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Material

Struct Material 

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#[non_exhaustive]
pub struct Material {
Show 14 fields pub base_colour: [f32; 3], pub ambient: f32, pub diffuse: f32, pub specular: f32, pub shininess: f32, pub metallic: f32, pub roughness: f32, pub texture_id: Option<u64>, pub normal_map_id: Option<u64>, pub ao_map_id: Option<u64>, pub use_pbr: bool, pub matcap_id: Option<MatcapId>, pub param_vis: Option<ParamVis>, pub backface_policy: BackfacePolicy,
}
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.

This struct is #[non_exhaustive]: construct via Material::default, Material::from_colour, or spread syntax (..Default::default()). This allows new fields to be added in future phases without breaking downstream code.

Fields (Non-exhaustive)§

This struct is marked as non-exhaustive
Non-exhaustive structs could have additional fields added in future. Therefore, non-exhaustive structs cannot be constructed in external crates using the traditional Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.
§base_colour: [f32; 3]

Base diffuse colour [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.

§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.

§matcap_id: Option<MatcapId>

Optional matcap texture identifier. When set, matcap shading replaces Blinn-Phong/PBR. Default None.

Obtain a MatcapId from [ViewportGpuResources::builtin_matcap_id] or [ViewportGpuResources::upload_matcap]. Blendable matcaps (alpha-channel) tint the result with base_colour; static matcaps override colour entirely.

§param_vis: Option<ParamVis>

UV parameterization visualization. When set, replaces albedo/lighting with a procedural pattern in UV space : useful for inspecting parameterization quality.

Requires UV coordinates on the mesh. Default None (standard shading).

§backface_policy: BackfacePolicy

Back-face rendering policy. Default BackfacePolicy::Cull (back faces hidden).

Use BackfacePolicy::Identical for single-sided geometry like planes and open surfaces. Use BackfacePolicy::DifferentColour to highlight back faces in a distinct colour : helpful for diagnosing mesh orientation errors.

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impl Material

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pub fn is_two_sided(&self) -> bool

Returns true if the backface policy makes back faces visible.

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pub fn from_colour(colour: [f32; 3]) -> Self

Construct from a plain colour, all other parameters at their defaults.

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pub fn pbr(base_colour: [f32; 3], metallic: f32, roughness: f32) -> Self

Construct a Cook-Torrance PBR material.

  • metallic: 0.0 = dielectric, 1.0 = full metal
  • roughness: 0.0 = mirror, 1.0 = fully rough

All other parameters take their defaults. Enable post-processing (PostProcessSettings::enabled = true) for correct HDR tone mapping.

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<'de> Deserialize<'de> for Material

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl PartialEq for Material

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fn eq(&self, other: &Material) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Serialize for Material

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl Copy for Material

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impl StructuralPartialEq for Material

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