viewport_lib/scene/material.rs
1/// Per-object material properties for Blinn-Phong and PBR shading.
2///
3/// Materials carry all shading parameters that were previously global in `LightingSettings`.
4/// Each `SceneRenderItem` now has its own `Material`, enabling per-object visual distinction.
5#[derive(Debug, Clone, Copy)]
6pub struct Material {
7 /// Base diffuse color [r, g, b] in linear 0..1 range. Default [0.7, 0.7, 0.7].
8 pub base_color: [f32; 3],
9 /// Ambient light coefficient. Default 0.15.
10 pub ambient: f32,
11 /// Diffuse light coefficient. Default 0.75.
12 pub diffuse: f32,
13 /// Specular highlight coefficient. Default 0.4.
14 pub specular: f32,
15 /// Specular shininess exponent. Default 32.0.
16 pub shininess: f32,
17 /// Metallic factor for PBR Cook-Torrance shading. 0=dielectric, 1=metal. Default 0.0.
18 pub metallic: f32,
19 /// Roughness factor for PBR microfacet distribution. 0=mirror, 1=fully rough. Default 0.5.
20 pub roughness: f32,
21 /// Opacity (1.0 = fully opaque, 0.0 = fully transparent). Default 1.0.
22 pub opacity: f32,
23 /// Optional albedo texture identifier. None = no texture applied. Default None.
24 pub texture_id: Option<u64>,
25 /// Optional normal map texture identifier. None = no normal mapping. Default None.
26 ///
27 /// The normal map must be in tangent-space with XY encoded as RG (0..1 -> -1..+1).
28 /// Requires UVs and tangents on the mesh for correct TBN construction.
29 pub normal_map_id: Option<u64>,
30 /// Optional ambient occlusion map texture identifier. None = no AO map. Default None.
31 ///
32 /// The AO map R channel encodes cavity factor (0=fully occluded, 1=fully lit).
33 /// Applied multiplicatively to ambient and diffuse terms.
34 pub ao_map_id: Option<u64>,
35 /// Use Cook-Torrance PBR shading instead of Blinn-Phong. Default false.
36 ///
37 /// When true, `metallic` and `roughness` drive the GGX BRDF.
38 /// PBR outputs linear HDR values; enable `post_process.enabled` for correct tone mapping.
39 pub use_pbr: bool,
40}
41
42impl Default for Material {
43 fn default() -> Self {
44 Self {
45 base_color: [0.7, 0.7, 0.7],
46 ambient: 0.15,
47 diffuse: 0.75,
48 specular: 0.4,
49 shininess: 32.0,
50 metallic: 0.0,
51 roughness: 0.5,
52 opacity: 1.0,
53 texture_id: None,
54 normal_map_id: None,
55 ao_map_id: None,
56 use_pbr: false,
57 }
58 }
59}
60
61impl Material {
62 /// Reproduce pre-Phase-2 appearance from a plain color.
63 ///
64 /// All other material parameters take their defaults, preserving the previous
65 /// Blinn-Phong shading for objects that only had a color override.
66 pub fn from_color(color: [f32; 3]) -> Self {
67 Self {
68 base_color: color,
69 ..Default::default()
70 }
71 }
72}