1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319
|
// Copyright (C) 2023 The Qt Company Ltd.
// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
import QtQuick
import QtQuick.Controls
import QtQuick.Layouts
import QtQuick3D
// qmllint disable missing-property
// Disabling missing-property because the targetMaterial property
// will either be a PrincipaledMaterial or SpecularGlossyMaterial
// but the shared properties are not part of the common base class
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: rootView.targetMaterial.lighting = currentValue
Component.onCompleted: currentIndex = indexOfValue(rootView.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: rootView.linesModel.visible
onClicked: {
rootView.linesModel.visible = !rootView.linesModel.visible
}
}
RowLayout {
Label {
text: "Line Width (" + rootView.targetMaterial.lineWidth.toFixed(2) + ")"
Layout.fillWidth: true
}
Slider {
from: 0
to: 25
value: rootView.targetMaterial.lineWidth
onValueChanged: rootView.targetMaterial.lineWidth = value
}
}
Button {
text: checked ? "Hide Point Cloud" : "Show Point Cloud"
checkable: true
checked: rootView.pointsModel.visible
onClicked: {
rootView.pointsModel.visible = !rootView.pointsModel.visible
}
}
RowLayout {
Label {
text: "Point Size (" + rootView.targetMaterial.pointSize.toFixed(2) + ")"
Layout.fillWidth: true
}
Slider {
from: 0
to: 25
value: rootView.targetMaterial.pointSize
onValueChanged: rootView.targetMaterial.pointSize = value
}
}
ColumnLayout {
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 {
visible: !rootView.specularGlossyMode
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 {
visible: !rootView.specularGlossyMode
Label {
text: "Specular Amount (" + rootView.targetMaterial.specularAmount.toFixed(2) + ")"
Layout.fillWidth: true
}
Slider {
from: 0
to: 1
value: rootView.targetMaterial.specularAmount
onValueChanged: rootView.targetMaterial.specularAmount = value
}
}
MarkdownLabel {
text: `### Fresnel Power
This property decreases head-on reflections (looking directly at the
surface) while maintaining reflections seen at grazing angles.`
}
RowLayout {
Label {
text: "Fresnel Power (" + (rootView.targetMaterial.fresnelPower !== undefined ? rootView.targetMaterial.fresnelPower.toFixed(2) : 5.0) + ")"
Layout.fillWidth: true
}
Slider {
from: 0.0
to: 10.0
value: (rootView.targetMaterial.fresnelPower !== undefined ? rootView.targetMaterial.fresnelPower : 5.0)
onValueChanged: rootView.targetMaterial.fresnelPower = value
}
}
MarkdownLabel {
text: `## Enable Fresnel ScaleBias
The material will take Fresnel Scale and Fresnel Bias into account.`
}
RowLayout {
Label {
text: "Enable fresnel ScaleBias"
}
Switch {
checked: rootView.targetMaterial.fresnelScaleBiasEnabled
onCheckedChanged: {
fresnelScaleLabel.enabled = checked
fresnelScale.enabled = checked
fresnelBiasLabel.enabled = checked
fresnelBias.enabled = checked
rootView.targetMaterial.fresnelScaleBiasEnabled = checked
}
}
}
MarkdownLabel {
id: fresnelScaleLabel
enabled: false
text: `### Fresnel Scale
This property scale head-on reflections (looking directly at the
surface) while maintaining reflections seen at grazing angles.`
}
RowLayout {
id: fresnelScale
enabled: false
Label {
text: "Fresnel scale (" + (rootView.targetMaterial.fresnelScale !== undefined ? rootView.targetMaterial.fresnelScale.toFixed(2) : 1.0) + ")"
Layout.fillWidth: true
}
Slider {
from: 0.0
to: 10.0
value: (rootView.targetMaterial.fresnelScale !== undefined ? rootView.targetMaterial.fresnelScale : 1.0)
onValueChanged: rootView.targetMaterial.fresnelScale = value
}
}
MarkdownLabel {
id: fresnelBiasLabel
enabled: false
text: `### Fresnel Bias
This property push forward head-on reflections (looking directly at the
surface) while maintaining reflections seen at grazing angles.`
}
RowLayout {
id: fresnelBias
enabled: false
Label {
text: "Fresnel Bias (" + (rootView.targetMaterial.fresnelBias !== undefined ? rootView.targetMaterial.fresnelBias.toFixed(2) : 0.0) + ")"
Layout.fillWidth: true
}
Slider {
from: -1.0
to: 1.0
value: (rootView.targetMaterial.fresnelBias !== undefined ? rootView.targetMaterial.fresnelBias : 0.0)
onValueChanged: rootView.targetMaterial.fresnelBias = value
}
}
MarkdownLabel {
visible: !rootView.specularGlossyMode
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 {
visible: !rootView.specularGlossyMode
Label {
text: "Specular Tint (" + rootView.targetMaterial.specularTint.toFixed(2) + ")"
Layout.fillWidth: true
}
Slider {
from: 0
to: 1
value: rootView.targetMaterial.specularTint
onValueChanged: rootView.targetMaterial.specularTint = value
}
}
MarkdownLabel {
visible: !rootView.specularGlossyMode
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).`
}
RowLayout {
visible: !rootView.specularGlossyMode
Label {
text: "Enable specular single channel Map
The material will use the single value of the specularChannel from
the specularMap as RGB value."
}
Switch {
checked: rootView.targetMaterial.specularSingleChannelEnabled
onCheckedChanged: {
rootView.targetMaterial.specularSingleChannelEnabled = checked
}
}
}
ComboBox {
visible: !rootView.specularGlossyMode
enabled: rootView.targetMaterial.specularSingleChannelEnabled
textRole: "text"
valueRole: "value"
implicitContentWidthPolicy: ComboBox.WidestText
onActivated: rootView.targetMaterial.specularChannel = currentValue
Component.onCompleted: currentIndex = indexOfValue(rootView.targetMaterial.specularChannel)
model: [
{ value: PrincipledMaterial.R, text: "Red Channel"},
{ value: PrincipledMaterial.G, text: "Green Channel"},
{ value: PrincipledMaterial.B, text: "Blue Channel"},
{ value: PrincipledMaterial.A, text: "Alpha Channel"}
]
}
TextureSourceControl {
visible: !rootView.specularGlossyMode
defaultClearColor: "black"
defaultTexture: "maps/metallic/metallic.jpg"
onTargetTextureChanged: {
rootView.targetMaterial.specularMap = targetTexture
}
}
MarkdownLabel {
visible: !rootView.specularGlossyMode
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 {
visible: !rootView.specularGlossyMode
defaultClearColor: "black"
defaultTexture: "maps/small_envmap.jpg"
envMapMode: true
onTargetTextureChanged: {
rootView.targetMaterial.specularReflectionMap = targetTexture
}
}
}
}
}
// qmllint enable missing-property
|