Qt Quick 3D - Principled Material Example

 // Copyright (C) 2023 The Qt Company Ltd.
 // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause

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

 // qmllint disable missing-property
 // Disabling missing-property because the targetMaterial property
 // will either be a PrincipaledMaterial or SpecularGlossyMaterial
 // but the shared properties are not part of the common base class
 ScrollView {
     id: rootView
     required property Material targetMaterial
     required property Model linesModel
     required property Model pointsModel
     property bool specularGlossyMode: false

     ScrollBar.horizontal.policy: ScrollBar.AlwaysOff
     width: availableWidth

     ColumnLayout {
         width: rootView.availableWidth
         MarkdownLabel {
             text: `# Special Stuff
 The content in this section is as titled \"Special\" because you should really
 only use this stuff for fairly specific reasons.
 ## Lighting Mode
 The lighting mode property defines how the material handles the shading of
 lights. The default mode is *Fragment Lighting* which perform all light shading
 in the fragment shader porsion of the graphics pipeline. In this case all both
 image based lighting as well as any punctual lights are used to shade the material.
 The other case *No Lighting* which ignores all light sources in the scene and
 the material is rendered without shading.  This mode can be useful with models
 that should not be shaded, for example tools (gizmos) inside of a 3D editor.
 `
         }

         ComboBox {
             id: lightingComboBox
             textRole: "text"
             valueRole: "value"
             implicitContentWidthPolicy: ComboBox.WidestText
             onActivated: rootView.targetMaterial.lighting = currentValue
             Component.onCompleted: currentIndex = indexOfValue(rootView.targetMaterial.lighting)
             model: [
                 { value: PrincipledMaterial.NoLighting, text: "No Lighting"},
                 { value: PrincipledMaterial.FragmentLighting, text: "Fragment Lighting"}
             ]
         }

         VerticalSectionSeparator {}

         MarkdownLabel {
             text: `## Non Triangle Primitive Sizes
 Generally if you use the Mesh file format baked by balsam, or the runtime
 loader for loading glTF2 scenes, the geometry primitive will be individual
 triangles, so these properties are not useful. However it is possible to
 create your own mesh geometry where the primitive is instead either Points
 or Lines, and in these cases it is possible to change the size of these
 primitives when rendered. These properties will only have an affect on a
 material when the geometry primitive is set to Line or Point respectively.
 The behavior of these properties will depend on which graphics API the is
 being used, and is possible that they will do nothing at all.`
         }

         Button {
             text: checked ? "Hide Wireframe Model" : "Show Wireframe Model"
             checkable: true
             checked: rootView.linesModel.visible
             onClicked: {
                 rootView.linesModel.visible = !rootView.linesModel.visible
             }
         }

         RowLayout {
             Label {
                 text: "Line Width (" + rootView.targetMaterial.lineWidth.toFixed(2) + ")"
                 Layout.fillWidth: true
             }
             Slider {
                 from: 0
                 to: 25
                 value: rootView.targetMaterial.lineWidth
                 onValueChanged: rootView.targetMaterial.lineWidth = value
             }
         }

         Button {
             text: checked ? "Hide Point Cloud" : "Show Point Cloud"
             checkable: true
             checked: rootView.pointsModel.visible
             onClicked: {
                 rootView.pointsModel.visible = !rootView.pointsModel.visible
             }
         }

         RowLayout {
             Label {
                 text: "Point Size (" + rootView.targetMaterial.pointSize.toFixed(2) + ")"
                 Layout.fillWidth: true
             }
             Slider {
                 from: 0
                 to: 25
                 value: rootView.targetMaterial.pointSize
                 onValueChanged: rootView.targetMaterial.pointSize = value
             }
         }

         ColumnLayout {
             visible: !rootView.specularGlossyMode
             VerticalSectionSeparator {}

             MarkdownLabel {
                 text: `## Specular Overrides
 If you are using this material for Physically Based Rendering (PBR) then
 these properties should not be touched as they are not energy conserving and
 will make materials look less realistic. These exist for adjusting the material
 for artistic or stylistic reasons.`
             }

             MarkdownLabel {
                 text: `### Specular Amount
 This Specular Amount property controls the strength of specularity (highlights
 and reflections) of a dielectric material (non-metallic). Normally this should
 be left at 1.0, but can be adjusted to reduce the specularity. Adjusting this
 property will not affect reflections caused by Image Based Lighting.`
             }
             RowLayout {
                 Label {
                     text: "Specular Amount  (" + rootView.targetMaterial.specularAmount.toFixed(2) + ")"
                     Layout.fillWidth: true
                 }
                 Slider {
                     from: 0
                     to: 1
                     value: rootView.targetMaterial.specularAmount
                     onValueChanged: rootView.targetMaterial.specularAmount = value
                 }
             }

             MarkdownLabel {
                 text: `### Specular Tint
 The Specular Tint property defines how much of the Base Color of the material
 contributes to specular reflections.  This property only has an affect with
 dielectric materials (non-metallic) as metallic material's specular reflections
 are already primarily tinted by the materials base color. This property allows
 the Base Color to also tint the specular reflections for dielectrics as well for
 artistic reasons.`
             }
             RowLayout {
                 Label {
                     text: "Specular Tint (" + rootView.targetMaterial.specularTint.toFixed(2) + ")"
                     Layout.fillWidth: true
                 }
                 Slider {
                     from: 0
                     to: 1
                     value: rootView.targetMaterial.specularTint
                     onValueChanged: rootView.targetMaterial.specularTint = value
                 }
             }

             MarkdownLabel {
                 text: `### Specular Map
 The Specular Map property defines color (RGB) texture to modulate the amount
 and the color of specularity across the surface of the material. These values
 are multiplied by the Specular Amount property. This property will only have
 an affect if the material is a dielectric (non-metallic).`
             }

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

             MarkdownLabel {
                 text: `### Specular Reflection Map
 The Specular Reflection Map property is for providing a static environment map
 for cheap reflection calculations.  Unlike most properties which take textures
 in PrincipledMaterial, this property requires the source Texture to use the
 EnvironmentMap mapping mode to look correct. In addition this means that the
 source image file should be an equirectangular projection. This is an alternative
 to using Imaged Based Lighting via lightProbes to get static reflections.`
             }

             TextureSourceControl {
                 defaultClearColor: "black"
                 defaultTexture: "maps/small_envmap.jpg"
                 envMapMode: true
                 onTargetTextureChanged: {
                     rootView.targetMaterial.specularReflectionMap = targetTexture
                 }
             }
         }
     }
 }
 // qmllint enable missing-property