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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