Qt Quick 3D - Principled Material Example▲
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// Copyright (C) 2022 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import
QtQuick
import
QtQuick.Controls
import
QtQuick.Layouts
import
QtQuick3D
ScrollView
{
id
:
rootView
required property
Material targetMaterial
required property
Model linesModel
required property
Model pointsModel
property
bool
specularGlossyMode
:
false
ScrollBar.horizontal.policy
:
ScrollBar.AlwaysOff
width
:
availableWidth
ColumnLayout
{
width
:
rootView.availableWidth
MarkdownLabel {
text
:
"# Special Stuff
The content in this section
is as
titled \"Special\" because you should really
only use this stuff for
fairly specific reasons.
## Lighting Mode
The lighting mode property
defines how the material handles the shading of
lights. The default mode is *
Fragment Lighting*
which perform all light
shading
in the fragment shader porsion of the graphics pipeline. In this case
all both
image based lighting as
well as
any punctual lights are used to
shade the material.
The other case
*
No Lighting*
which ignores all light
sources in the scene and
the material is rendered without shading. This mode can be useful with models
that should not be shaded, for
example tools (gizmos) inside of a 3D
editor.
"
}
ComboBox
{
id
:
lightingComboBox
textRole
:
"text"
valueRole
:
"value"
implicitContentWidthPolicy
:
ComboBox.WidestText
onActivated
:
targetMaterial.lighting =
currentValue
Component.onCompleted
:
currentIndex
=
indexOfValue(targetMaterial.lighting)
model
:
[
{
value
:
PrincipledMaterial.NoLighting, text
:
"No Lighting"
}
,
{
value
:
PrincipledMaterial.FragmentLighting, text
:
"Fragment Lighting"
}
]
}
VerticalSectionSeparator {}
MarkdownLabel {
text
:
"## Non Triangle Primitive Sizes
Generally if
you use the Mesh file format baked by balsam, or the runtime
loader for
loading glTF2 scenes, the geometry primitive will be individual
triangles, so these properties
are not useful. However it is possible to
create your own mesh geometry where the primitive is instead either Points
or Lines, and in these cases it is possible to
change the size
of these
primitives when
rendered. These properties
will only have an affect on
a
material when
the geometry primitive is set
to
Line or Point respectively.
The behavior of these properties
will depend on
which graphics API the is
being used, and is possible that they will do
nothing at all."
}
Button
{
text
:
checked ? "Hide Wireframe Model"
:
"Show Wireframe Model"
checkable
:
true
checked
:
linesModel.visible
onClicked
: {
linesModel.
visible =
!
linesModel.
visible
}
}
RowLayout
{
Label
{
text
:
"Line Width ("
+
targetMaterial.lineWidth.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
25
value
:
targetMaterial.lineWidth
onValueChanged
:
targetMaterial.lineWidth =
value
}
}
Button
{
text
:
checked ? "Hide Point Cloud"
:
"Show Point Cloud"
checkable
:
true
checked
:
pointsModel.visible
onClicked
: {
pointsModel.
visible =
!
pointsModel.
visible
}
}
RowLayout
{
Label
{
text
:
"Point Size ("
+
targetMaterial.pointSize.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
25
value
:
targetMaterial.pointSize
onValueChanged
:
targetMaterial.pointSize =
value
}
}
ColumnLayout
{
width
:
rootView.availableWidth
visible
:
!
specularGlossyMode
VerticalSectionSeparator {}
MarkdownLabel {
text
:
"## Specular Overrides
If you are using this material for
Physically Based Rendering (PBR) then
these properties
should not be touched as
they are not energy conserving and
will make materials look less realistic. These exist for
adjusting the material
for
artistic or stylistic reasons."
}
MarkdownLabel {
text
:
"### Specular Amount
This Specular Amount property
controls the strength of specularity (highlights
and reflections) of a dielectric material (non-
metallic). Normally this should
be left at 1.0, but can be adjusted to
reduce the specularity. Adjusting this
property
will not affect reflections caused by Image
Based Lighting."
}
RowLayout
{
Label
{
text
:
"Specular Amount ("
+
targetMaterial.specularAmount.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
targetMaterial.specularAmount
onValueChanged
:
targetMaterial.specularAmount =
value
}
}
MarkdownLabel {
text
:
"### Specular Tint
The Specular Tint property
defines how much of the Base Color of the material
contributes to
specular reflections. This property
only has an affect with
dielectric materials (non-
metallic) as
metallic material's specular reflections
are already primarily tinted by the materials base
color. This property
allows
the Base Color to
also tint
the specular reflections for
dielectrics as
well for
artistic reasons."
}
RowLayout
{
Label
{
text
:
"Specular Tint ("
+
targetMaterial.specularTint.toFixed(2
) +
")"
Layout.fillWidth
:
true
}
Slider
{
from
:
0
to
:
1
value
:
targetMaterial.specularTint
onValueChanged
:
targetMaterial.specularTint =
value
}
}
MarkdownLabel {
text
:
"### Specular Map
The Specular Map property
defines color
(RGB) texture to
modulate the amount
and the color
of specularity across the surface of the material. These values
are multiplied by the Specular Amount property. This property
will only have
an affect if
the material is a dielectric (non-
metallic)."
}
TextureSourceControl {
defaultClearColor
:
"black"
defaultTexture
:
"maps/metallic/metallic.jpg"
onTargetTextureChanged
: {
targetMaterial.
specularMap =
targetTexture
}
}
MarkdownLabel {
text
:
"### Specular Reflection Map
The Specular Reflection Map property
is for
providing a static environment map
for
cheap reflection calculations. Unlike most properties
which take textures
in PrincipledMaterial, this property
requires the source
Texture to
use the
EnvironmentMap mapping mode to
look correct. In addition this means that the
source
image file should be an equirectangular projection. This is an alternative
to
using Imaged Based Lighting via
lightProbes to
get
static reflections."
}
TextureSourceControl {
defaultClearColor
:
"black"
defaultTexture
:
"maps/small_envmap.jpg"
envMapMode
:
true
onTargetTextureChanged
: {
targetMaterial.
specularReflectionMap =
targetTexture
}
}
}
}
}