Qt Quick 3D - Principled Material Example

/**************************************************************************** ** ** Copyright (C) 2022 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of the examples of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:BSD$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** BSD License Usage ** Alternatively, you may use this file under the terms of the BSD license ** as follows: ** ** "Redistribution and use in source and binary forms, with or without ** modification, are permitted provided that the following conditions are ** met: ** * Redistributions of source code must retain the above copyright ** notice, this list of conditions and the following disclaimer. ** * Redistributions in binary form must reproduce the above copyright ** notice, this list of conditions and the following disclaimer in ** the documentation and/or other materials provided with the ** distribution. ** * Neither the name of The Qt Company Ltd nor the names of its ** contributors may be used to endorse or promote products derived ** from this software without specific prior written permission. ** ** ** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT ** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR ** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT ** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, ** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT ** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, ** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY ** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT ** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE ** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE." ** ** $QT_END_LICENSE$ ** ****************************************************************************/
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: "# Alpha Transparency Material transparency can be achieved through Alpha Blending. The preferred method is to just use the Alpha channel of the Base Color property. This is just part of the Base Color and can be set either through the scalar Base Color value or by using a Texture for the Base Color that contains an alpha channel. When using this method it is important to set the correct Alpha mode to get the desired effect." } MarkdownLabel { text: "## Base Color Alpha" } RowLayout { Label { text: "Alpha (" + targetMaterial.baseColor.a.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: targetMaterial.baseColor.a onValueChanged: targetMaterial.baseColor.a = value } } MarkdownLabel { text: "## Alpha Mode The Alpha Mode defines how the alpha channel of the Base Color is used by the material. If the mode is set to *Default* and you adjust the alpha value of Base Color you should notice a grid pattern. That is because the *Default* mode will just write the alpha value to the output surface without blending. In our case there just so happens to be a grid pattern behind the 3D Viewport to demonstrate this effect. In this case the blend is with the 2D scene, not the 3D scene. To do Alpha Blending with the 3D scene the mode should be set to *Blend*. If you know an item should always be opaque and you want to just ignore the alpha value all together, then the mode should be set to *Opaque* which will avoid the alpha passthrough effect you get with the *Default* mode. The last mode is *Mask* which works in conjunction with the Alpha Cutoff property. If the Alpha is greater than the value in Alpha Cutoff, it will be rendered, and if it is not then it will not. This is useful for certain effects, as well as rendering leaves using on a plane and an image with alpha." } ComboBox { id: alphaModeComboBox textRole: "text" valueRole: "value" implicitContentWidthPolicy: ComboBox.WidestText onActivated: targetMaterial.alphaMode = currentValue Component.onCompleted: currentIndex = indexOfValue(targetMaterial.alphaMode) model: [ { value: PrincipledMaterial.Default, text: "Default"}, { value: PrincipledMaterial.Blend, text: "Blend"}, { value: PrincipledMaterial.Opaque, text: "Opaque"}, { value: PrincipledMaterial.Mask, text: "Mask"} ] } VerticalSectionSeparator {} MarkdownLabel { text: "## Alpha Cutoff To demonstrate the behavior of Alpha Cutoff with the *Mask* Alpha Mode we need to have a Base Color map with an Alpha map. Pressing the \"Enable Alpha Mask\" button will setup a BaseColorMap that looks like this:" } Item { height: 256 width: 256 Image { anchors.fill: parent source: "maps/grid.png" fillMode: Image.Tile horizontalAlignment: Image.AlignLeft verticalAlignment: Image.AlignTop Image { anchors.fill: parent source: "maps/alpha_gradient.png" } } } Button { property bool isEnabled: false property Texture revertTexture: null text: isEnabled ? "Revert Base Color Map" : "Enable Alpha Mask" onClicked: { if (!isEnabled) { revertTexture = targetMaterial.baseColorMap targetMaterial.baseColor.a = 1.0 targetMaterial.baseColorMap = alphaGradientTexture targetMaterial.alphaMode = PrincipledMaterial.Mask alphaModeComboBox.currentIndex = alphaModeComboBox.indexOfValue(targetMaterial.alphaMode) isEnabled = true } else { targetMaterial.baseColorMap = revertTexture revertTexture = null isEnabled = false } } } Texture { id: alphaGradientTexture source: "maps/alpha_gradient.png" } RowLayout { Label { text: "Alpha Cutoff (" + targetMaterial.alphaCutoff.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: targetMaterial.alphaCutoff onValueChanged: targetMaterial.alphaCutoff = value } } VerticalSectionSeparator {} MarkdownLabel { text: "## Culling While not strictly related to transparency the concept of face culling is relevant to getting the desired results. If you cut holes into the models you see that the inside faces of the models don't render. This is because *Back Face* culling is on by default. The culling property decides which side of a triangle being rendered gets culled (discarded). By changing the cull mode of the material to *No Culling* both sides of geometry will be rendered" } ComboBox { id: cullModeComboBox textRole: "text" valueRole: "value" implicitContentWidthPolicy: ComboBox.WidestText onActivated: targetMaterial.cullMode = currentValue Component.onCompleted: currentIndex = indexOfValue(targetMaterial.cullMode) model: [ { value: Material.BackFaceCulling, text: "Back Face"}, { value: Material.FrontFaceCulling, text: "Front Face"}, { value: Material.NoCulling, text: "None"} ] } VerticalSectionSeparator {} MarkdownLabel { text: "## Depth Draw Mode Maybe you noticed that when the Blend Alpha Mode is enabled that one of the models doesn't always look correct depending on the angle of viewing. That is because while the rendering order of individual models are determined based on distance they are to the camera, so models have multiple parts and how they are rendered depends on the order the triangles appear in. This isn't something that can be fixed for every model, so instead we use a feature called the depth buffer. We do not normally write to the depth buffer for transparent items though, but sometimes it is still necessary to get the correct rendering. The default Mode is *Opaque Only*, which means the material will only write to the depth buffer if the material doesn't use transparency. *Always* means that the material will write to the Depth buffer no matter what it does. *Never* means that the material will never write to the Depth buffer even though it may be opaque. The special mode, and the one likely best suited to fix Alpha Cutoff related depth errors is *Opaque Prepass*. In this case before any item is rendered, a separate pass is done where materials will write their opaque pixels to the depth buffer while skipping any transparent pixels. Then in the main pass everything is done as normal, but now will be rendered correctly. " } ComboBox { id: depthDrawModeComboBox textRole: "text" valueRole: "value" implicitContentWidthPolicy: ComboBox.WidestText onActivated: targetMaterial.depthDrawMode = currentValue Component.onCompleted: currentIndex = indexOfValue(targetMaterial.depthDrawMode) model: [ { value: Material.OpaqueOnlyDepthDraw, text: "Opaque Only"}, { value: Material.AlwaysDepthDraw, text: "Always"}, { value: Material.NeverDepthDraw, text: "Never"}, { value: Material.OpaquePrePassDepthDraw, text: "Opaque Prepass"} ] } VerticalSectionSeparator {} MarkdownLabel { text: "## Opacity Another option for transparency is through the Opacity properties. Most effects can be achieved using only the above properties, but these additional properties will set the minimum level of opacity for the properties above. It is also import to point out that by using any of these Opacity properties will force alpha blending." } RowLayout { Label { text: "Opacity Factor (" + targetMaterial.opacity.toFixed(2) + ")" Layout.fillWidth: true } Slider { from: 0 to: 1 value: targetMaterial.opacity onValueChanged: targetMaterial.opacity = value } } MarkdownLabel { text: "### Opacity (Map) The Opacity Map property specifies a texture to sample the Opacity value from. Since the Opacity 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 alpha channel of the texture, but it's possible to change which color channel is used. " } ComboBox { id: opacityChannelComboBox textRole: "text" valueRole: "value" implicitContentWidthPolicy: ComboBox.WidestText onActivated: targetMaterial.opacityChannel = currentValue Component.onCompleted: currentIndex = indexOfValue(targetMaterial.opacityChannel) 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 Opacity Map the value sampled from the map file is multiplied by the value of the Opacity property. In practice this means that the maximum Opacity value possible will be the value set by the Opacity map is the value in the Opacity property. So most of the time when using a Opacity Map it will make sense to leave the value of Opacity to 1.0. " } Button { text: "Reset Opacity Value" onClicked: targetMaterial.opacity = 1.0 } TextureSourceControl { defaultClearColor: "white" defaultTexture: "maps/metallic/metallic.jpg" onTargetTextureChanged: { targetMaterial.opacityMap = targetTexture } } } }