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viewport_lib/scene/
material.rs

1/// Procedural UV visualization mode for parameterization inspection.
2///
3/// When set on a [`Material`], the mesh fragment shader ignores the albedo texture and
4/// renders a procedural pattern driven by the mesh UV coordinates instead. Useful for
5/// inspecting UV distortion, seams, and parameterization quality without needing a texture.
6///
7/// Requires the mesh to have UV coordinates. Has no effect if the mesh lacks UVs.
8#[derive(Debug, Clone, Copy, PartialEq, Eq)]
9pub enum ParamVisMode {
10    /// Alternating black/white squares tiled in UV space.
11    Checker = 1,
12    /// Thin grid lines at UV integer boundaries.
13    Grid = 2,
14    /// Polar checkerboard centred at UV (0.5, 0.5) : reveals rotational consistency.
15    LocalChecker = 3,
16    /// Concentric rings centred at UV (0.5, 0.5) : reveals radial distortion.
17    LocalRadial = 4,
18}
19
20/// UV parameterization visualization settings.
21///
22/// Attach to [`Material::param_vis`] to enable procedural UV pattern rendering.
23/// The `scale` controls tile frequency : higher values produce more, smaller tiles.
24#[derive(Debug, Clone, Copy, PartialEq)]
25pub struct ParamVis {
26    /// Which procedural pattern to render.
27    pub mode: ParamVisMode,
28    /// Tile frequency multiplier. Default 8.0 : produces 8 checker squares per UV unit.
29    pub scale: f32,
30}
31
32impl Default for ParamVis {
33    fn default() -> Self {
34        Self {
35            mode: ParamVisMode::Checker,
36            scale: 8.0,
37        }
38    }
39}
40
41/// Procedural pattern for back-face rendering.
42///
43/// Used with [`BackfacePolicy::Pattern`] to render a procedural pattern on back faces.
44/// The pattern is evaluated in world space so it remains stable as the camera moves.
45#[derive(Debug, Clone, Copy, PartialEq, Eq)]
46pub enum BackfacePattern {
47    /// Alternating squares in world XY.
48    Checker = 0,
49    /// Diagonal lines (45 degrees).
50    Hatching = 1,
51    /// Two sets of diagonal lines (45 and 135 degrees).
52    Crosshatch = 2,
53    /// Horizontal stripes.
54    Stripes = 3,
55}
56
57/// Controls how back faces of a mesh are rendered.
58///
59/// Use [`BackfacePolicy::Cull`] (the default) to hide back faces, [`BackfacePolicy::Identical`]
60/// to show them with the same shading as front faces, or [`BackfacePolicy::DifferentColor`]
61/// to shade back faces in a distinct color : useful for spotting mesh orientation errors or
62/// highlighting the interior of open surfaces.
63#[derive(Debug, Clone, Copy, PartialEq)]
64pub enum BackfacePolicy {
65    /// Back faces are culled (invisible). Default.
66    Cull,
67    /// Back faces are visible and shaded identically to front faces.
68    Identical,
69    /// Back faces are visible and shaded in the given RGB color (linear 0..1).
70    ///
71    /// Front faces receive normal shading; back faces receive Blinn-Phong shading
72    /// with the supplied color and the same ambient/diffuse/specular coefficients.
73    /// The normal is flipped so lighting is computed from the back-face perspective.
74    DifferentColor([f32; 3]),
75    /// Back faces are visible and tinted darker by the given factor (0.0..1.0).
76    ///
77    /// The base color is multiplied by `(1.0 - factor)`, so `Tint(0.3)` means
78    /// back faces are 30% darker. The normal is flipped for correct lighting.
79    Tint(f32),
80    /// Back faces are visible and rendered with a procedural pattern in the given RGB color.
81    ///
82    /// The pattern alternates between the specified color and the object's base color.
83    /// The normal is flipped for correct lighting.
84    Pattern {
85        /// Which procedural pattern to use.
86        pattern: BackfacePattern,
87        /// RGB color for the pattern foreground (linear 0..1).
88        color: [f32; 3],
89    },
90}
91
92impl Default for BackfacePolicy {
93    fn default() -> Self {
94        BackfacePolicy::Cull
95    }
96}
97
98/// Per-object material properties for Blinn-Phong and PBR shading.
99///
100/// Materials carry all shading parameters that were previously global in `LightingSettings`.
101/// Each `SceneRenderItem` now has its own `Material`, enabling per-object visual distinction.
102///
103/// This struct is `#[non_exhaustive]`: construct via [`Material::default`],
104/// [`Material::from_color`], or spread syntax (`..Default::default()`). This allows new
105/// fields to be added in future phases without breaking downstream code.
106#[non_exhaustive]
107#[derive(Debug, Clone, Copy, PartialEq)]
108pub struct Material {
109    /// Base diffuse color [r, g, b] in linear 0..1 range. Default [0.7, 0.7, 0.7].
110    pub base_color: [f32; 3],
111    /// Ambient light coefficient. Default 0.15.
112    pub ambient: f32,
113    /// Diffuse light coefficient. Default 0.75.
114    pub diffuse: f32,
115    /// Specular highlight coefficient. Default 0.4.
116    pub specular: f32,
117    /// Specular shininess exponent. Default 32.0.
118    pub shininess: f32,
119    /// Metallic factor for PBR Cook-Torrance shading. 0=dielectric, 1=metal. Default 0.0.
120    pub metallic: f32,
121    /// Roughness factor for PBR microfacet distribution. 0=mirror, 1=fully rough. Default 0.5.
122    pub roughness: f32,
123    /// Opacity (1.0 = fully opaque, 0.0 = fully transparent). Default 1.0.
124    pub opacity: f32,
125    /// Optional albedo texture identifier. None = no texture applied. Default None.
126    pub texture_id: Option<u64>,
127    /// Optional normal map texture identifier. None = no normal mapping. Default None.
128    ///
129    /// The normal map must be in tangent-space with XY encoded as RG (0..1 -> -1..+1).
130    /// Requires UVs and tangents on the mesh for correct TBN construction.
131    pub normal_map_id: Option<u64>,
132    /// Optional ambient occlusion map texture identifier. None = no AO map. Default None.
133    ///
134    /// The AO map R channel encodes cavity factor (0=fully occluded, 1=fully lit).
135    /// Applied multiplicatively to ambient and diffuse terms.
136    pub ao_map_id: Option<u64>,
137    /// Use Cook-Torrance PBR shading instead of Blinn-Phong. Default false.
138    ///
139    /// When true, `metallic` and `roughness` drive the GGX BRDF.
140    /// PBR outputs linear HDR values; enable `post_process.enabled` for correct tone mapping.
141    pub use_pbr: bool,
142    /// Optional matcap texture identifier. When set, matcap shading replaces
143    /// Blinn-Phong/PBR. Default None.
144    ///
145    /// Obtain a `MatcapId` from [`ViewportGpuResources::builtin_matcap_id`] or
146    /// [`ViewportGpuResources::upload_matcap`].  Blendable matcaps (alpha-channel)
147    /// tint the result with `base_color`; static matcaps override color entirely.
148    pub matcap_id: Option<crate::resources::MatcapId>,
149    /// UV parameterization visualization. When set, replaces albedo/lighting with a
150    /// procedural pattern in UV space : useful for inspecting parameterization quality.
151    ///
152    /// Requires UV coordinates on the mesh. Default None (standard shading).
153    pub param_vis: Option<ParamVis>,
154    /// Back-face rendering policy. Default [`BackfacePolicy::Cull`] (back faces hidden).
155    ///
156    /// Use [`BackfacePolicy::Identical`] for single-sided geometry like planes and open
157    /// surfaces. Use [`BackfacePolicy::DifferentColor`] to highlight back faces in a
158    /// distinct color : helpful for diagnosing mesh orientation errors.
159    pub backface_policy: BackfacePolicy,
160}
161
162impl Default for Material {
163    fn default() -> Self {
164        Self {
165            base_color: [0.7, 0.7, 0.7],
166            ambient: 0.15,
167            diffuse: 0.75,
168            specular: 0.4,
169            shininess: 32.0,
170            metallic: 0.0,
171            roughness: 0.5,
172            opacity: 1.0,
173            texture_id: None,
174            normal_map_id: None,
175            ao_map_id: None,
176            use_pbr: false,
177            matcap_id: None,
178            param_vis: None,
179            backface_policy: BackfacePolicy::Cull,
180        }
181    }
182}
183
184impl Material {
185    /// Returns `true` if the backface policy makes back faces visible.
186    pub fn is_two_sided(&self) -> bool {
187        !matches!(self.backface_policy, BackfacePolicy::Cull)
188    }
189
190    /// Construct from a plain color, all other parameters at their defaults.
191    pub fn from_color(color: [f32; 3]) -> Self {
192        Self {
193            base_color: color,
194            ..Default::default()
195        }
196    }
197
198    /// Construct a Cook-Torrance PBR material.
199    ///
200    /// - `metallic`: 0.0 = dielectric, 1.0 = full metal
201    /// - `roughness`: 0.0 = mirror, 1.0 = fully rough
202    ///
203    /// All other parameters take their defaults. Enable post-processing
204    /// (`PostProcessSettings::enabled = true`) for correct HDR tone mapping.
205    pub fn pbr(base_color: [f32; 3], metallic: f32, roughness: f32) -> Self {
206        Self {
207            base_color,
208            use_pbr: true,
209            metallic,
210            roughness,
211            ..Default::default()
212        }
213    }
214}