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//! Material is a set of parameters for a shader. This module contains everything related to materials.
//!
//! See [Material struct docs](self::Material) for more info.
#![warn(missing_docs)]
use crate::{
asset::ResourceState,
core::{
algebra::{Matrix2, Matrix3, Matrix4, Vector2, Vector3, Vector4},
color::Color,
sstorage::ImmutableString,
visitor::prelude::*,
},
engine::resource_manager::ResourceManager,
material::shader::{PropertyKind, SamplerFallback, Shader},
renderer::framework::framebuffer::DrawParameters,
resource::texture::Texture,
};
use fxhash::FxHashMap;
use std::ops::Deref;
pub mod shader;
/// A value of a property that will be used for rendering with a shader.
///
/// # Limitations
///
/// There is a limited set of possible types that can be passed to a shader, most of them are
/// just simple data types.
#[derive(Debug, Visit, Clone)]
pub enum PropertyValue {
/// Real number.
Float(f32),
/// Real number array.
FloatArray(Vec<f32>),
/// Integer number.
Int(i32),
/// Integer number array.
IntArray(Vec<i32>),
/// Natural number.
UInt(u32),
/// Natural number array.
UIntArray(Vec<u32>),
/// Two-dimensional vector.
Vector2(Vector2<f32>),
/// Two-dimensional vector array.
Vector2Array(Vec<Vector2<f32>>),
/// Three-dimensional vector.
Vector3(Vector3<f32>),
/// Three-dimensional vector array.
Vector3Array(Vec<Vector3<f32>>),
/// Four-dimensional vector.
Vector4(Vector4<f32>),
/// Four-dimensional vector array.
Vector4Array(Vec<Vector4<f32>>),
/// 2x2 Matrix.
Matrix2(Matrix2<f32>),
/// 2x2 Matrix array.
Matrix2Array(Vec<Matrix2<f32>>),
/// 3x3 Matrix.
Matrix3(Matrix3<f32>),
/// 3x3 Matrix array.
Matrix3Array(Vec<Matrix3<f32>>),
/// 4x4 Matrix.
Matrix4(Matrix4<f32>),
/// 4x4 Matrix array.
Matrix4Array(Vec<Matrix4<f32>>),
/// Boolean value.
Bool(bool),
/// An sRGB color.
///
/// # Conversion
///
/// The colors you see on your monitor are in sRGB color space, this is fine for simple cases
/// of rendering, but not for complex things like lighting. Such things require color to be
/// linear. Value of this variant will be automatically **converted to linear color space**
/// before it passed to shader.
Color(Color),
/// A texture with fallback option.
///
/// # Fallback
///
/// Sometimes you don't want to set a value to a sampler, or you even don't have the appropriate
/// one. There is fallback value that helps you with such situations, it defines a values that
/// will be fetched from a sampler when there is no texture.
///
/// For example, standard shader has a lot of samplers defined: diffuse, normal, height, emission,
/// mask, metallic, roughness, etc. In some situations you may not have all the textures, you have
/// only diffuse texture, to keep rendering correct, each other property has appropriate fallback
/// value. Normal sampler - a normal vector pointing up (+Y), height - zero, emission - zero, etc.
///
/// Fallback value is also helpful to catch missing textures, you'll definitely know the texture is
/// missing by very specific value in the fallback texture.
Sampler {
/// Actual value of the sampler. Could be [`None`], in this case `fallback` will be used.
value: Option<Texture>,
/// Sampler fallback value.
fallback: SamplerFallback,
},
}
macro_rules! define_as {
($(#[$meta:meta])* $name:ident = $variant:ident -> $ty:ty) => {
$(#[$meta])*
pub fn $name(&self) -> Option<$ty> {
if let PropertyValue::$variant(v) = self {
Some(*v)
} else {
None
}
}
};
}
macro_rules! define_as_ref {
($(#[$meta:meta])* $name:ident = $variant:ident -> $ty:ty) => {
$(#[$meta])*
pub fn $name(&self) -> Option<&$ty> {
if let PropertyValue::$variant(v) = self {
Some(v)
} else {
None
}
}
};
}
impl PropertyValue {
define_as!(
/// Tries to unwrap property value as float.
as_float = Float -> f32
);
define_as_ref!(
/// Tries to unwrap property value as float array.
as_float_array = FloatArray -> [f32]
);
define_as!(
/// Tries to unwrap property value as integer.
as_int = Int -> i32
);
define_as_ref!(
/// Tries to unwrap property value as integer array.
as_int_array = IntArray -> [i32]
);
define_as!(
/// Tries to unwrap property value as unsigned integer.
as_uint = UInt -> u32
);
define_as_ref!(
/// Tries to unwrap property value as unsigned integer array.
as_uint_array = UIntArray -> [u32]
);
define_as!(
/// Tries to unwrap property value as boolean.
as_bool = Bool -> bool
);
define_as!(
/// Tries to unwrap property value as color.
as_color = Color -> Color
);
define_as!(
/// Tries to unwrap property value as two-dimensional vector.
as_vector2 = Vector2 -> Vector2<f32>
);
define_as_ref!(
/// Tries to unwrap property value as two-dimensional vector array.
as_vector2_array = Vector2Array -> [Vector2<f32>]
);
define_as!(
/// Tries to unwrap property value as three-dimensional vector.
as_vector3 = Vector3 -> Vector3<f32>
);
define_as_ref!(
/// Tries to unwrap property value as three-dimensional vector array.
as_vector3_array = Vector3Array -> [Vector3<f32>]
);
define_as!(
/// Tries to unwrap property value as four-dimensional vector.
as_vector4 = Vector4 -> Vector4<f32>
);
define_as_ref!(
/// Tries to unwrap property value as four-dimensional vector array.
as_vector4_array = Vector4Array -> [Vector4<f32>]
);
define_as!(
/// Tries to unwrap property value as 2x2 matrix.
as_matrix2 = Matrix2 -> Matrix2<f32>
);
define_as_ref!(
/// Tries to unwrap property value as 2x2 matrix array.
as_matrix2_array = Matrix2Array -> [Matrix2<f32>]
);
define_as!(
/// Tries to unwrap property value as 3x3 matrix.
as_matrix3 = Matrix3 -> Matrix3<f32>
);
define_as_ref!(
/// Tries to unwrap property value as 3x3 matrix array.
as_matrix3_array = Matrix3Array -> [Matrix3<f32>]
);
define_as!(
/// Tries to unwrap property value as 4x4 matrix.
as_matrix4 = Matrix4 -> Matrix4<f32>
);
define_as_ref!(
/// Tries to unwrap property value as 4x4 matrix array.
as_matrix4_array = Matrix4Array -> [Matrix4<f32>]
);
/// Tries to unwrap property value as texture.
pub fn as_sampler(&self) -> Option<Texture> {
if let PropertyValue::Sampler { value, .. } = self {
value.clone()
} else {
None
}
}
}
impl Default for PropertyValue {
fn default() -> Self {
Self::Float(0.0)
}
}
/// Material defines a set of values for a shader. Materials usually contains textures (diffuse,
/// normal, height, emission, etc. maps), numerical values (floats, integers), vectors, booleans,
/// matrices and arrays of each type, except textures. Each parameter can be changed in runtime
/// giving you the ability to create animated materials. However in practice, most materials are
/// static, this means that once it created, it won't be changed anymore.
///
/// Please keep in mind that the actual "rules" of drawing an entity are stored in the shader,
/// **material is only a storage** for specific uses of the shader.
///
/// Multiple materials can share the same shader, for example standard shader covers 95% of most
/// common use cases and it is shared across multiple materials. The only difference are property
/// values, for example you can draw multiple cubes using the same shader, but with different
/// textures.
///
/// Material itself can be shared across multiple places as well as the shader. This gives you the
/// ability to render multiple objects with the same material efficiently.
///
/// # Performance
///
/// It is very important re-use materials as much as possible, because the amount of materials used
/// per frame significantly correlates with performance. The more unique materials you have per frame,
/// the more work has to be done by the renderer and video driver to render a frame and the more time
/// the frame will require for rendering, thus lowering your FPS.
///
/// # Examples
///
/// A material can only be created using a shader instance, every material must have a shader. The
/// shader provides information about its properties, and this information is used to populate a set
/// of properties with default values. Default values of each property defined in the shader.
///
/// ## Standard material
///
/// Usually standard shader is enough for most cases, [`Material`] even has a [`Material::standard()`]
/// method to create a material with standard shader:
///
/// ```no_run
/// use fyrox::{
/// material::shader::{Shader, SamplerFallback},
/// engine::resource_manager::ResourceManager,
/// material::{Material, PropertyValue},
/// core::sstorage::ImmutableString,
/// };
///
/// fn create_brick_material(resource_manager: ResourceManager) -> Material {
/// let mut material = Material::standard();
///
/// material.set_property(
/// &ImmutableString::new("diffuseTexture"),
/// PropertyValue::Sampler {
/// value: Some(resource_manager.request_texture("Brick_DiffuseTexture.jpg")),
/// fallback: SamplerFallback::White
/// })
/// .unwrap();
///
/// material
/// }
/// ```
///
/// As you can see it is pretty simple with standard material, all you need is to set values to desired
/// properties and you good to go. All you need to do is to apply the material, for example it could be
/// mesh surface or some other place that supports materials. For the full list of properties of the
/// standard shader see [shader module docs](self::shader).
///
/// ## Custom material
///
/// Custom materials is a bit more complex, you need to get a shader instance using the resource manager
/// and then create the material and populate it with a set of property values.
///
/// ```no_run
/// use fyrox::{
/// engine::resource_manager::ResourceManager,
/// material::{Material, PropertyValue},
/// core::{sstorage::ImmutableString, algebra::Vector3}
/// };
///
/// async fn create_grass_material(resource_manager: ResourceManager) -> Material {
/// let shader = resource_manager.request_shader("my_grass_shader.ron").await.unwrap();
///
/// // Here we assume that the material really has the properties defined below.
/// let mut material = Material::from_shader(shader, Some(resource_manager));
///
/// material.set_property(
/// &ImmutableString::new("windDirection"),
/// PropertyValue::Vector3(Vector3::new(1.0, 0.0, 0.5))
/// )
/// .unwrap();
///
/// material
/// }
/// ```
///
/// As you can see it is only a bit more hard that with the standard shader. The main difference here is
/// that we using resource manager to get shader instance and the we just use the instance to create
/// material instance. Then we populate properties as usual.
#[derive(Default, Debug, Visit, Clone)]
pub struct Material {
shader: Shader,
draw_parameters: DrawParameters,
properties: FxHashMap<ImmutableString, PropertyValue>,
}
/// A set of possible errors that can occur when working with materials.
#[derive(Clone, Debug, thiserror::Error)]
pub enum MaterialError {
/// A property is missing.
#[error("Unable to find material property {}", property_name)]
NoSuchProperty {
/// Name of the property.
property_name: String,
},
/// Attempt to set a value of wrong type to a property.
#[error(
"Attempt to set a value of wrong type to {} property. Expected: {:?}, given {:?}",
property_name,
expected,
given
)]
TypeMismatch {
/// Name of the property.
property_name: String,
/// Expected property value.
expected: PropertyValue,
/// Given property value.
given: PropertyValue,
},
}
impl Material {
/// Creates a new instance of material with the standard shader. For the full list
/// of properties of the standard material see [shader module docs](self::shader).
///
/// # Example
///
/// ```no_run
/// use fyrox::{
/// material::shader::{Shader, SamplerFallback},
/// engine::resource_manager::ResourceManager,
/// material::{Material, PropertyValue},
/// core::sstorage::ImmutableString
/// };
///
/// fn create_brick_material(resource_manager: ResourceManager) -> Material {
/// let mut material = Material::standard();
///
/// material.set_property(
/// &ImmutableString::new("diffuseTexture"),
/// PropertyValue::Sampler {
/// value: Some(resource_manager.request_texture("Brick_DiffuseTexture.jpg")),
/// fallback: SamplerFallback::White
/// })
/// .unwrap();
///
/// material
/// }
/// ```
pub fn standard() -> Self {
Self::from_shader(Shader::standard(), None)
}
/// Creates new instance of standard terrain material.
pub fn standard_terrain() -> Self {
Self::from_shader(Shader::standard_terrain(), None)
}
/// Creates a new material instance with given shader. Each property will have default values
/// defined in the shader.
///
/// It is possible to pass resource manager as a second argument, it is needed to correctly resolve
/// default values of samplers in case if they are bound to some resources - shader's definition stores
/// only paths to textures. If you pass [`None`], no resolving will be done and every sampler will
/// have [`None`] as default value, which in its turn will force engine to use fallback sampler value.
///
/// # Example
///
/// ```no_run
/// use fyrox::{
/// engine::resource_manager::ResourceManager,
/// material::{Material, PropertyValue},
/// core::{sstorage::ImmutableString, algebra::Vector3}
/// };
///
/// async fn create_grass_material(resource_manager: ResourceManager) -> Material {
/// let shader = resource_manager.request_shader("my_grass_shader.ron").await.unwrap();
///
/// // Here we assume that the material really has the properties defined below.
/// let mut material = Material::from_shader(shader, Some(resource_manager));
///
/// material.set_property(
/// &ImmutableString::new("windDirection"),
/// PropertyValue::Vector3(Vector3::new(1.0, 0.0, 0.5))
/// )
/// .unwrap();
///
/// material
/// }
/// ```
pub fn from_shader(shader: Shader, resource_manager: Option<ResourceManager>) -> Self {
let data = shader.data_ref();
let mut property_values = FxHashMap::default();
for property_definition in data.definition.properties.iter() {
let value = match &property_definition.kind {
PropertyKind::Float(value) => PropertyValue::Float(*value),
PropertyKind::Int(value) => PropertyValue::Int(*value),
PropertyKind::UInt(value) => PropertyValue::UInt(*value),
PropertyKind::Vector2(value) => PropertyValue::Vector2(*value),
PropertyKind::Vector3(value) => PropertyValue::Vector3(*value),
PropertyKind::Vector4(value) => PropertyValue::Vector4(*value),
PropertyKind::Color { r, g, b, a } => {
PropertyValue::Color(Color::from_rgba(*r, *g, *b, *a))
}
PropertyKind::Matrix2(value) => PropertyValue::Matrix2(*value),
PropertyKind::Matrix3(value) => PropertyValue::Matrix3(*value),
PropertyKind::Matrix4(value) => PropertyValue::Matrix4(*value),
PropertyKind::Bool(value) => PropertyValue::Bool(*value),
PropertyKind::Sampler {
default,
fallback: usage,
} => PropertyValue::Sampler {
value: default.as_ref().and_then(|path| {
resource_manager.clone().map(|rm| rm.request_texture(path))
}),
fallback: *usage,
},
PropertyKind::FloatArray(value) => PropertyValue::FloatArray(value.clone()),
PropertyKind::IntArray(value) => PropertyValue::IntArray(value.clone()),
PropertyKind::UIntArray(value) => PropertyValue::UIntArray(value.clone()),
PropertyKind::Vector2Array(value) => PropertyValue::Vector2Array(value.clone()),
PropertyKind::Vector3Array(value) => PropertyValue::Vector3Array(value.clone()),
PropertyKind::Vector4Array(value) => PropertyValue::Vector4Array(value.clone()),
PropertyKind::Matrix2Array(value) => PropertyValue::Matrix2Array(value.clone()),
PropertyKind::Matrix3Array(value) => PropertyValue::Matrix3Array(value.clone()),
PropertyKind::Matrix4Array(value) => PropertyValue::Matrix4Array(value.clone()),
};
property_values.insert(ImmutableString::new(&property_definition.name), value);
}
drop(data);
Self {
shader,
draw_parameters: Default::default(),
properties: property_values,
}
}
pub(crate) fn resolve(&mut self, resource_manager: ResourceManager) {
for value in self.properties.values_mut() {
if let PropertyValue::Sampler {
value: Some(texture),
..
} = value
{
let data = texture.state();
let path = data.path().to_path_buf();
match &*data {
// Try to reload texture even if it failed to load.
ResourceState::LoadError { .. } => {
drop(data);
*texture = resource_manager.request_texture(path);
}
ResourceState::Ok(texture_state) => {
// Do not resolve procedural textures.
if !texture_state.is_procedural() {
drop(data);
*texture = resource_manager.request_texture(path);
}
}
ResourceState::Pending { .. } => {}
}
}
}
}
/// Searches for a property with given name.
///
/// # Complexity
///
/// O(1)
///
/// # Examples
///
/// ```no_run
/// # use fyrox::core::sstorage::ImmutableString;
/// use fyrox::material::Material;
///
/// let mut material = Material::standard();
///
/// let color = material.property_ref(&ImmutableString::new("diffuseColor")).unwrap().as_color();
/// ```
pub fn property_ref(&self, name: &ImmutableString) -> Option<&PropertyValue> {
self.properties.get(name)
}
/// Sets new value of the property with given name.
///
/// # Type checking
///
/// A new value must have the same type as in shader, otherwise an error will be generated.
/// This helps to catch subtle bugs when you passing "almost" identical values to shader, like
/// signed and unsigned integers - both have positive values, but GPU is very strict of what
/// it expects as input value.
///
/// # Example
///
/// ```no_run
/// # use fyrox::material::{Material, PropertyValue};
/// # use fyrox::core::color::Color;
/// # use fyrox::core::sstorage::ImmutableString;
///
/// let mut material = Material::standard();
///
/// assert!(material.set_property(&ImmutableString::new("diffuseColor"), PropertyValue::Color(Color::WHITE)).is_ok());
/// ```
pub fn set_property(
&mut self,
name: &ImmutableString,
new_value: PropertyValue,
) -> Result<(), MaterialError> {
if let Some(value) = self.properties.get_mut(name) {
match (value, new_value) {
(
PropertyValue::Sampler {
value: old_value,
fallback: old_fallback,
},
PropertyValue::Sampler { value, fallback },
) => {
*old_value = value;
*old_fallback = fallback;
}
(PropertyValue::Float(old_value), PropertyValue::Float(value)) => {
*old_value = value;
}
(PropertyValue::FloatArray(old_value), PropertyValue::FloatArray(value)) => {
*old_value = value;
}
(PropertyValue::Int(old_value), PropertyValue::Int(value)) => {
*old_value = value;
}
(PropertyValue::IntArray(old_value), PropertyValue::IntArray(value)) => {
*old_value = value;
}
(PropertyValue::Bool(old_value), PropertyValue::Bool(value)) => {
*old_value = value;
}
(PropertyValue::UInt(old_value), PropertyValue::UInt(value)) => {
*old_value = value;
}
(PropertyValue::UIntArray(old_value), PropertyValue::UIntArray(value)) => {
*old_value = value;
}
(PropertyValue::Vector2(old_value), PropertyValue::Vector2(value)) => {
*old_value = value;
}
(PropertyValue::Vector2Array(old_value), PropertyValue::Vector2Array(value)) => {
*old_value = value;
}
(PropertyValue::Vector3(old_value), PropertyValue::Vector3(value)) => {
*old_value = value;
}
(PropertyValue::Vector3Array(old_value), PropertyValue::Vector3Array(value)) => {
*old_value = value;
}
(PropertyValue::Vector4(old_value), PropertyValue::Vector4(value)) => {
*old_value = value;
}
(PropertyValue::Vector4Array(old_value), PropertyValue::Vector4Array(value)) => {
*old_value = value;
}
(PropertyValue::Matrix2(old_value), PropertyValue::Matrix2(value)) => {
*old_value = value;
}
(PropertyValue::Matrix2Array(old_value), PropertyValue::Matrix2Array(value)) => {
*old_value = value;
}
(PropertyValue::Matrix3(old_value), PropertyValue::Matrix3(value)) => {
*old_value = value;
}
(PropertyValue::Matrix3Array(old_value), PropertyValue::Matrix3Array(value)) => {
*old_value = value;
}
(PropertyValue::Matrix4(old_value), PropertyValue::Matrix4(value)) => {
*old_value = value;
}
(PropertyValue::Matrix4Array(old_value), PropertyValue::Matrix4Array(value)) => {
*old_value = value;
}
(PropertyValue::Color(old_value), PropertyValue::Color(value)) => {
*old_value = value;
}
(value, new_value) => {
return Err(MaterialError::TypeMismatch {
property_name: name.deref().to_owned(),
expected: value.clone(),
given: new_value,
})
}
}
Ok(())
} else {
Err(MaterialError::NoSuchProperty {
property_name: name.deref().to_owned(),
})
}
}
/// Returns a reference to current shader.
pub fn shader(&self) -> &Shader {
&self.shader
}
/// Returns immutable reference to internal property storage.
pub fn properties(&self) -> &FxHashMap<ImmutableString, PropertyValue> {
&self.properties
}
}
