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Vulkan-Samples/framework/scene_graph/components/material.h
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2025-09-04 10:54:47 +08:00

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/* 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 <memory>
#include <string>
#include <typeinfo>
#include <unordered_map>
#include <vector>
#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<std::string, Texture *> 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