| 1 | // Copyright (C) 2019 The Qt Company Ltd. |
| 2 | // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR GPL-3.0-only |
| 3 | |
| 4 | #include "qquick3ddefaultmaterial_p.h" |
| 5 | #include "qquick3dobject_p.h" |
| 6 | |
| 7 | #include <QtQuick3DRuntimeRender/private/qssgrenderdefaultmaterial_p.h> |
| 8 | #include <QtQuick3DUtils/private/qssgutils_p.h> |
| 9 | |
| 10 | QT_BEGIN_NAMESPACE |
| 11 | |
| 12 | |
| 13 | /*! |
| 14 | \qmltype DefaultMaterial |
| 15 | \inherits Material |
| 16 | \inqmlmodule QtQuick3D |
| 17 | \brief Lets you define a material for 3D items using the specular/glossiness workflow. |
| 18 | |
| 19 | \deprecated [6.4] Prefer using the \l PrincipledMaterial or \l SpecularGlossyMaterial instead. |
| 20 | |
| 21 | \warning This material is only provided for compatibility reasons, and should not be used in new code. |
| 22 | Prefer using the \l SpecularGlossyMaterial for creating materials using the specular/glossiness |
| 23 | workflow or the \l PrincipledMaterial for creating materials using the metal/roughness workflow. |
| 24 | |
| 25 | Before a Model can be rendered in a scene, it must have at least one material attached |
| 26 | to it that describes how the mesh should be shaded. The DefaultMaterial is an easy to |
| 27 | use material that lets you describe your material using a specular/glossiness type workflow. |
| 28 | The material has sensible default and can be used to shade a model without changing any properties. |
| 29 | |
| 30 | \section1 Specular/Glossiness workflow |
| 31 | |
| 32 | The Default material provides a way to create materials using a specular/glossiness |
| 33 | type workflow. The main properties of the material are controlled through the |
| 34 | \l {DefaultMaterial::specularMap} {specular}, \l {DefaultMaterial::roughnessMap} {roughness}, |
| 35 | and the \l {DefaultMaterial::diffuseMap} {diffuse color} property. |
| 36 | |
| 37 | \section2 Specular |
| 38 | |
| 39 | The \l {DefaultMaterial::specularMap} {specular reflectivity} describes the specular |
| 40 | amount and color of an object's surface. For reflective materials the main color |
| 41 | contribution, comes from this property. |
| 42 | |
| 43 | \section2 Glossiness (Roughness) |
| 44 | |
| 45 | The glossiness of a surface depends on how smooth or irregular the surface is. |
| 46 | A smooth surface will have a more intense light reflection then a rough surface, where |
| 47 | the light reflection will be more spread out. In the Default material the material's glossiness |
| 48 | is controlled through the \l {DefaultMaterial::roughnessMap} {roughness} property. |
| 49 | |
| 50 | \section2 Diffuse color |
| 51 | |
| 52 | The \l {DefaultMaterial::diffuseMap} {diffuse color} property describes the basic color |
| 53 | of the material, and unlike the \l {PrincipledMaterial}'s base color, the diffuse color |
| 54 | does not contain any information about the material reflectance. However, for |
| 55 | reflective surfaces the diffuse color should be set to a black tint, as that will allow |
| 56 | for the specular color to contribute. |
| 57 | */ |
| 58 | |
| 59 | /*! |
| 60 | \qmlproperty enumeration DefaultMaterial::lighting |
| 61 | |
| 62 | This property defines which lighting method is used when generating this |
| 63 | material. |
| 64 | |
| 65 | The default value is \c DefaultMaterial.FragmentLighting |
| 66 | |
| 67 | When using \c DefaultMaterial.FragmentLighting, diffuse and specular lighting are |
| 68 | calculated for each rendered pixel. Certain effects (such as a Fresnel or bump map) require |
| 69 | \c DefaultMaterial.FragmentLighting to work. |
| 70 | |
| 71 | When using \c DefaultMaterial.NoLighting no lighting is calculated. This |
| 72 | mode is (predictably) very fast, and quite effective when image maps are |
| 73 | used that do not need to be shaded by lighting. |
| 74 | |
| 75 | \value DefaultMaterial.NoLighting No lighting is calculated. |
| 76 | \value DefaultMaterial.FragmentLighting Per-fragment lighting is calculated. |
| 77 | */ |
| 78 | |
| 79 | /*! |
| 80 | \qmlproperty enumeration DefaultMaterial::blendMode |
| 81 | |
| 82 | This property determines how the colors of the model rendered blend with |
| 83 | those behind it. |
| 84 | |
| 85 | \value DefaultMaterial.SourceOver Default blend mode. Opaque objects |
| 86 | occlude objects behind them. This default mode does not guarantee alpha |
| 87 | blending in the rendering pipeline on its own for models that use this |
| 88 | material, but rather makes the decision dependent on a number of factors: |
| 89 | if the object's and material's total opacity is \c{1.0} and there are no |
| 90 | texture maps in the material with semi-transparent pixels in them, then the |
| 91 | model is treated as opaque, meaning it is rendered with depth testing and |
| 92 | depth write enabled, together with other opaque objects, with blending |
| 93 | disabled. Otherwise the model is treated as semi-transparent, and is |
| 94 | rendered after the opaque objects, together with other semi-transparent |
| 95 | objects in a back-to-front order based on their center's distance from the |
| 96 | camera, with alpha blending enabled. |
| 97 | |
| 98 | \value DefaultMaterial.Screen Colors are blended using an inverted |
| 99 | multiply, producing a lighter result. This blend mode is order-independent; |
| 100 | if you are using semi-opaque objects and experiencing \e popping as faces |
| 101 | or models sort differently, using Screen blending is one way to produce |
| 102 | results without popping. |
| 103 | |
| 104 | \value DefaultMaterial.Multiply Colors are blended using a multiply, |
| 105 | producing a darker result. This blend mode is also order-independent. |
| 106 | |
| 107 | \sa {Qt Quick 3D Architecture} |
| 108 | */ |
| 109 | |
| 110 | /*! |
| 111 | \qmlproperty color DefaultMaterial::diffuseColor |
| 112 | |
| 113 | This property determines the diffuse color (albedo) for the material. Setting the |
| 114 | diffuse color to a black tint will create a purely-specular material (e.g. metals or mirrors). |
| 115 | */ |
| 116 | |
| 117 | /*! |
| 118 | \qmlproperty Texture DefaultMaterial::diffuseMap |
| 119 | |
| 120 | This property defines a Texture to apply to the material. Using Texture |
| 121 | with transparency will also apply the alpha channel as an opacity map. |
| 122 | */ |
| 123 | |
| 124 | /*! |
| 125 | \qmlproperty vector3d DefaultMaterial::emissiveFactor |
| 126 | |
| 127 | This property determines the color of self-illumination for this material. |
| 128 | If an emissive map is set, the x, y, and z components are used as factors |
| 129 | (multipliers) for the R, G and B channels of the texture, respectively. |
| 130 | The default value is (0, 0, 0) and it means no emissive contribution at all. |
| 131 | |
| 132 | \note Setting the lightingMode to DefaultMaterial.NoLighting means emissive |
| 133 | Factor does not have an effect on the scene. |
| 134 | */ |
| 135 | |
| 136 | /*! |
| 137 | \qmlproperty Texture DefaultMaterial::emissiveMap |
| 138 | |
| 139 | This property sets a RGB Texture to be used to specify the intensity of the |
| 140 | emissive color. |
| 141 | |
| 142 | \sa emissiveFactor |
| 143 | */ |
| 144 | |
| 145 | /*! |
| 146 | \qmlproperty Texture DefaultMaterial::specularReflectionMap |
| 147 | |
| 148 | This property sets a Texture used for specular highlights on the material. |
| 149 | |
| 150 | This is typically used to perform environment mapping: as the model is |
| 151 | rotated, the map will appear as though it is reflecting from the |
| 152 | environment. For this to work as expected, the Texture's |
| 153 | \l{Texture::mappingMode}{mappingMode} needs to be set to |
| 154 | Texture.Environment. Specular reflection maps are an easy way to add a |
| 155 | high-quality look with a relatively low cost. |
| 156 | |
| 157 | \note Associating a \l{SceneEnvironment::lightProbe}{light probe} with the |
| 158 | \l SceneEnvironment, and thus relying on image-based lighting, can achieve |
| 159 | similar environmental reflection effects. Light probes are however a |
| 160 | conceptually different, and when it comes to performance, potentially more |
| 161 | expensive solution. Each approaches have their own specific uses, and the |
| 162 | one to use needs to be decided on a case by case basis. When it comes to |
| 163 | the Texture set to the property, specularReflectionMap has an advantage, |
| 164 | because it presents no limitations and supports all types of textures, |
| 165 | including ones that source their data from a Qt Quick sub-scene via |
| 166 | \l{Texture::sourceItem}{sourceItem}. |
| 167 | |
| 168 | \note Crisp images cause your material to look very glossy; the more you |
| 169 | blur your image the softer your material will appear. |
| 170 | |
| 171 | \sa Texture::mappingMode |
| 172 | */ |
| 173 | |
| 174 | /*! |
| 175 | \qmlproperty Texture DefaultMaterial::specularMap |
| 176 | |
| 177 | This property defines a RGB Texture to modulate the amount and the color of |
| 178 | specularity across the surface of the material. These values are multiplied |
| 179 | by the specularAmount. |
| 180 | */ |
| 181 | |
| 182 | /*! |
| 183 | \qmlproperty enumeration DefaultMaterial::specularModel |
| 184 | |
| 185 | This property determines which functions are used to calculate specular |
| 186 | highlights for lights in the scene. |
| 187 | |
| 188 | \value DefaultMaterial.Default Specular lighting uses default lighting model. |
| 189 | \value DefaultMaterial.KGGX Specular lighting uses GGX lighting model. |
| 190 | */ |
| 191 | |
| 192 | /*! |
| 193 | \qmlproperty color DefaultMaterial::specularTint |
| 194 | |
| 195 | This property defines a color used to adjust the specular reflections. |
| 196 | Use white for no effect |
| 197 | */ |
| 198 | |
| 199 | /*! |
| 200 | \qmlproperty real DefaultMaterial::indexOfRefraction |
| 201 | |
| 202 | This property controls what angles of reflections are affected by the |
| 203 | fresnelPower. The default is \c 1.45. The value must be greater or equal to \c 1.0. |
| 204 | \note No known material in the world have ior much greater than \c 3.0. |
| 205 | */ |
| 206 | |
| 207 | /*! |
| 208 | \qmlproperty real DefaultMaterial::fresnelPower |
| 209 | |
| 210 | This property decreases head-on reflections (looking directly at the |
| 211 | surface) while maintaining reflections seen at grazing angles. |
| 212 | The default value is \c 0 disabling the fresnel effect. |
| 213 | */ |
| 214 | |
| 215 | /*! |
| 216 | \qmlproperty real DefaultMaterial::specularAmount |
| 217 | |
| 218 | This property controls the strength of specularity (highlights and |
| 219 | reflections). The default value is \c 0 disabling the specularity. The range is [0.0, 1.0]. |
| 220 | |
| 221 | \note This property does not affect the \l specularReflectionMap, but does |
| 222 | affect the amount of reflections from a scene's SceneEnvironment::lightProbe. |
| 223 | |
| 224 | \note Unless your mesh is high resolution, you may need to use |
| 225 | \c DefaultMaterial.FragmentLighting to get good specular highlights from scene |
| 226 | lights. |
| 227 | */ |
| 228 | |
| 229 | /*! |
| 230 | \qmlproperty real DefaultMaterial::specularRoughness |
| 231 | |
| 232 | This property controls the size of the specular highlight generated from |
| 233 | lights, and the clarity of reflections in general. Larger values increase |
| 234 | the roughness, softening specular highlights and blurring reflections. |
| 235 | The range is [0.0, 1.0]. The default value is 0. |
| 236 | */ |
| 237 | |
| 238 | /*! |
| 239 | \qmlproperty Texture DefaultMaterial::roughnessMap |
| 240 | |
| 241 | This property defines a Texture to control the specular roughness of the |
| 242 | material. If the texture contains multiple channels(RGBA), then the correct channel |
| 243 | can be set using the roughnessChannel property. |
| 244 | */ |
| 245 | |
| 246 | /*! |
| 247 | \qmlproperty enumeration DefaultMaterial::roughnessChannel |
| 248 | |
| 249 | This property defines the texture channel used to read the roughness value from roughnessMap. |
| 250 | The default value is \c Material.R. |
| 251 | |
| 252 | \value Material.R Read value from texture R channel. |
| 253 | \value Material.G Read value from texture G channel. |
| 254 | \value Material.B Read value from texture B channel. |
| 255 | \value Material.A Read value from texture A channel. |
| 256 | */ |
| 257 | |
| 258 | /*! |
| 259 | \qmlproperty real DefaultMaterial::opacity |
| 260 | |
| 261 | This property drops the opacity of just this material, separate from the model. |
| 262 | The default is \c 1.0. The range is [0.0, 1.0]. |
| 263 | */ |
| 264 | |
| 265 | /*! |
| 266 | \qmlproperty Texture DefaultMaterial::opacityMap |
| 267 | |
| 268 | This property defines a Texture used to control the opacity differently for |
| 269 | different parts of the material. |
| 270 | */ |
| 271 | |
| 272 | /*! |
| 273 | \qmlproperty enumeration DefaultMaterial::opacityChannel |
| 274 | |
| 275 | This property defines the texture channel used to read the opacity value from opacityMap. |
| 276 | The default value is \c Material.A. |
| 277 | |
| 278 | \value Material.R Read value from texture R channel. |
| 279 | \value Material.G Read value from texture G channel. |
| 280 | \value Material.B Read value from texture B channel. |
| 281 | \value Material.A Read value from texture A channel. |
| 282 | */ |
| 283 | |
| 284 | /*! |
| 285 | \qmlproperty Texture DefaultMaterial::bumpMap |
| 286 | |
| 287 | This property defines a grayscale Texture to simulate fine geometry |
| 288 | displacement across the surface of the material. Brighter pixels indicate |
| 289 | raised regions. The amount of the effect is controlled by the |
| 290 | \l bumpAmount property. |
| 291 | |
| 292 | \note bump maps will not affect the silhouette of a model. |
| 293 | |
| 294 | */ |
| 295 | |
| 296 | /*! |
| 297 | \qmlproperty real DefaultMaterial::bumpAmount |
| 298 | |
| 299 | This property controls the amount of simulated displacement for the |
| 300 | \l bumpMap or \l normalMap. The default value is \c 0 disabling the bump effect. |
| 301 | The range is [0, 1]. |
| 302 | |
| 303 | */ |
| 304 | |
| 305 | /*! |
| 306 | \qmlproperty Texture DefaultMaterial::normalMap |
| 307 | |
| 308 | This property defines a RGB image used to simulate fine geometry |
| 309 | displacement across the surface of the material. The RGB channels indicate |
| 310 | XYZ normal deviations. The amount of the effect is controlled by the |
| 311 | \l bumpAmount property. |
| 312 | |
| 313 | \note Normal maps will not affect the silhouette of a model. |
| 314 | */ |
| 315 | |
| 316 | /*! |
| 317 | \qmlproperty Texture DefaultMaterial::translucencyMap |
| 318 | |
| 319 | This property defines a grayscale Texture controlling how much light can |
| 320 | pass through the material from behind. |
| 321 | */ |
| 322 | |
| 323 | /*! |
| 324 | \qmlproperty enumeration DefaultMaterial::translucencyChannel |
| 325 | |
| 326 | This property defines the texture channel used to read the translucency value from translucencyMap. |
| 327 | The default value is \c Material.A. |
| 328 | |
| 329 | \value Material.R Read value from texture R channel. |
| 330 | \value Material.G Read value from texture G channel. |
| 331 | \value Material.B Read value from texture B channel. |
| 332 | \value Material.A Read value from texture A channel. |
| 333 | */ |
| 334 | |
| 335 | /*! |
| 336 | \qmlproperty real DefaultMaterial::translucentFalloff |
| 337 | |
| 338 | This property defines the amount of falloff for the translucency based on the |
| 339 | angle of the normals of the object to the light source. |
| 340 | */ |
| 341 | |
| 342 | /*! |
| 343 | \qmlproperty real DefaultMaterial::diffuseLightWrap |
| 344 | |
| 345 | This property determines the amount of light wrap for the translucency map. |
| 346 | A value of 0 will not wrap the light at all, while a value of 1 will wrap |
| 347 | the light all around the object. |
| 348 | */ |
| 349 | |
| 350 | /*! |
| 351 | \qmlproperty bool DefaultMaterial::vertexColorsEnabled |
| 352 | |
| 353 | When this property is enabled, the material will use vertex colors from the |
| 354 | mesh. These will be multiplied by any other colors specified for the |
| 355 | material. |
| 356 | */ |
| 357 | |
| 358 | /*! |
| 359 | \qmlproperty real DefaultMaterial::pointSize |
| 360 | |
| 361 | This property determines the size of the points rendered, when the geometry |
| 362 | is using a primitive type of points. The default value is 1.0. This |
| 363 | property is not relevant when rendering other types of geometry, such as, |
| 364 | triangle meshes. |
| 365 | |
| 366 | \warning Point sizes other than 1 may not be supported at run time, |
| 367 | depending on the underyling graphics API. For example, setting a size other |
| 368 | than 1 has no effect with Direct 3D. |
| 369 | */ |
| 370 | |
| 371 | /*! |
| 372 | \qmlproperty real DefaultMaterial::lineWidth |
| 373 | |
| 374 | This property determines the width of the lines rendered, when the geometry |
| 375 | is using a primitive type of lines or line strips. The default value is |
| 376 | 1.0. This property is not relevant when rendering other types of geometry, |
| 377 | such as, triangle meshes. |
| 378 | |
| 379 | \warning Line widths other than 1 may not be suported at run time, |
| 380 | depending on the underlying graphics API. When that is the case, the |
| 381 | request to change the width is ignored. For example, none of the following |
| 382 | can be expected to support wide lines: Direct3D, Metal, OpenGL with core |
| 383 | profile contexts. |
| 384 | |
| 385 | \note Unlike most other material properties, the line width is under the |
| 386 | hood baked in to a graphics pipeline object, similarly to blendMode. |
| 387 | Therefore, a different value leads to having to create a new pipeline |
| 388 | object, which over time can become costly (performance and resource usage) |
| 389 | if the property is frequently changed to many different values. For |
| 390 | example, animating this property is possible, but should be avoided. |
| 391 | */ |
| 392 | |
| 393 | QQuick3DDefaultMaterial::QQuick3DDefaultMaterial(QQuick3DObject *parent) |
| 394 | : QQuick3DMaterial(*(new QQuick3DObjectPrivate(QQuick3DObjectPrivate::Type::DefaultMaterial)), parent) |
| 395 | , m_diffuseColor(Qt::white) |
| 396 | , m_specularTint(Qt::white) |
| 397 | {} |
| 398 | |
| 399 | QQuick3DDefaultMaterial::~QQuick3DDefaultMaterial() |
| 400 | { |
| 401 | } |
| 402 | |
| 403 | QQuick3DDefaultMaterial::Lighting QQuick3DDefaultMaterial::lighting() const |
| 404 | { |
| 405 | return m_lighting; |
| 406 | } |
| 407 | |
| 408 | QQuick3DDefaultMaterial::BlendMode QQuick3DDefaultMaterial::blendMode() const |
| 409 | { |
| 410 | return m_blendMode; |
| 411 | } |
| 412 | |
| 413 | QColor QQuick3DDefaultMaterial::diffuseColor() const |
| 414 | { |
| 415 | return m_diffuseColor; |
| 416 | } |
| 417 | |
| 418 | QQuick3DTexture *QQuick3DDefaultMaterial::diffuseMap() const |
| 419 | { |
| 420 | return m_diffuseMap; |
| 421 | } |
| 422 | |
| 423 | QVector3D QQuick3DDefaultMaterial::emissiveFactor() const |
| 424 | { |
| 425 | return m_emissiveFactor; |
| 426 | } |
| 427 | |
| 428 | QQuick3DTexture *QQuick3DDefaultMaterial::emissiveMap() const |
| 429 | { |
| 430 | return m_emissiveMap; |
| 431 | } |
| 432 | |
| 433 | QQuick3DTexture *QQuick3DDefaultMaterial::specularReflectionMap() const |
| 434 | { |
| 435 | return m_specularReflectionMap; |
| 436 | } |
| 437 | |
| 438 | QQuick3DTexture *QQuick3DDefaultMaterial::specularMap() const |
| 439 | { |
| 440 | return m_specularMap; |
| 441 | } |
| 442 | |
| 443 | QQuick3DDefaultMaterial::SpecularModel QQuick3DDefaultMaterial::specularModel() const |
| 444 | { |
| 445 | return m_specularModel; |
| 446 | } |
| 447 | |
| 448 | QColor QQuick3DDefaultMaterial::specularTint() const |
| 449 | { |
| 450 | return m_specularTint; |
| 451 | } |
| 452 | |
| 453 | float QQuick3DDefaultMaterial::indexOfRefraction() const |
| 454 | { |
| 455 | return m_indexOfRefraction; |
| 456 | } |
| 457 | |
| 458 | float QQuick3DDefaultMaterial::fresnelPower() const |
| 459 | { |
| 460 | return m_fresnelPower; |
| 461 | } |
| 462 | |
| 463 | float QQuick3DDefaultMaterial::specularAmount() const |
| 464 | { |
| 465 | return m_specularAmount; |
| 466 | } |
| 467 | |
| 468 | float QQuick3DDefaultMaterial::specularRoughness() const |
| 469 | { |
| 470 | return m_specularRoughness; |
| 471 | } |
| 472 | |
| 473 | QQuick3DTexture *QQuick3DDefaultMaterial::roughnessMap() const |
| 474 | { |
| 475 | return m_roughnessMap; |
| 476 | } |
| 477 | |
| 478 | float QQuick3DDefaultMaterial::opacity() const |
| 479 | { |
| 480 | return m_opacity; |
| 481 | } |
| 482 | |
| 483 | QQuick3DTexture *QQuick3DDefaultMaterial::opacityMap() const |
| 484 | { |
| 485 | return m_opacityMap; |
| 486 | } |
| 487 | |
| 488 | QQuick3DTexture *QQuick3DDefaultMaterial::bumpMap() const |
| 489 | { |
| 490 | return m_bumpMap; |
| 491 | } |
| 492 | |
| 493 | float QQuick3DDefaultMaterial::bumpAmount() const |
| 494 | { |
| 495 | return m_bumpAmount; |
| 496 | } |
| 497 | |
| 498 | QQuick3DTexture *QQuick3DDefaultMaterial::normalMap() const |
| 499 | { |
| 500 | return m_normalMap; |
| 501 | } |
| 502 | |
| 503 | QQuick3DTexture *QQuick3DDefaultMaterial::translucencyMap() const |
| 504 | { |
| 505 | return m_translucencyMap; |
| 506 | } |
| 507 | |
| 508 | float QQuick3DDefaultMaterial::translucentFalloff() const |
| 509 | { |
| 510 | return m_translucentFalloff; |
| 511 | } |
| 512 | |
| 513 | float QQuick3DDefaultMaterial::diffuseLightWrap() const |
| 514 | { |
| 515 | return m_diffuseLightWrap; |
| 516 | } |
| 517 | |
| 518 | bool QQuick3DDefaultMaterial::vertexColorsEnabled() const |
| 519 | { |
| 520 | return m_vertexColorsEnabled; |
| 521 | } |
| 522 | |
| 523 | QQuick3DMaterial::TextureChannelMapping QQuick3DDefaultMaterial::roughnessChannel() const |
| 524 | { |
| 525 | return m_roughnessChannel; |
| 526 | } |
| 527 | |
| 528 | QQuick3DMaterial::TextureChannelMapping QQuick3DDefaultMaterial::opacityChannel() const |
| 529 | { |
| 530 | return m_opacityChannel; |
| 531 | } |
| 532 | |
| 533 | QQuick3DMaterial::TextureChannelMapping QQuick3DDefaultMaterial::translucencyChannel() const |
| 534 | { |
| 535 | return m_translucencyChannel; |
| 536 | } |
| 537 | |
| 538 | float QQuick3DDefaultMaterial::pointSize() const |
| 539 | { |
| 540 | return m_pointSize; |
| 541 | } |
| 542 | |
| 543 | float QQuick3DDefaultMaterial::lineWidth() const |
| 544 | { |
| 545 | return m_lineWidth; |
| 546 | } |
| 547 | |
| 548 | void QQuick3DDefaultMaterial::markAllDirty() |
| 549 | { |
| 550 | m_dirtyAttributes = 0xffffffff; |
| 551 | QQuick3DMaterial::markAllDirty(); |
| 552 | } |
| 553 | |
| 554 | |
| 555 | void QQuick3DDefaultMaterial::setLighting(QQuick3DDefaultMaterial::Lighting lighting) |
| 556 | { |
| 557 | if (m_lighting == lighting) |
| 558 | return; |
| 559 | |
| 560 | m_lighting = lighting; |
| 561 | emit lightingChanged(lighting: m_lighting); |
| 562 | markDirty(type: LightingModeDirty); |
| 563 | } |
| 564 | |
| 565 | void QQuick3DDefaultMaterial::setBlendMode(QQuick3DDefaultMaterial::BlendMode blendMode) |
| 566 | { |
| 567 | if (m_blendMode == blendMode) |
| 568 | return; |
| 569 | |
| 570 | m_blendMode = blendMode; |
| 571 | emit blendModeChanged(blendMode: m_blendMode); |
| 572 | markDirty(type: BlendModeDirty); |
| 573 | } |
| 574 | |
| 575 | void QQuick3DDefaultMaterial::setDiffuseColor(QColor diffuseColor) |
| 576 | { |
| 577 | if (m_diffuseColor == diffuseColor) |
| 578 | return; |
| 579 | |
| 580 | m_diffuseColor = diffuseColor; |
| 581 | emit diffuseColorChanged(diffuseColor: m_diffuseColor); |
| 582 | markDirty(type: DiffuseDirty); |
| 583 | } |
| 584 | |
| 585 | void QQuick3DDefaultMaterial::setDiffuseMap(QQuick3DTexture *diffuseMap) |
| 586 | { |
| 587 | if (m_diffuseMap == diffuseMap) |
| 588 | return; |
| 589 | |
| 590 | QQuick3DObjectPrivate::attachWatcher(context: this, setter: &QQuick3DDefaultMaterial::setDiffuseMap, newO: diffuseMap, oldO: m_diffuseMap); |
| 591 | |
| 592 | m_diffuseMap = diffuseMap; |
| 593 | emit diffuseMapChanged(diffuseMap: m_diffuseMap); |
| 594 | markDirty(type: DiffuseDirty); |
| 595 | } |
| 596 | |
| 597 | void QQuick3DDefaultMaterial::setEmissiveFactor(QVector3D emissiveFactor) |
| 598 | { |
| 599 | if (m_emissiveFactor == emissiveFactor) |
| 600 | return; |
| 601 | |
| 602 | m_emissiveFactor = emissiveFactor; |
| 603 | emit emissiveFactorChanged(emissiveFactor: m_emissiveFactor); |
| 604 | markDirty(type: EmissiveDirty); |
| 605 | } |
| 606 | |
| 607 | void QQuick3DDefaultMaterial::setEmissiveMap(QQuick3DTexture *emissiveMap) |
| 608 | { |
| 609 | if (m_emissiveMap == emissiveMap) |
| 610 | return; |
| 611 | |
| 612 | QQuick3DObjectPrivate::attachWatcher(context: this, setter: &QQuick3DDefaultMaterial::setEmissiveMap, newO: emissiveMap, oldO: m_emissiveMap); |
| 613 | |
| 614 | m_emissiveMap = emissiveMap; |
| 615 | emit emissiveMapChanged(emissiveMap: m_emissiveMap); |
| 616 | markDirty(type: EmissiveDirty); |
| 617 | } |
| 618 | |
| 619 | void QQuick3DDefaultMaterial::setSpecularReflectionMap(QQuick3DTexture *specularReflectionMap) |
| 620 | { |
| 621 | if (m_specularReflectionMap == specularReflectionMap) |
| 622 | return; |
| 623 | |
| 624 | QQuick3DObjectPrivate::attachWatcher(context: this, setter: &QQuick3DDefaultMaterial::setSpecularReflectionMap, newO: specularReflectionMap, oldO: m_specularReflectionMap); |
| 625 | |
| 626 | m_specularReflectionMap = specularReflectionMap; |
| 627 | emit specularReflectionMapChanged(specularReflectionMap: m_specularReflectionMap); |
| 628 | markDirty(type: SpecularDirty); |
| 629 | } |
| 630 | |
| 631 | void QQuick3DDefaultMaterial::setSpecularMap(QQuick3DTexture *specularMap) |
| 632 | { |
| 633 | if (m_specularMap == specularMap) |
| 634 | return; |
| 635 | |
| 636 | QQuick3DObjectPrivate::attachWatcher(context: this, setter: &QQuick3DDefaultMaterial::setSpecularMap, newO: specularMap, oldO: m_specularMap); |
| 637 | |
| 638 | m_specularMap = specularMap; |
| 639 | emit specularMapChanged(specularMap: m_specularMap); |
| 640 | markDirty(type: SpecularDirty); |
| 641 | } |
| 642 | |
| 643 | void QQuick3DDefaultMaterial::setSpecularModel(QQuick3DDefaultMaterial::SpecularModel specularModel) |
| 644 | { |
| 645 | if (m_specularModel == specularModel) |
| 646 | return; |
| 647 | |
| 648 | m_specularModel = specularModel; |
| 649 | emit specularModelChanged(specularModel: m_specularModel); |
| 650 | markDirty(type: SpecularDirty); |
| 651 | } |
| 652 | |
| 653 | void QQuick3DDefaultMaterial::setSpecularTint(QColor specularTint) |
| 654 | { |
| 655 | if (m_specularTint == specularTint) |
| 656 | return; |
| 657 | |
| 658 | m_specularTint = specularTint; |
| 659 | emit specularTintChanged(specularTint: m_specularTint); |
| 660 | markDirty(type: SpecularDirty); |
| 661 | } |
| 662 | |
| 663 | void QQuick3DDefaultMaterial::setIndexOfRefraction(float indexOfRefraction) |
| 664 | { |
| 665 | if (qFuzzyCompare(p1: m_indexOfRefraction, p2: indexOfRefraction)) |
| 666 | return; |
| 667 | |
| 668 | m_indexOfRefraction = indexOfRefraction; |
| 669 | emit indexOfRefractionChanged(indexOfRefraction: m_indexOfRefraction); |
| 670 | markDirty(type: SpecularDirty); |
| 671 | } |
| 672 | |
| 673 | void QQuick3DDefaultMaterial::setFresnelPower(float fresnelPower) |
| 674 | { |
| 675 | if (qFuzzyCompare(p1: m_fresnelPower, p2: fresnelPower)) |
| 676 | return; |
| 677 | |
| 678 | m_fresnelPower = fresnelPower; |
| 679 | emit fresnelPowerChanged(fresnelPower: m_fresnelPower); |
| 680 | markDirty(type: SpecularDirty); |
| 681 | } |
| 682 | |
| 683 | void QQuick3DDefaultMaterial::setSpecularAmount(float specularAmount) |
| 684 | { |
| 685 | if (qFuzzyCompare(p1: m_specularAmount, p2: specularAmount)) |
| 686 | return; |
| 687 | |
| 688 | m_specularAmount = specularAmount; |
| 689 | emit specularAmountChanged(specularAmount: m_specularAmount); |
| 690 | markDirty(type: SpecularDirty); |
| 691 | } |
| 692 | |
| 693 | void QQuick3DDefaultMaterial::setSpecularRoughness(float specularRoughness) |
| 694 | { |
| 695 | if (qFuzzyCompare(p1: m_specularRoughness, p2: specularRoughness)) |
| 696 | return; |
| 697 | |
| 698 | m_specularRoughness = specularRoughness; |
| 699 | emit specularRoughnessChanged(specularRoughness: m_specularRoughness); |
| 700 | markDirty(type: SpecularDirty); |
| 701 | } |
| 702 | |
| 703 | void QQuick3DDefaultMaterial::setRoughnessMap(QQuick3DTexture *roughnessMap) |
| 704 | { |
| 705 | if (m_roughnessMap == roughnessMap) |
| 706 | return; |
| 707 | |
| 708 | QQuick3DObjectPrivate::attachWatcher(context: this, setter: &QQuick3DDefaultMaterial::setRoughnessMap, newO: roughnessMap, oldO: m_roughnessMap); |
| 709 | |
| 710 | m_roughnessMap = roughnessMap; |
| 711 | emit roughnessMapChanged(roughnessMap: m_roughnessMap); |
| 712 | markDirty(type: SpecularDirty); |
| 713 | } |
| 714 | |
| 715 | void QQuick3DDefaultMaterial::setOpacity(float opacity) |
| 716 | { |
| 717 | if (qFuzzyCompare(p1: m_opacity, p2: opacity)) |
| 718 | return; |
| 719 | |
| 720 | if (opacity > 1.0f) |
| 721 | opacity = 1.0f; |
| 722 | |
| 723 | if (opacity < 0.0f) |
| 724 | opacity = 0.0f; |
| 725 | |
| 726 | m_opacity = opacity; |
| 727 | emit opacityChanged(opacity: m_opacity); |
| 728 | markDirty(type: OpacityDirty); |
| 729 | } |
| 730 | |
| 731 | void QQuick3DDefaultMaterial::setOpacityMap(QQuick3DTexture *opacityMap) |
| 732 | { |
| 733 | if (m_opacityMap == opacityMap) |
| 734 | return; |
| 735 | |
| 736 | QQuick3DObjectPrivate::attachWatcher(context: this, setter: &QQuick3DDefaultMaterial::setOpacityMap, newO: opacityMap, oldO: m_opacityMap); |
| 737 | |
| 738 | m_opacityMap = opacityMap; |
| 739 | emit opacityMapChanged(opacityMap: m_opacityMap); |
| 740 | markDirty(type: OpacityDirty); |
| 741 | } |
| 742 | |
| 743 | void QQuick3DDefaultMaterial::setBumpMap(QQuick3DTexture *bumpMap) |
| 744 | { |
| 745 | if (m_bumpMap == bumpMap) |
| 746 | return; |
| 747 | |
| 748 | QQuick3DObjectPrivate::attachWatcher(context: this, setter: &QQuick3DDefaultMaterial::setBumpMap, newO: bumpMap, oldO: m_bumpMap); |
| 749 | |
| 750 | m_bumpMap = bumpMap; |
| 751 | emit bumpMapChanged(bumpMap: m_bumpMap); |
| 752 | markDirty(type: BumpDirty); |
| 753 | } |
| 754 | |
| 755 | void QQuick3DDefaultMaterial::setBumpAmount(float bumpAmount) |
| 756 | { |
| 757 | if (qFuzzyCompare(p1: m_bumpAmount, p2: bumpAmount)) |
| 758 | return; |
| 759 | |
| 760 | m_bumpAmount = bumpAmount; |
| 761 | emit bumpAmountChanged(bumpAmount: m_bumpAmount); |
| 762 | markDirty(type: BumpDirty); |
| 763 | } |
| 764 | |
| 765 | void QQuick3DDefaultMaterial::setNormalMap(QQuick3DTexture *normalMap) |
| 766 | { |
| 767 | if (m_normalMap == normalMap) |
| 768 | return; |
| 769 | |
| 770 | QQuick3DObjectPrivate::attachWatcher(context: this, setter: &QQuick3DDefaultMaterial::setNormalMap, newO: normalMap, oldO: m_normalMap); |
| 771 | |
| 772 | m_normalMap = normalMap; |
| 773 | emit normalMapChanged(normalMap: m_normalMap); |
| 774 | markDirty(type: NormalDirty); |
| 775 | } |
| 776 | |
| 777 | void QQuick3DDefaultMaterial::setTranslucencyMap(QQuick3DTexture *translucencyMap) |
| 778 | { |
| 779 | if (m_translucencyMap == translucencyMap) |
| 780 | return; |
| 781 | |
| 782 | QQuick3DObjectPrivate::attachWatcher(context: this, setter: &QQuick3DDefaultMaterial::setTranslucencyMap, newO: translucencyMap, oldO: m_translucencyMap); |
| 783 | |
| 784 | m_translucencyMap = translucencyMap; |
| 785 | emit translucencyMapChanged(translucencyMap: m_translucencyMap); |
| 786 | markDirty(type: TranslucencyDirty); |
| 787 | } |
| 788 | |
| 789 | void QQuick3DDefaultMaterial::setTranslucentFalloff(float translucentFalloff) |
| 790 | { |
| 791 | if (qFuzzyCompare(p1: m_translucentFalloff, p2: translucentFalloff)) |
| 792 | return; |
| 793 | |
| 794 | m_translucentFalloff = translucentFalloff; |
| 795 | emit translucentFalloffChanged(translucentFalloff: m_translucentFalloff); |
| 796 | markDirty(type: TranslucencyDirty); |
| 797 | } |
| 798 | |
| 799 | void QQuick3DDefaultMaterial::setDiffuseLightWrap(float diffuseLightWrap) |
| 800 | { |
| 801 | if (qFuzzyCompare(p1: m_diffuseLightWrap, p2: diffuseLightWrap)) |
| 802 | return; |
| 803 | |
| 804 | m_diffuseLightWrap = diffuseLightWrap; |
| 805 | emit diffuseLightWrapChanged(diffuseLightWrap: m_diffuseLightWrap); |
| 806 | markDirty(type: DiffuseDirty); |
| 807 | } |
| 808 | |
| 809 | void QQuick3DDefaultMaterial::setVertexColorsEnabled(bool vertexColors) |
| 810 | { |
| 811 | if (m_vertexColorsEnabled == vertexColors) |
| 812 | return; |
| 813 | |
| 814 | m_vertexColorsEnabled = vertexColors; |
| 815 | emit vertexColorsEnabledChanged(vertexColorsEnabled: m_vertexColorsEnabled); |
| 816 | markDirty(type: VertexColorsDirty); |
| 817 | } |
| 818 | |
| 819 | void QQuick3DDefaultMaterial::setRoughnessChannel(TextureChannelMapping channel) |
| 820 | { |
| 821 | if (m_roughnessChannel == channel) |
| 822 | return; |
| 823 | m_roughnessChannel = channel; |
| 824 | emit roughnessChannelChanged(channel); |
| 825 | markDirty(type: SpecularDirty); |
| 826 | } |
| 827 | |
| 828 | void QQuick3DDefaultMaterial::setOpacityChannel(TextureChannelMapping channel) |
| 829 | { |
| 830 | if (m_opacityChannel == channel) |
| 831 | return; |
| 832 | m_opacityChannel = channel; |
| 833 | emit opacityChannelChanged(channel); |
| 834 | markDirty(type: OpacityDirty); |
| 835 | } |
| 836 | |
| 837 | void QQuick3DDefaultMaterial::setTranslucencyChannel(TextureChannelMapping channel) |
| 838 | { |
| 839 | if (m_translucencyChannel == channel) |
| 840 | return; |
| 841 | m_translucencyChannel = channel; |
| 842 | emit translucencyChannelChanged(channel); |
| 843 | markDirty(type: TranslucencyDirty); |
| 844 | } |
| 845 | |
| 846 | void QQuick3DDefaultMaterial::setPointSize(float size) |
| 847 | { |
| 848 | if (qFuzzyCompare(p1: m_pointSize, p2: size)) |
| 849 | return; |
| 850 | m_pointSize = size; |
| 851 | emit pointSizeChanged(); |
| 852 | markDirty(type: PointSizeDirty); |
| 853 | } |
| 854 | |
| 855 | void QQuick3DDefaultMaterial::setLineWidth(float width) |
| 856 | { |
| 857 | if (qFuzzyCompare(p1: m_lineWidth, p2: width)) |
| 858 | return; |
| 859 | m_lineWidth = width; |
| 860 | emit lineWidthChanged(); |
| 861 | markDirty(type: LineWidthDirty); |
| 862 | } |
| 863 | |
| 864 | QSSGRenderGraphObject *QQuick3DDefaultMaterial::updateSpatialNode(QSSGRenderGraphObject *node) |
| 865 | { |
| 866 | if (!node) { |
| 867 | markAllDirty(); |
| 868 | node = new QSSGRenderDefaultMaterial(QSSGRenderGraphObject::Type::DefaultMaterial); |
| 869 | } |
| 870 | |
| 871 | static const auto channelMapping = [](TextureChannelMapping mapping) { |
| 872 | return QSSGRenderDefaultMaterial::TextureChannelMapping(mapping); |
| 873 | }; |
| 874 | |
| 875 | // Set common material properties |
| 876 | QQuick3DMaterial::updateSpatialNode(node); |
| 877 | |
| 878 | QSSGRenderDefaultMaterial *material = static_cast<QSSGRenderDefaultMaterial *>(node); |
| 879 | |
| 880 | if (m_dirtyAttributes & LightingModeDirty) { |
| 881 | material->lighting = QSSGRenderDefaultMaterial::MaterialLighting(m_lighting); |
| 882 | // If the lighthing mode changes it affects the emissive property |
| 883 | m_dirtyAttributes |= EmissiveDirty; |
| 884 | } |
| 885 | |
| 886 | if (m_dirtyAttributes & BlendModeDirty) |
| 887 | material->blendMode = QSSGRenderDefaultMaterial::MaterialBlendMode(m_blendMode); |
| 888 | |
| 889 | if (m_dirtyAttributes & DiffuseDirty) { |
| 890 | material->color = QSSGUtils::color::sRGBToLinear(color: m_diffuseColor); |
| 891 | if (!m_diffuseMap) |
| 892 | material->colorMap = nullptr; |
| 893 | else |
| 894 | material->colorMap = m_diffuseMap->getRenderImage(); |
| 895 | |
| 896 | material->diffuseLightWrap = m_diffuseLightWrap; |
| 897 | } |
| 898 | |
| 899 | if (m_dirtyAttributes & EmissiveDirty) { |
| 900 | if (!m_emissiveMap) |
| 901 | material->emissiveMap = nullptr; |
| 902 | else |
| 903 | material->emissiveMap = m_emissiveMap->getRenderImage(); |
| 904 | |
| 905 | material->emissiveColor = m_emissiveFactor; |
| 906 | } |
| 907 | |
| 908 | if (m_dirtyAttributes & SpecularDirty) { |
| 909 | if (!m_specularReflectionMap) |
| 910 | material->specularReflection = nullptr; |
| 911 | else |
| 912 | material->specularReflection = m_specularReflectionMap->getRenderImage(); |
| 913 | |
| 914 | if (!m_specularMap) |
| 915 | material->specularMap = nullptr; |
| 916 | else |
| 917 | material->specularMap = m_specularMap->getRenderImage(); |
| 918 | |
| 919 | material->specularModel = QSSGRenderDefaultMaterial::MaterialSpecularModel(m_specularModel); |
| 920 | material->specularTint = QSSGUtils::color::sRGBToLinear(color: m_specularTint).toVector3D(); |
| 921 | material->ior = m_indexOfRefraction; |
| 922 | material->fresnelPower = m_fresnelPower; |
| 923 | material->specularAmount = m_specularAmount; |
| 924 | material->specularRoughness = m_specularRoughness; |
| 925 | material->roughnessChannel = channelMapping(m_roughnessChannel); |
| 926 | |
| 927 | if (!m_roughnessMap) |
| 928 | material->roughnessMap = nullptr; |
| 929 | else |
| 930 | material->roughnessMap = m_roughnessMap->getRenderImage(); |
| 931 | } |
| 932 | |
| 933 | if (m_dirtyAttributes & OpacityDirty) { |
| 934 | material->opacity = m_opacity; |
| 935 | material->opacityChannel = channelMapping(m_opacityChannel); |
| 936 | if (!m_opacityMap) |
| 937 | material->opacityMap = nullptr; |
| 938 | else |
| 939 | material->opacityMap = m_opacityMap->getRenderImage(); |
| 940 | } |
| 941 | |
| 942 | if (m_dirtyAttributes & BumpDirty) { |
| 943 | if (!m_bumpMap) |
| 944 | material->bumpMap = nullptr; |
| 945 | else |
| 946 | material->bumpMap = m_bumpMap->getRenderImage(); |
| 947 | material->bumpAmount = m_bumpAmount; |
| 948 | } |
| 949 | |
| 950 | if (m_dirtyAttributes & NormalDirty) { |
| 951 | if (!m_normalMap) |
| 952 | material->normalMap = nullptr; |
| 953 | else |
| 954 | material->normalMap = m_normalMap->getRenderImage(); |
| 955 | } |
| 956 | |
| 957 | if (m_dirtyAttributes & TranslucencyDirty) { |
| 958 | if (!m_translucencyMap) |
| 959 | material->translucencyMap = nullptr; |
| 960 | else |
| 961 | material->translucencyMap = m_translucencyMap->getRenderImage(); |
| 962 | material->translucentFalloff = m_translucentFalloff; |
| 963 | material->translucencyChannel = channelMapping(m_translucencyChannel); |
| 964 | } |
| 965 | |
| 966 | if (m_dirtyAttributes & VertexColorsDirty) |
| 967 | material->vertexColorsEnabled = m_vertexColorsEnabled; |
| 968 | |
| 969 | if (m_dirtyAttributes & PointSizeDirty) |
| 970 | material->pointSize = m_pointSize; |
| 971 | |
| 972 | if (m_dirtyAttributes & LineWidthDirty) |
| 973 | material->lineWidth = m_lineWidth; |
| 974 | |
| 975 | m_dirtyAttributes = 0; |
| 976 | |
| 977 | return node; |
| 978 | } |
| 979 | |
| 980 | void QQuick3DDefaultMaterial::itemChange(QQuick3DObject::ItemChange change, const QQuick3DObject::ItemChangeData &value) |
| 981 | { |
| 982 | if (change == QQuick3DObject::ItemSceneChange) |
| 983 | updateSceneManager(sceneManager: value.sceneManager); |
| 984 | } |
| 985 | |
| 986 | void QQuick3DDefaultMaterial::updateSceneManager(QQuick3DSceneManager *sceneManager) |
| 987 | { |
| 988 | // Check all the resource value's windows, and update as necessary |
| 989 | if (sceneManager) { |
| 990 | QQuick3DObjectPrivate::refSceneManager(obj: m_diffuseMap, mgr&: *sceneManager); |
| 991 | QQuick3DObjectPrivate::refSceneManager(obj: m_emissiveMap, mgr&: *sceneManager); |
| 992 | QQuick3DObjectPrivate::refSceneManager(obj: m_specularReflectionMap, mgr&: *sceneManager); |
| 993 | QQuick3DObjectPrivate::refSceneManager(obj: m_specularMap, mgr&: *sceneManager); |
| 994 | QQuick3DObjectPrivate::refSceneManager(obj: m_roughnessMap, mgr&: *sceneManager); |
| 995 | QQuick3DObjectPrivate::refSceneManager(obj: m_opacityMap, mgr&: *sceneManager); |
| 996 | QQuick3DObjectPrivate::refSceneManager(obj: m_bumpMap, mgr&: *sceneManager); |
| 997 | QQuick3DObjectPrivate::refSceneManager(obj: m_normalMap, mgr&: *sceneManager); |
| 998 | QQuick3DObjectPrivate::refSceneManager(obj: m_translucencyMap, mgr&: *sceneManager); |
| 999 | } else { |
| 1000 | QQuick3DObjectPrivate::derefSceneManager(obj: m_diffuseMap); |
| 1001 | QQuick3DObjectPrivate::derefSceneManager(obj: m_emissiveMap); |
| 1002 | QQuick3DObjectPrivate::derefSceneManager(obj: m_specularReflectionMap); |
| 1003 | QQuick3DObjectPrivate::derefSceneManager(obj: m_specularMap); |
| 1004 | QQuick3DObjectPrivate::derefSceneManager(obj: m_roughnessMap); |
| 1005 | QQuick3DObjectPrivate::derefSceneManager(obj: m_opacityMap); |
| 1006 | QQuick3DObjectPrivate::derefSceneManager(obj: m_bumpMap); |
| 1007 | QQuick3DObjectPrivate::derefSceneManager(obj: m_normalMap); |
| 1008 | QQuick3DObjectPrivate::derefSceneManager(obj: m_translucencyMap); |
| 1009 | } |
| 1010 | } |
| 1011 | |
| 1012 | void QQuick3DDefaultMaterial::markDirty(QQuick3DDefaultMaterial::DirtyType type) |
| 1013 | { |
| 1014 | if (!(m_dirtyAttributes & quint32(type))) { |
| 1015 | m_dirtyAttributes |= quint32(type); |
| 1016 | update(); |
| 1017 | } |
| 1018 | } |
| 1019 | |
| 1020 | QT_END_NAMESPACE |
| 1021 | |