viewport_lib/scene/material.rs
1/// Per-item render settings: visibility, appearance overrides, pick identity, and selection state.
2///
3/// Replaces the former `AppearanceSettings` struct and absorbs the `pick_id` and `selected`
4/// fields that previously appeared at the top level of each item type.
5///
6/// Always use `Default::default()` as the base, then set individual fields:
7///
8/// ```rust
9/// # use viewport_lib::ItemSettings;
10/// let mut s = ItemSettings::default();
11/// s.hidden = true;
12/// ```
13#[non_exhaustive]
14#[derive(Debug, Clone, Copy, PartialEq)]
15#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
16pub struct ItemSettings {
17 /// Hide the object entirely. Default `false`.
18 pub hidden: bool,
19 /// Skip all lighting calculations and output raw colour. Default `false`.
20 pub unlit: bool,
21 /// Global opacity multiplier. 1.0 = fully opaque, 0.0 = fully transparent. Default 1.0.
22 pub opacity: f32,
23 /// Render as wireframe regardless of the global wireframe flag. Default `false`. Extended conceptually to non-mesh
24 /// objects to render their sub-objects as meshes, e.g., a VolumeItem has its voxels as wireframe boxes.
25 pub wireframe: bool,
26 /// GPU pick identifier. `PickId::NONE` = not pickable. Default `PickId::NONE`.
27 pub pick_id: crate::renderer::PickId,
28 /// Whether the item is currently selected. Default `false`.
29 pub selected: bool,
30 /// Whether this item casts shadows in the shadow map pass. Default `true`.
31 ///
32 /// Set to `false` for items that should be visible but should not contribute
33 /// to the shadow map (HUD-style overlays, debug helpers, light source
34 /// indicators). Honoured by mesh-family items; non-mesh items currently do
35 /// not participate in the shadow pass and treat this flag as a no-op.
36 pub cast_shadows: bool,
37 /// Whether this item samples the shadow map when shaded. Default `true`.
38 ///
39 /// Set to `false` to render the item as if no shadow caster occludes it.
40 /// Useful for items that should remain fully lit regardless of the scene's
41 /// shadow casters (debug visualisations, glowing markers). Honoured by
42 /// mesh-family items; non-mesh items currently do not sample shadow maps and
43 /// treat this flag as a no-op.
44 pub receive_shadows: bool,
45}
46
47impl Default for ItemSettings {
48 fn default() -> Self {
49 Self {
50 hidden: false,
51 unlit: false,
52 opacity: 1.0,
53 wireframe: false,
54 pick_id: crate::renderer::PickId::NONE,
55 selected: false,
56 cast_shadows: true,
57 receive_shadows: true,
58 }
59 }
60}
61
62/// Lit shading model selected by a [`Material`].
63///
64/// The variants are mutually exclusive: a material picks one path. The `unlit`
65/// per-item bypass on [`ItemSettings`] is checked independently and takes
66/// precedence over the shading model.
67///
68/// New shading models (Toon, SSS, Gooch, ...) are added here in future phases
69/// of `docs/plans/shading-models-plan.md`. The glTF PBR extensions (clearcoat,
70/// sheen, anisotropy, iridescence) layer on top of `Pbr` as separate fields on
71/// `Material` rather than as variants here.
72#[derive(Debug, Clone, Copy, PartialEq, Eq)]
73#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
74pub enum ShadingModel {
75 /// Blinn-Phong lit shading using `ambient` / `diffuse` / `specular` / `shininess`.
76 Phong,
77 /// Cook-Torrance GGX physically based shading driven by `metallic` and `roughness`.
78 Pbr,
79 /// Matcap lookup. Replaces the lit path with a captured-lighting texture.
80 /// Blendable matcaps tint with `base_colour`; static matcaps override colour entirely.
81 Matcap(crate::resources::MatcapId),
82 /// Flat (faceted) shading: the per-vertex normal is discarded and a
83 /// geometric normal is recomputed per-fragment from screen-space
84 /// derivatives of world position. Produces visible polygon edges on
85 /// triangulated meshes without changing the lighting block; everything
86 /// else (hemisphere ambient, scene lights, shadows, AO, alpha mode)
87 /// runs as it does for [`Phong`].
88 ///
89 /// Edges appear at the triangulation level, not at logical-face
90 /// boundaries. A quad authored as two triangles shows both; a CAD
91 /// surface tessellated finely shows the tessellation.
92 Flat,
93}
94
95impl Default for ShadingModel {
96 fn default() -> Self {
97 Self::Phong
98 }
99}
100
101/// Procedural UV visualization mode for parameterization inspection.
102///
103/// When set on a [`Material`], the mesh fragment shader ignores the albedo texture and
104/// renders a procedural pattern driven by the mesh UV coordinates instead. Useful for
105/// inspecting UV distortion, seams, and parameterization quality without needing a texture.
106///
107/// Requires the mesh to have UV coordinates. Has no effect if the mesh lacks UVs.
108#[derive(Debug, Clone, Copy, PartialEq, Eq)]
109#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
110pub enum ParamVisMode {
111 /// Alternating black/white squares tiled in UV space.
112 Checker = 1,
113 /// Thin grid lines at UV integer boundaries.
114 Grid = 2,
115 /// Polar checkerboard centred at UV (0.5, 0.5) : reveals rotational consistency.
116 LocalChecker = 3,
117 /// Concentric rings centred at UV (0.5, 0.5) : reveals radial distortion.
118 LocalRadial = 4,
119}
120
121/// UV parameterization visualization settings.
122///
123/// Attach to [`Material::param_vis`] to enable procedural UV pattern rendering.
124/// The `scale` controls tile frequency : higher values produce more, smaller tiles.
125#[derive(Debug, Clone, Copy, PartialEq)]
126#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
127pub struct ParamVis {
128 /// Which procedural pattern to render.
129 pub mode: ParamVisMode,
130 /// Tile frequency multiplier. Default 8.0 : produces 8 checker squares per UV unit.
131 pub scale: f32,
132}
133
134impl Default for ParamVis {
135 fn default() -> Self {
136 Self {
137 mode: ParamVisMode::Checker,
138 scale: 8.0,
139 }
140 }
141}
142
143/// Procedural pattern for back-face rendering.
144///
145/// Used with [`PatternConfig`] to select which procedural pattern is drawn on back faces.
146#[derive(Debug, Clone, Copy, PartialEq, Eq)]
147#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
148pub enum BackfacePattern {
149 /// Alternating squares in world XY.
150 Checker = 0,
151 /// Diagonal lines (45 degrees).
152 Hatching = 1,
153 /// Two sets of diagonal lines (45 and 135 degrees).
154 Crosshatch = 2,
155 /// Horizontal stripes.
156 Stripes = 3,
157}
158
159/// Configuration for procedural back-face patterns.
160///
161/// Used with [`BackfacePolicy::Pattern`]. The `scale` controls how many pattern cells
162/// fit across the object's longest bounding-box dimension, so the pattern always looks
163/// proportional regardless of the mesh's physical size.
164///
165/// Prefer using `..Default::default()` when constructing so that future fields
166/// added to this struct do not require changes at every call site:
167///
168/// ```rust
169/// # use viewport_lib::{PatternConfig, BackfacePattern};
170/// let cfg = PatternConfig {
171/// pattern: BackfacePattern::Hatching,
172/// colour: [1.0, 0.5, 0.0],
173/// ..Default::default()
174/// };
175/// ```
176#[derive(Debug, Clone, Copy, PartialEq)]
177#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
178pub struct PatternConfig {
179 /// Which procedural pattern to draw on back faces.
180 pub pattern: BackfacePattern,
181 /// RGB foreground colour for the pattern (linear 0..1).
182 pub colour: [f32; 3],
183 /// Number of pattern cells across the object's longest bounding-box dimension.
184 ///
185 /// Default 20.0. Increase for finer detail, decrease for coarser.
186 pub scale: f32,
187}
188
189impl Default for PatternConfig {
190 fn default() -> Self {
191 Self {
192 pattern: BackfacePattern::Checker,
193 colour: [1.0, 0.5, 0.0],
194 scale: 20.0,
195 }
196 }
197}
198
199/// Controls how back faces of a mesh are rendered.
200///
201/// Use [`BackfacePolicy::Cull`] (the default) to hide back faces, [`BackfacePolicy::Identical`]
202/// to show them with the same shading as front faces, or [`BackfacePolicy::DifferentColour`]
203/// to shade back faces in a distinct colour : useful for spotting mesh orientation errors or
204/// highlighting the interior of open surfaces.
205#[derive(Debug, Clone, Copy, PartialEq)]
206#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
207pub enum BackfacePolicy {
208 /// Back faces are culled (invisible). Default.
209 Cull,
210 /// Back faces are visible and shaded identically to front faces.
211 Identical,
212 /// Back faces are visible and shaded in the given RGB colour (linear 0..1).
213 ///
214 /// Front faces receive normal shading; back faces receive Blinn-Phong shading
215 /// with the supplied colour and the same ambient/diffuse/specular coefficients.
216 /// The normal is flipped so lighting is computed from the back-face perspective.
217 DifferentColour([f32; 3]),
218 /// Back faces are visible and tinted darker by the given factor (0.0..1.0).
219 ///
220 /// The base colour is multiplied by `(1.0 - factor)`, so `Tint(0.3)` means
221 /// back faces are 30% darker. The normal is flipped for correct lighting.
222 Tint(f32),
223 /// Back faces are rendered with a procedural pattern scaled to the object's size.
224 ///
225 /// The pattern density is relative to the object's world-space bounding box, so
226 /// the appearance stays consistent across meshes of different physical sizes.
227 /// The normal is flipped for correct lighting.
228 Pattern(PatternConfig),
229}
230
231impl Default for BackfacePolicy {
232 fn default() -> Self {
233 BackfacePolicy::Cull
234 }
235}
236
237/// Alpha blending mode for a material, matching the glTF `alphaMode` field.
238///
239/// Controls how the fragment alpha value is interpreted by the renderer.
240#[derive(Debug, Clone, Copy, PartialEq)]
241#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
242pub enum AlphaMode {
243 /// Alpha is ignored; the surface is always fully opaque. Default.
244 Opaque,
245 /// Fragments with alpha below the cutoff are discarded; others are fully opaque.
246 /// The f32 value is the cutoff threshold in [0, 1].
247 Mask(f32),
248 /// Standard alpha blending through the OIT pass.
249 Blend,
250}
251
252impl Default for AlphaMode {
253 fn default() -> Self {
254 AlphaMode::Opaque
255 }
256}
257
258/// Per-object material properties for Blinn-Phong and PBR shading.
259///
260/// Materials carry all shading parameters that were previously global in `LightingSettings`.
261/// Each `SceneRenderItem` now has its own `Material`, enabling per-object visual distinction.
262///
263/// This struct is `#[non_exhaustive]`: construct via [`Material::default`],
264/// [`Material::from_colour`], or spread syntax (`..Default::default()`). This allows new
265/// fields to be added in future phases without breaking downstream code.
266#[non_exhaustive]
267#[derive(Debug, Clone, Copy, PartialEq)]
268#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
269pub struct Material {
270 /// Base diffuse colour [r, g, b] in linear 0..1 range. Default [0.7, 0.7, 0.7].
271 pub base_colour: [f32; 3],
272 /// Ambient light coefficient. Default 0.15.
273 pub ambient: f32,
274 /// Diffuse light coefficient. Default 0.75.
275 pub diffuse: f32,
276 /// Specular highlight coefficient. Default 0.4.
277 pub specular: f32,
278 /// Specular shininess exponent. Default 32.0.
279 pub shininess: f32,
280 /// Metallic factor for PBR Cook-Torrance shading. 0=dielectric, 1=metal. Default 0.0.
281 pub metallic: f32,
282 /// Roughness factor for PBR microfacet distribution. 0=mirror, 1=fully rough. Default 0.5.
283 pub roughness: f32,
284 /// Optional albedo texture identifier. None = no texture applied. Default None.
285 pub texture_id: Option<u64>,
286 /// Optional normal map texture identifier. None = no normal mapping. Default None.
287 ///
288 /// The normal map must be in tangent-space with XY encoded as RG (0..1 -> -1..+1).
289 /// Requires UVs and tangents on the mesh for correct TBN construction.
290 pub normal_map_id: Option<u64>,
291 /// Optional ambient occlusion map texture identifier. None = no AO map. Default None.
292 ///
293 /// The AO map R channel encodes cavity factor (0=fully occluded, 1=fully lit).
294 /// Applied multiplicatively to ambient and diffuse terms.
295 pub ao_map_id: Option<u64>,
296 /// Optional combined metallic-roughness texture (ORM layout). Default None.
297 ///
298 /// Matches the glTF `metallicRoughnessTexture`: G channel encodes roughness,
299 /// B channel encodes metallic. Each channel is multiplied by the corresponding
300 /// scalar factor (`roughness`, `metallic`). Only sampled when the material's
301 /// `shading_model` is `ShadingModel::Pbr`.
302 pub metallic_roughness_texture_id: Option<u64>,
303 /// Self-illumination colour added after lighting. Default [0.0, 0.0, 0.0].
304 ///
305 /// Matches glTF `emissiveFactor`. Applied to both Blinn-Phong and PBR paths.
306 /// When `emissive_texture_id` is set, this value is multiplied by the texture sample.
307 pub emissive: [f32; 3],
308 /// Optional emissive texture identifier. Default None.
309 ///
310 /// Matches glTF `emissiveTexture`. Sampled and multiplied by `emissive`.
311 pub emissive_texture_id: Option<u64>,
312 /// Alpha handling mode. Default [`AlphaMode::Opaque`].
313 ///
314 /// `Mask(cutoff)` discards fragments below the cutoff using the alpha channel.
315 /// `Blend` routes the mesh through the OIT transparent pass.
316 pub alpha_mode: AlphaMode,
317 /// Which lit shading model evaluates this surface. Default [`ShadingModel::Phong`].
318 ///
319 /// `Phong` uses Blinn-Phong; `Pbr` uses Cook-Torrance GGX driven by `metallic`
320 /// and `roughness`; `Matcap(id)` replaces the lit path with a matcap texture
321 /// lookup. The `unlit` per-item bypass on [`ItemSettings`] is checked
322 /// independently and takes precedence over any value here.
323 pub shading_model: ShadingModel,
324 /// UV parameterization visualization. When set, replaces albedo/lighting with a
325 /// procedural pattern in UV space : useful for inspecting parameterization quality.
326 ///
327 /// Requires UV coordinates on the mesh. Default None (standard shading).
328 pub param_vis: Option<ParamVis>,
329 /// Back-face rendering policy. Default [`BackfacePolicy::Cull`] (back faces hidden).
330 ///
331 /// Use [`BackfacePolicy::Identical`] for single-sided geometry like planes and open
332 /// surfaces. Use [`BackfacePolicy::DifferentColour`] to highlight back faces in a
333 /// distinct colour : helpful for diagnosing mesh orientation errors.
334 pub backface_policy: BackfacePolicy,
335 /// Per-material UV offset applied to all texture samples (albedo, normal,
336 /// AO, metallic-roughness, emissive). Default `[0.0, 0.0]`.
337 ///
338 /// Sampled as `uv = mesh_uv * uv_scale + uv_offset` in the fragment shader.
339 /// Lets one mesh be shared between multiple atlas-region materials without
340 /// duplicating vertex buffers : an asset pack with a single tree atlas can
341 /// pick the trunk or leaves region per material instance.
342 pub uv_offset: [f32; 2],
343 /// Per-material UV scale. Default `[1.0, 1.0]`.
344 ///
345 /// See [`uv_offset`](Self::uv_offset) for the full sampling formula.
346 pub uv_scale: [f32; 2],
347}
348
349impl Default for Material {
350 fn default() -> Self {
351 Self {
352 base_colour: [0.7, 0.7, 0.7],
353 ambient: 0.15,
354 diffuse: 0.75,
355 specular: 0.4,
356 shininess: 32.0,
357 metallic: 0.0,
358 roughness: 0.5,
359 texture_id: None,
360 normal_map_id: None,
361 ao_map_id: None,
362 metallic_roughness_texture_id: None,
363 emissive: [0.0, 0.0, 0.0],
364 emissive_texture_id: None,
365 alpha_mode: AlphaMode::Opaque,
366 shading_model: ShadingModel::Phong,
367 param_vis: None,
368 backface_policy: BackfacePolicy::Cull,
369 uv_offset: [0.0, 0.0],
370 uv_scale: [1.0, 1.0],
371 }
372 }
373}
374
375impl Material {
376 /// Returns `true` if the backface policy makes back faces visible.
377 pub fn is_two_sided(&self) -> bool {
378 !matches!(self.backface_policy, BackfacePolicy::Cull)
379 }
380
381 /// Returns `true` if this material uses alpha blending and should go through the OIT pass.
382 pub fn is_blend(&self) -> bool {
383 matches!(self.alpha_mode, AlphaMode::Blend)
384 }
385
386 /// Construct from a plain colour, all other parameters at their defaults.
387 pub fn from_colour(colour: [f32; 3]) -> Self {
388 Self {
389 base_colour: colour,
390 ..Default::default()
391 }
392 }
393
394 /// Construct a Cook-Torrance PBR material.
395 ///
396 /// - `metallic`: 0.0 = dielectric, 1.0 = full metal
397 /// - `roughness`: 0.0 = mirror, 1.0 = fully rough
398 ///
399 /// All other parameters take their defaults. Enable post-processing
400 /// (`PostProcessSettings::enabled = true`) for correct HDR tone mapping.
401 pub fn pbr(base_colour: [f32; 3], metallic: f32, roughness: f32) -> Self {
402 Self {
403 base_colour,
404 shading_model: ShadingModel::Pbr,
405 metallic,
406 roughness,
407 ..Default::default()
408 }
409 }
410
411 /// Returns `true` when the material's shading model is Cook-Torrance PBR.
412 pub fn is_pbr(&self) -> bool {
413 matches!(self.shading_model, ShadingModel::Pbr)
414 }
415
416 /// Returns `true` when the material's shading model is flat / faceted.
417 pub fn is_flat(&self) -> bool {
418 matches!(self.shading_model, ShadingModel::Flat)
419 }
420
421 /// Construct a flat (faceted) material with the given base colour. The
422 /// per-vertex normal is replaced at the fragment stage by a geometric
423 /// normal recovered from screen-space derivatives, so polygon edges
424 /// remain visible on otherwise smooth meshes. Everything else takes
425 /// material defaults.
426 pub fn flat(base_colour: [f32; 3]) -> Self {
427 Self {
428 base_colour,
429 shading_model: ShadingModel::Flat,
430 ..Default::default()
431 }
432 }
433
434 /// Returns the matcap id when the material uses a matcap shading model.
435 pub fn matcap_id(&self) -> Option<crate::resources::MatcapId> {
436 match self.shading_model {
437 ShadingModel::Matcap(id) => Some(id),
438 _ => None,
439 }
440 }
441
442 /// Alias for [`Material::from_colour`].
443 ///
444 /// Returns a material with the given base colour and all other fields at defaults.
445 /// "solid" is a more familiar name in some graphics contexts; both names are kept
446 /// so existing `from_colour` call sites do not need updating.
447 pub fn solid(colour: [f32; 3]) -> Self {
448 Self::from_colour(colour)
449 }
450
451 /// Returns a material with only `texture_id` set; all other fields take defaults.
452 ///
453 /// Useful when the mesh already carries a UV layout and the only requirement is
454 /// to apply a texture. Base colour, lighting model, and all other fields stay at
455 /// their default values.
456 pub fn textured(texture_id: u64) -> Self {
457 Self {
458 texture_id: Some(texture_id),
459 ..Default::default()
460 }
461 }
462
463 /// PBR constructor that also sets a baked ambient-occlusion texture.
464 ///
465 /// - `base_colour`: RGB albedo in linear 0..1
466 /// - `metallic`: 0.0 = dielectric, 1.0 = full metal
467 /// - `roughness`: 0.0 = mirror, 1.0 = fully rough
468 /// - `ao_map`: baked AO texture id, or `None` to disable AO
469 ///
470 /// Sets `shading_model = ShadingModel::Pbr`. All other fields take defaults.
471 /// Use [`Material::pbr`] when no AO map is needed.
472 pub fn pbr_with_ao(
473 base_colour: [f32; 3],
474 metallic: f32,
475 roughness: f32,
476 ao_map: Option<u64>,
477 ) -> Self {
478 Self {
479 base_colour,
480 shading_model: ShadingModel::Pbr,
481 metallic,
482 roughness,
483 ao_map_id: ao_map,
484 ..Default::default()
485 }
486 }
487}
488
489#[cfg(test)]
490mod tests {
491 use super::*;
492
493 #[test]
494 fn item_settings_defaults() {
495 let a = ItemSettings::default();
496 assert!(!a.hidden);
497 assert!(!a.unlit);
498 assert!((a.opacity - 1.0).abs() < 1e-6);
499 assert!(!a.wireframe);
500 assert!(!a.selected);
501 }
502
503 #[test]
504 fn item_settings_spread_syntax() {
505 let a = ItemSettings {
506 unlit: true,
507 ..Default::default()
508 };
509 assert!(a.unlit);
510 assert!(!a.hidden);
511 assert!((a.opacity - 1.0).abs() < 1e-6);
512 }
513
514 #[test]
515 fn flat_constructor_and_helpers() {
516 let m = Material::flat([0.4, 0.5, 0.6]);
517 assert!(m.is_flat());
518 assert!(!m.is_pbr());
519 assert!(m.matcap_id().is_none());
520 assert!(matches!(m.shading_model, ShadingModel::Flat));
521 assert_eq!(m.base_colour, [0.4, 0.5, 0.6]);
522
523 let p = Material::default();
524 assert!(!p.is_flat());
525 }
526
527 #[test]
528 fn default_values() {
529 let m = Material::default();
530 assert!((m.base_colour[0] - 0.7).abs() < 1e-6);
531 assert!((m.ambient - 0.15).abs() < 1e-6);
532 assert!((m.diffuse - 0.75).abs() < 1e-6);
533 assert!(!m.is_pbr());
534 assert!(m.texture_id.is_none());
535 assert!(m.normal_map_id.is_none());
536 assert!(m.ao_map_id.is_none());
537 assert!(m.matcap_id().is_none());
538 assert!(m.param_vis.is_none());
539 }
540
541 #[test]
542 fn from_colour_sets_base_colour() {
543 let m = Material::from_colour([1.0, 0.0, 0.5]);
544 assert!((m.base_colour[0] - 1.0).abs() < 1e-6);
545 assert!((m.base_colour[1]).abs() < 1e-6);
546 assert!((m.base_colour[2] - 0.5).abs() < 1e-6);
547 // Other fields should be defaults
548 assert!((m.ambient - 0.15).abs() < 1e-6);
549 }
550
551 #[test]
552 fn pbr_constructor() {
553 let m = Material::pbr([0.8, 0.2, 0.1], 0.9, 0.3);
554 assert!(m.is_pbr());
555 assert!((m.metallic - 0.9).abs() < 1e-6);
556 assert!((m.roughness - 0.3).abs() < 1e-6);
557 assert!((m.base_colour[0] - 0.8).abs() < 1e-6);
558 }
559
560 #[test]
561 fn is_two_sided_cull() {
562 let m = Material::default();
563 assert!(!m.is_two_sided());
564 }
565
566 #[test]
567 fn is_two_sided_identical() {
568 let m = Material {
569 backface_policy: BackfacePolicy::Identical,
570 ..Default::default()
571 };
572 assert!(m.is_two_sided());
573 }
574
575 #[test]
576 fn is_two_sided_different_colour() {
577 let m = Material {
578 backface_policy: BackfacePolicy::DifferentColour([1.0, 0.0, 0.0]),
579 ..Default::default()
580 };
581 assert!(m.is_two_sided());
582 }
583
584 #[test]
585 fn is_two_sided_tint() {
586 let m = Material {
587 backface_policy: BackfacePolicy::Tint(0.3),
588 ..Default::default()
589 };
590 assert!(m.is_two_sided());
591 }
592
593 #[test]
594 fn is_two_sided_pattern() {
595 let m = Material {
596 backface_policy: BackfacePolicy::Pattern(PatternConfig {
597 pattern: BackfacePattern::Hatching,
598 colour: [0.5, 0.5, 0.5],
599 ..Default::default()
600 }),
601 ..Default::default()
602 };
603 assert!(m.is_two_sided());
604 }
605
606 #[test]
607 fn param_vis_default() {
608 let pv = ParamVis::default();
609 assert_eq!(pv.mode, ParamVisMode::Checker);
610 assert!((pv.scale - 8.0).abs() < 1e-6);
611 }
612
613 #[test]
614 fn solid_delegates_to_from_colour() {
615 let colour = [1.0_f32, 0.0, 0.5];
616 let a = Material::solid(colour);
617 let b = Material::from_colour(colour);
618 assert!((a.base_colour[0] - b.base_colour[0]).abs() < 1e-6);
619 assert!((a.base_colour[1] - b.base_colour[1]).abs() < 1e-6);
620 assert!((a.base_colour[2] - b.base_colour[2]).abs() < 1e-6);
621 assert_eq!(a.is_pbr(), b.is_pbr());
622 assert_eq!(a.texture_id, b.texture_id);
623 assert_eq!(a.ao_map_id, b.ao_map_id);
624 assert!((a.ambient - b.ambient).abs() < 1e-6);
625 }
626
627 #[test]
628 fn textured_sets_texture_id() {
629 let m = Material::textured(42);
630 assert_eq!(m.texture_id, Some(42));
631 let def = Material::default();
632 assert!((m.base_colour[0] - def.base_colour[0]).abs() < 1e-6);
633 assert!(!m.is_pbr());
634 }
635
636 #[test]
637 fn pbr_with_ao_sets_fields() {
638 let m = Material::pbr_with_ao([0.8, 0.2, 0.1], 0.9, 0.3, Some(7));
639 assert!(m.is_pbr());
640 assert!((m.metallic - 0.9).abs() < 1e-6);
641 assert!((m.roughness - 0.3).abs() < 1e-6);
642 assert_eq!(m.ao_map_id, Some(7));
643 assert!((m.base_colour[0] - 0.8).abs() < 1e-6);
644 }
645
646 #[test]
647 fn pbr_with_ao_accepts_none() {
648 let m = Material::pbr_with_ao([0.5; 3], 0.0, 1.0, None);
649 assert_eq!(m.ao_map_id, None);
650 }
651}