping::R;
++ TextureChannelMapping occlusionChannel = TextureChannelMapping::R;
++ TextureChannelMapping heightChannel = TextureChannelMapping::R;
++ TextureChannelMapping clearcoatChannel = TextureChannelMapping::R;
++ TextureChannelMapping clearcoatRoughnessChannel = TextureChannelMapping::G;
++ TextureChannelMapping sheenRoughnessChannel = TextureChannelMapping::A;
++ TextureChannelMapping iridescenceChannel = TextureChannelMapping::R;
++ TextureChannelMapping iridescenceThicknessChannel = TextureChannelMapping::G;
++ TextureChannelMapping transmissionChannel = TextureChannelMapping::R;
++ TextureChannelMapping thicknessChannel = TextureChannelMapping::G;
++ TextureChannelMapping baseColorChannel = TextureChannelMapping::R;
++ TextureChannelMapping specularAmountChannel = TextureChannelMapping::R;
++ TextureChannelMapping emissiveChannel = TextureChannelMapping::R;
++ float pointSize = 1.0f;
++ float lineWidth = 1.0f;
++ VertexColorMaskFlags vertexColorRedMask = VertexColorMask::NoMask;
++ VertexColorMaskFlags vertexColorGreenMask = VertexColorMask::NoMask;
++ VertexColorMaskFlags vertexColorBlueMask = VertexColorMask::NoMask;
++ VertexColorMaskFlags vertexColorAlphaMask = VertexColorMask::NoMask;
++
++ QSSGRenderDefaultMaterial(Type type = Type::DefaultMaterial);
++ ~QSSGRenderDefaultMaterial();
++
++ bool isSpecularEnabled() const { return specularAmount > .01f; }
++ bool isMetalnessEnabled() const { return metalnessAmount > 0.01f; }
++ bool isFresnelScaleBiasEnabled() const { return fresnelScaleBiasEnabled; }
++ bool isClearcoatFresnelScaleBiasEnabled() const { return clearcoatFresnelScaleBiasEnabled; }
++ bool isFresnelEnabled() const { return fresnelPower > 0.0f; }
++ bool isVertexColorsEnabled() const { return vertexColorsEnabled; }
++ bool isVertexColorsMaskEnabled() const { return vertexColorsMaskEnabled; }
++ bool isInvertOpacityMapValue() const { return invertOpacityMapValue; }
++ bool isBaseColorSingleChannelEnabled() const { return baseColorSingleChannelEnabled; }
++ bool isSpecularAmountSingleChannelEnabled() const { return specularAmountSingleChannelEnabled; }
++ bool isEmissiveSingleChannelEnabled() const { return emissiveSingleChannelEnabled; }
++ bool hasLighting() const { return lighting != MaterialLighting::NoLighting; }
++ bool isClearcoatEnabled() const { return clearcoatAmount > 0.01f; }
++ bool isSheenEnabled() const { return sheenColor.x() > 0.01f || sheenColor.y() > 0.01f || sheenColor.z() > 0.01f; }
++ bool isAnisotropyEnabled() const { return anisotropyStrength > 0.01f; }
++ bool isIridescenceEnabled() const { return iridescenceFactor > 0.01f; }
++ bool isTransmissionEnabled() const { return transmissionFactor > 0.01f; }
++ bool isDispersionEnabled() const { return dispersion > 0.01f && isTransmissionEnabled(); }
++
++ [[nodiscard]] inline bool isDirty() const { return dirty; }
++ void clearDirty();
++
++ QSSGShaderMaterialAdapter *adapter = nullptr;
++
++ QString debugObjectName;
++ };
++
++ QT_END_NAMESPACE
++
++ #endif