Qt Quick 3D - Principled Material Example | Qt Quick 3D 6.3.2

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- Qt Quick 3D - Principled Material Example
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# Qt Quick 3D - Principled Material Example

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     import QtQuick
     import QtQuick.Controls
     import QtQuick.Layouts
     import QtQuick3D

     ScrollView {
         id: rootView
         required property PrincipledMaterial targetMaterial
         ScrollBar.horizontal.policy: ScrollBar.AlwaysOff
         width: availableWidth

         ColumnLayout {
             width: rootView.availableWidth
             MarkdownLabel {
                 text: "# The Basics
     PrincipledMaterial is a Physically Based Rendering (PBR) material that follows
     the Metal/Roughness workflow. This section describes the basics of using the
     fundamental properties of the PrincipledMaterial.
     "
             }
             MarkdownLabel {
                 text: "## Base Color
     The Base Color property of the material in the Metal/Roughness workflow defines
     both a diffuse reflected color for dielectric (non-metals) as well as the
     reflectance value for metals. The PrincipledMaterial enables the Base Color to
     be defined either as a single color, or as a texture.
     ### Base Color (Scalar)
     "
             }
             RowLayout {
                 Label {
                     text: "Red (" + targetMaterial.baseColor.r.toFixed(2) + ")"
                     Layout.fillWidth: true
                 }
                 Slider {
                     from: 0
                     to: 1
                     value: targetMaterial.baseColor.r
                     onValueChanged: targetMaterial.baseColor.r = value
                 }
             }
             RowLayout {
                 Label {
                     text: "Green (" + targetMaterial.baseColor.g.toFixed(2) + ")"
                     Layout.fillWidth: true
                 }

                 Slider {
                     from: 0
                     to: 1
                     value: targetMaterial.baseColor.g
                     onValueChanged: targetMaterial.baseColor.g = value
                 }
             }
             RowLayout {
                 Label {
                     text: "Blue  (" + targetMaterial.baseColor.b.toFixed(2) + ")"
                     Layout.fillWidth: true
                 }

                 Slider {
                     from: 0
                     to: 1
                     value: targetMaterial.baseColor.b
                     onValueChanged: targetMaterial.baseColor.b = value
                 }
             }

             MarkdownLabel {
                 text: "### Base Color (Map)
     When using a texture for Base Color, it is important to remember that the final
     Base Color value will be the combination of both the Base Color (Scalar) and the
     Base Color Map (Texture). Setting the Base Color (Scaler) to White, or in other
     words 1.0 for all color channels, the Colors in the Base Color Map will be exactly
     as intended.
     "
             }
             Button {
                 text: "Reset Base Color"
                 onClicked: {
                     targetMaterial.baseColor = "white"
                 }
             }

             TextureSourceControl {
                 defaultTexture: "maps/metallic/basecolor.jpg"
                 onTargetTextureChanged: {
                     targetMaterial.baseColorMap = targetTexture
                 }
             }

             VerticalSectionSeparator {}

             MarkdownLabel {
                 text: "## Metalness
     The Metalness property of the PrincipledMaterial defines how to interpret the
     Base Color of the material.  A value of 0 means that the material is dielectric
     (non-metal) and Base Color should be interpreted as diffuse reflected color. If
     the Metalness value is 1 then the material is a raw metal and Base Color should
     be interpreted as reflectance values. For the the most realistic results, this
     value should be either 0 or 1, but it is possible to set values in between to
     get mixed of both for artistic reasons."
             }
             RowLayout {
                 Label {
                     text: "Metalness (" + targetMaterial.metalness.toFixed(2) + ")"
                     Layout.fillWidth: true
                 }
                 Slider {
                     from: 0
                     to: 1
                     value: targetMaterial.metalness
                     onValueChanged: targetMaterial.metalness = value
                 }
             }
             MarkdownLabel {
                 text: "### Metalness (Map)
     The Metalness Map property specifies a texture to sample the Metalness value
     from. Since the Metalness property is only a single floating point value between
     0.0 and 1.0, it's only necessary to use a single color channel of the image, or
     a greyscale image. By default PrincipledMaterial will use the value in the blue
     channel of the texture, but it's possible to change which color channel is used.
     "
             }
             ComboBox {
                 id: metalnessChannelComboBox
                 textRole: "text"
                 valueRole: "value"
                 implicitContentWidthPolicy: ComboBox.WidestText
                 onActivated: targetMaterial.metalnessChannel = currentValue
                 Component.onCompleted: currentIndex = indexOfValue(targetMaterial.metalnessChannel)
                 model: [
                     { value: PrincipledMaterial.R, text: "Red Channel"},
                     { value: PrincipledMaterial.G, text: "Green Channel"},
                     { value: PrincipledMaterial.B, text: "Blue Channel"},
                     { value: PrincipledMaterial.A, text: "Alpha Channel"}
                 ]
             }
             MarkdownLabel {
                 text: "
     When using a Metalness Map the value sampled from the map file is multiplied by
     the value of the Metalness property. In practice this means that the maximum
     Metalness value possible will be the value set by the Metalness map is the
     value in the Metalness property. So most of the time when using a Metalness
     Map it will make sense to leave the value of Metalness to 1.0.
     "
             }
             Button {
                 text: "Reset Metalness Value"
                 onClicked: targetMaterial.metalness = 1.0
             }

             TextureSourceControl {
                 defaultClearColor: "black"
                 defaultTexture: "maps/metallic/metallic.jpg"
                 onTargetTextureChanged: {
                     targetMaterial.metalnessMap = targetTexture
                 }
             }

             VerticalSectionSeparator {}

             MarkdownLabel {
                 text: "## Roughness
     The Roughness property defines the amount of irregularities in the surface of
     a material. The more irregular a surface is, the more the light reflecting off
     of it will be spread and cause light diffusion. If the surface instead is smooth
     with few surface irregularity then light will be reflected in a more focused and
     intense manner. A value of 0.0 means that the surface is smooth and reflective as
     a mirror, and a value of 1.0 means that the surface is so rough its hard for light
     to be reflected at all."
             }
             RowLayout {
                 Label {
                     text: "Roughness (" + targetMaterial.roughness.toFixed(2) + ")"
                     Layout.fillWidth: true
                 }
                 Slider {
                     from: 0
                     to: 1
                     value: targetMaterial.roughness
                     onValueChanged: targetMaterial.roughness = value
                 }
             }
             MarkdownLabel {
                 text: "### Roughness (Map)
     The Roughness Map property specifies a texture to sample the Roughness value
     from. Since the Roughness property is only a single floating point value between
     0.0 and 1.0, it's only necessary to use a single color channel of the image, or
     a greyscale image. By default PrincipledMaterial will use the value in the green
     channel of the texture, but it's possible to change which color channel is used.
     "
             }
             ComboBox {
                 id: roughnessChannelComboBox
                 textRole: "text"
                 valueRole: "value"
                 implicitContentWidthPolicy: ComboBox.WidestText
                 onActivated: targetMaterial.roughnessChannel = currentValue
                 Component.onCompleted: currentIndex = indexOfValue(targetMaterial.roughnessChannel)
                 model: [
                     { value: PrincipledMaterial.R, text: "Red Channel"},
                     { value: PrincipledMaterial.G, text: "Green Channel"},
                     { value: PrincipledMaterial.B, text: "Blue Channel"},
                     { value: PrincipledMaterial.A, text: "Alpha Channel"}
                 ]
             }
             MarkdownLabel {
                 text: "
     When using a Roughness Map the value sampled from the map file is multiplied by
     the value of the Roughness property. In practice this means that the maximum
     Roughness value possible will be the value set by the Roughness map is the
     value in the Roughness property. So most of the time when using a Roughness
     Map it will make sense to leave the value of Roughness to 1.0.
     "
             }
             Button {
                 text: "Reset Roughness Value"
                 onClicked: targetMaterial.roughness = 1.0
             }

             TextureSourceControl {
                 defaultClearColor: "black"
                 defaultTexture: "maps/metallic/roughness.jpg"
                 onTargetTextureChanged: {
                     targetMaterial.roughnessMap = targetTexture
                 }
             }
         }
     }