/* Copyright (c) 2018-2024, Arm Limited and Contributors * * SPDX-License-Identifier: Apache-2.0 * * Licensed under the Apache License, Version 2.0 the "License"; * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #pragma once #include #include #include #include #include #include "common/error.h" #include "common/glm_common.h" #include "scene_graph/component.h" namespace vkb { namespace sg { class Texture; /** * @brief How the alpha value of the main factor and texture should be interpreted */ enum class AlphaMode { /// Alpha value is ignored Opaque, /// Either full opaque or fully transparent Mask, /// Output is combined with the background Blend }; class Material : public Component { public: Material(const std::string &name); Material(Material &&other) = default; virtual ~Material() = default; virtual std::type_index get_type() override; std::unordered_map textures; /// Emissive color of the material glm::vec3 emissive{0.0f, 0.0f, 0.0f}; /// Whether the material is double sided bool double_sided{false}; /// Cutoff threshold when in Mask mode float alpha_cutoff{0.5f}; /// Alpha rendering mode AlphaMode alpha_mode{AlphaMode::Opaque}; }; } // namespace sg } // namespace vkb