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Material

Struct Material 

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pub struct Material {
    pub base_color: [f32; 3],
    pub ambient: f32,
    pub diffuse: f32,
    pub specular: f32,
    pub shininess: f32,
    pub metallic: f32,
    pub roughness: f32,
    pub opacity: f32,
    pub texture_id: Option<u64>,
    pub normal_map_id: Option<u64>,
    pub ao_map_id: Option<u64>,
    pub use_pbr: bool,
}
Expand description

Per-object material properties for Blinn-Phong and PBR shading.

Materials carry all shading parameters that were previously global in LightingSettings. Each SceneRenderItem now has its own Material, enabling per-object visual distinction.

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§base_color: [f32; 3]

Base diffuse color [r, g, b] in linear 0..1 range. Default [0.7, 0.7, 0.7].

§ambient: f32

Ambient light coefficient. Default 0.15.

§diffuse: f32

Diffuse light coefficient. Default 0.75.

§specular: f32

Specular highlight coefficient. Default 0.4.

§shininess: f32

Specular shininess exponent. Default 32.0.

§metallic: f32

Metallic factor for PBR Cook-Torrance shading. 0=dielectric, 1=metal. Default 0.0.

§roughness: f32

Roughness factor for PBR microfacet distribution. 0=mirror, 1=fully rough. Default 0.5.

§opacity: f32

Opacity (1.0 = fully opaque, 0.0 = fully transparent). Default 1.0.

§texture_id: Option<u64>

Optional albedo texture identifier. None = no texture applied. Default None.

§normal_map_id: Option<u64>

Optional normal map texture identifier. None = no normal mapping. Default None.

The normal map must be in tangent-space with XY encoded as RG (0..1 → -1..+1). Requires UVs and tangents on the mesh for correct TBN construction.

§ao_map_id: Option<u64>

Optional ambient occlusion map texture identifier. None = no AO map. Default None.

The AO map R channel encodes cavity factor (0=fully occluded, 1=fully lit). Applied multiplicatively to ambient and diffuse terms.

§use_pbr: bool

Use Cook-Torrance PBR shading instead of Blinn-Phong. Default false.

When true, metallic and roughness drive the GGX BRDF. PBR outputs linear HDR values; enable post_process.enabled for correct tone mapping.

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impl Material

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pub fn from_color(color: [f32; 3]) -> Self

Reproduce pre-Phase-2 appearance from a plain color.

All other material parameters take their defaults, preserving the previous Blinn-Phong shading for objects that only had a color override.

Trait Implementations§

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impl Clone for Material

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fn clone(&self) -> Material

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Material

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Material

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl Copy for Material

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