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pub mod list; use l3d::mat::Material; pub use list::*; use rfw_math::*; use std::fmt::Display; #[cfg(feature = "serde")] use serde::{Deserialize, Serialize}; #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] #[derive(Debug, Copy, Clone)] #[repr(C)] pub struct MaterialFlags { bits: u32, } impl Into<u32> for MaterialFlags { fn into(self) -> u32 { self.bits } } #[cfg_attr(feature = "serde", derive(Serialize, Deserialize))] #[derive(Debug, Copy, Clone)] #[repr(C)] pub enum MaterialProps { HasDiffuseMap = 0, HasNormalMap = 1, HasRoughnessMap = 2, HasMetallicMap = 3, HasEmissiveMap = 4, HasSheenMap = 5, } impl Default for MaterialFlags { fn default() -> Self { Self { bits: 0 } } } impl Display for MaterialFlags { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { write!( f, "MaterialFlags {{ HasDiffuseMap: {}, HasNormalMap: {}, HasRoughnessMap: {}, HasMetallicMap: {}, HasEmissiveMap: {}, HasSheenMap: {} }}", self.get(MaterialProps::HasDiffuseMap), self.get(MaterialProps::HasNormalMap), self.get(MaterialProps::HasRoughnessMap), self.get(MaterialProps::HasMetallicMap), self.get(MaterialProps::HasEmissiveMap), self.get(MaterialProps::HasSheenMap), ) } } #[allow(dead_code)] impl MaterialFlags { pub fn set(&mut self, prop: MaterialProps, value: bool) { let offset = prop as u32; if value { let mask = 1 << offset; self.bits |= mask; } else { let mask = !(1 << offset); self.bits &= mask; } } pub fn get(&self, prop: MaterialProps) -> bool { (self.bits.overflowing_shr(prop as u32).0 & 1) == 1 } } pub trait Emissive { fn is_emissive(&self) -> bool; } impl Emissive for Material { fn is_emissive(&self) -> bool { let color: Vec3A = Vec4::from(self.color).into(); color.cmpgt(Vec3A::ONE).any() } }