These classes are supposed to store the original setting values,
so doubles are more appropriate as they won't slightly change
eg when round-tripping through qgis project XML.
(The actual 3d material classes still use floats, this is just
for the settings classes)
* terrain: Use PhongMaterialSettings material for the non texture case
There is no functional change. With this change, the terrain uses a
material defined by QGIS instead of a default Qt3D. This will make it
easier to customize the shader in the future.
* qgsphongmaterialsettings: Fix setShininess signature
`mShininess` is a double.
* qgsphongtexturedmaterialsettings: Use a double to store shininess
This is already waht QgsPhongTexturedMaterialSettings does. The reason
for this change is to avoid the user-set values changing for them when
saving/restoring projects.
* qgsphongtexturedmaterialsettings: Use a double to store opacity
This is already waht QgsPhongTexturedMaterialSettings does. The reason
for this change is to avoid the user-set values changing for them when
saving/restoring projects.
* qgsphongtexturedmaterialsettings: Do proper opacity cast in toMaterial
* qgsphongtexturedmaterialsettings: Factor out material creation
This introduces a new class `QgsPhongTexturedMaterial` which is
similar to Qt3D `QDiffuseSpecularMaterial`.
`QgsPhongTexturedMaterial::toMaterial()` now calls
`QgsPhongTexturedMaterial` to create the material. This has no
functional change.
This will make it possible to directly use `QgsPhongTexturedMaterial`
for the terrain in the next commit. Indeed, the texture case needs to
use a `QTexture2D` which cannot be stored in a settings class. This
issue is avoided by directly creating the material instead of using
`QgsPhongTexturedMaterial::toMaterial()`.
* qgsterraintileloader: Fix typo
* terrain: Use QgsPhongTexturedMaterial for shading texture
There is no functional change. With this change, the terrain uses a
material defined by QGIS instead of a default Qt3D. This will make it
easier to customize the shader in the future.
* 3d/material: Introduce QgsTextureMaterial
This is the same material as the qt3d one:
`Qt3DExtras::QTextureMaterial`. It will also be used in the following
commit by the terrain.
* terrain: Use QgsTextureMaterial for non shading texture
There is no functional change. With this change, the terrain uses a
material defined by QGIS instead of a default Qt3D. This will make it
easier to customize the shader in the future.
Adds a new material choice for a physically based metal/roughness
material. Options are available for setting the material base color,
metalness and roughness.
Internally this uses a clone of Qt's QMetalRoughMaterial class. We
use a copy of the Qt class instead of relying on Qt's implementation
as longer-term improvements (such as data defined base color) will
require a re-implementation anyway. By using our own material we
will avoid having two different code paths for the data-defined/
non-data defined scenarios.
Qt3DRender::QTexture2D does not handle opacity. Therefore, it is not
possible to use the default Qt3DExtras::QDiffuseSpecularMaterial
implementation. This problem is solved by using
Qt3DRender::QMaterial and copying the
Qt3DExtras::QDiffuseSpecularMaterial shaders from Qt3D source
code. Then, the texture color needs to be changed to set the correct
opacity. This is achieved in the fragement shader:
```
vec4 diffuseTextureColor = vec4(texture(diffuseTexture, texCoord).rgb,
opacity);
```
instead of the default:
```
vec4 diffuseTextureColor = vec4(texture(diffuseTexture, texCoord));
```
As far as the FrameGraph is concerned, this is already handled in
Qgs3DMapScene::finalizeNewEntity which checks for all material which
have an effect with an opacity parameter.
This is a "null" shading material which should be used when
rendering models or scenes with native textures and no material
should be explicitly set on the loaded entities.