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use crate::renderer::*;
pub use three_d_asset::material::{
GeometryFunction, LightingModel, NormalDistributionFunction, PbrMaterial as CpuMaterial,
};
mod color_material;
#[doc(inline)]
pub use color_material::*;
mod depth_material;
#[doc(inline)]
pub use depth_material::*;
mod normal_material;
#[doc(inline)]
pub use normal_material::*;
mod orm_material;
#[doc(inline)]
pub use orm_material::*;
mod position_material;
#[doc(inline)]
pub use position_material::*;
mod uv_material;
#[doc(inline)]
pub use uv_material::*;
mod water_material;
#[doc(inline)]
pub use water_material::*;
mod physical_material;
#[doc(inline)]
pub use physical_material::*;
mod deferred_physical_material;
#[doc(inline)]
pub use deferred_physical_material::*;
mod skybox_material;
#[doc(inline)]
pub(in crate::renderer) use skybox_material::*;
mod isosurface_material;
#[doc(inline)]
pub use isosurface_material::*;
#[derive(Clone, Copy, PartialEq, PartialOrd, Ord, Eq, Debug)]
pub enum MaterialType {
Opaque,
Transparent,
Deferred,
}
pub trait Material {
fn fragment_shader_source(&self, use_vertex_colors: bool, lights: &[&dyn Light]) -> String;
fn use_uniforms(&self, program: &Program, camera: &Camera, lights: &[&dyn Light]);
fn render_states(&self) -> RenderStates;
fn material_type(&self) -> MaterialType;
}
pub trait FromCpuMaterial: std::marker::Sized {
fn from_cpu_material(context: &Context, cpu_material: &CpuMaterial) -> Self;
}
pub trait FromCpuVoxelGrid: std::marker::Sized {
fn from_cpu_voxel_grid(context: &Context, cpu_voxel_grid: &CpuVoxelGrid) -> Self;
}
impl<T: Material + ?Sized> Material for &T {
fn fragment_shader_source(&self, use_vertex_colors: bool, lights: &[&dyn Light]) -> String {
(*self).fragment_shader_source(use_vertex_colors, lights)
}
fn use_uniforms(&self, program: &Program, camera: &Camera, lights: &[&dyn Light]) {
(*self).use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
(*self).render_states()
}
fn material_type(&self) -> MaterialType {
(*self).material_type()
}
}
impl<T: Material + ?Sized> Material for &mut T {
fn fragment_shader_source(&self, use_vertex_colors: bool, lights: &[&dyn Light]) -> String {
(**self).fragment_shader_source(use_vertex_colors, lights)
}
fn use_uniforms(&self, program: &Program, camera: &Camera, lights: &[&dyn Light]) {
(**self).use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
(**self).render_states()
}
fn material_type(&self) -> MaterialType {
(**self).material_type()
}
}
impl<T: Material> Material for Box<T> {
fn fragment_shader_source(&self, use_vertex_colors: bool, lights: &[&dyn Light]) -> String {
self.as_ref()
.fragment_shader_source(use_vertex_colors, lights)
}
fn use_uniforms(&self, program: &Program, camera: &Camera, lights: &[&dyn Light]) {
self.as_ref().use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
self.as_ref().render_states()
}
fn material_type(&self) -> MaterialType {
self.as_ref().material_type()
}
}
impl<T: Material> Material for std::rc::Rc<T> {
fn fragment_shader_source(&self, use_vertex_colors: bool, lights: &[&dyn Light]) -> String {
self.as_ref()
.fragment_shader_source(use_vertex_colors, lights)
}
fn use_uniforms(&self, program: &Program, camera: &Camera, lights: &[&dyn Light]) {
self.as_ref().use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
self.as_ref().render_states()
}
fn material_type(&self) -> MaterialType {
self.as_ref().material_type()
}
}
impl<T: Material> Material for std::sync::Arc<T> {
fn fragment_shader_source(&self, use_vertex_colors: bool, lights: &[&dyn Light]) -> String {
self.as_ref()
.fragment_shader_source(use_vertex_colors, lights)
}
fn use_uniforms(&self, program: &Program, camera: &Camera, lights: &[&dyn Light]) {
self.as_ref().use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
self.as_ref().render_states()
}
fn material_type(&self) -> MaterialType {
self.as_ref().material_type()
}
}
impl<T: Material> Material for std::cell::RefCell<T> {
fn fragment_shader_source(&self, use_vertex_colors: bool, lights: &[&dyn Light]) -> String {
self.borrow()
.fragment_shader_source(use_vertex_colors, lights)
}
fn use_uniforms(&self, program: &Program, camera: &Camera, lights: &[&dyn Light]) {
self.borrow().use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
self.borrow().render_states()
}
fn material_type(&self) -> MaterialType {
self.borrow().material_type()
}
}
impl<T: Material> Material for std::sync::RwLock<T> {
fn fragment_shader_source(&self, use_vertex_colors: bool, lights: &[&dyn Light]) -> String {
self.read()
.unwrap()
.fragment_shader_source(use_vertex_colors, lights)
}
fn use_uniforms(&self, program: &Program, camera: &Camera, lights: &[&dyn Light]) {
self.read().unwrap().use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
self.read().unwrap().render_states()
}
fn material_type(&self) -> MaterialType {
self.read().unwrap().material_type()
}
}
fn is_transparent(cpu_material: &CpuMaterial) -> bool {
cpu_material.albedo.a != 255
|| cpu_material
.albedo_texture
.as_ref()
.map(|t| match &t.data {
TextureData::RgbaU8(data) => data.iter().any(|d| d[3] != 255),
TextureData::RgbaF16(data) => data.iter().any(|d| d[3] < f16::from_f32(0.99)),
TextureData::RgbaF32(data) => data.iter().any(|d| d[3] < 0.99),
_ => false,
})
.unwrap_or(false)
}
impl ColorTexture<'_> {
pub fn fragment_shader_source(&self) -> String {
match self {
Self::Single(_) => "
uniform sampler2D colorMap;
vec4 sample_color(vec2 uv)
{
return texture(colorMap, uv);
}"
.to_owned(),
Self::Array { .. } => "
uniform sampler2DArray colorMap;
uniform int colorLayers[4];
vec4 sample_color(vec2 uv)
{
return texture(colorMap, vec3(uv, colorLayers[0]));
}
vec4 sample_layer(vec2 uv, int index)
{
return texture(colorMap, vec3(uv, colorLayers[index]));
}"
.to_owned(),
Self::CubeMap { .. } => unimplemented!(),
}
}
pub fn use_uniforms(&self, program: &Program) {
match self {
Self::Single(texture) => program.use_texture("colorMap", texture),
Self::Array { texture, layers } => {
let mut la: [i32; 4] = [0; 4];
layers
.iter()
.enumerate()
.for_each(|(i, l)| la[i] = *l as i32);
program.use_uniform_array("colorLayers", &la);
program.use_texture_array("colorMap", texture);
}
Self::CubeMap { .. } => unimplemented!(),
}
}
pub fn resolution(&self) -> (u32, u32) {
match self {
Self::Single(texture) => (texture.width(), texture.height()),
Self::Array { texture, .. } => (texture.width(), texture.height()),
Self::CubeMap { texture, .. } => (texture.width(), texture.height()),
}
}
}
impl DepthTexture<'_> {
pub fn fragment_shader_source(&self) -> String {
match self {
Self::Single { .. } => "
uniform sampler2D depthMap;
float sample_depth(vec2 uv)
{
return texture(depthMap, uv).x;
}"
.to_owned(),
Self::Array { .. } => "
uniform sampler2DArray depthMap;
uniform int depthLayer;
float sample_depth(vec2 uv)
{
return texture(depthMap, vec3(uv, depthLayer)).x;
}"
.to_owned(),
Self::CubeMap { .. } => {
unimplemented!()
}
}
}
pub fn use_uniforms(&self, program: &Program) {
match self {
Self::Single(texture) => program.use_depth_texture("depthMap", texture),
Self::Array { texture, layer } => {
program.use_uniform("depthLayer", layer);
program.use_depth_texture_array("depthMap", texture);
}
Self::CubeMap { .. } => unimplemented!(),
}
}
pub fn resolution(&self) -> (u32, u32) {
match self {
Self::Single(texture) => (texture.width(), texture.height()),
Self::Array { texture, .. } => (texture.width(), texture.height()),
Self::CubeMap { texture, .. } => (texture.width(), texture.height()),
}
}
}
pub trait PostMaterial {
fn fragment_shader_source(
&self,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> String;
fn use_uniforms(
&self,
program: &Program,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
);
fn render_states(&self) -> RenderStates;
}
impl<T: PostMaterial + ?Sized> PostMaterial for &T {
fn fragment_shader_source(
&self,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> String {
(*self).fragment_shader_source(lights, color_texture, depth_texture)
}
fn use_uniforms(
&self,
program: &Program,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
(*self).use_uniforms(program, camera, lights, color_texture, depth_texture)
}
fn render_states(&self) -> RenderStates {
(*self).render_states()
}
}
impl<T: PostMaterial + ?Sized> PostMaterial for &mut T {
fn fragment_shader_source(
&self,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> String {
(**self).fragment_shader_source(lights, color_texture, depth_texture)
}
fn use_uniforms(
&self,
program: &Program,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
(**self).use_uniforms(program, camera, lights, color_texture, depth_texture)
}
fn render_states(&self) -> RenderStates {
(**self).render_states()
}
}
impl<T: PostMaterial> PostMaterial for Box<T> {
fn fragment_shader_source(
&self,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> String {
self.as_ref()
.fragment_shader_source(lights, color_texture, depth_texture)
}
fn use_uniforms(
&self,
program: &Program,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
self.as_ref()
.use_uniforms(program, camera, lights, color_texture, depth_texture)
}
fn render_states(&self) -> RenderStates {
self.as_ref().render_states()
}
}
impl<T: PostMaterial> PostMaterial for std::rc::Rc<T> {
fn fragment_shader_source(
&self,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> String {
self.as_ref()
.fragment_shader_source(lights, color_texture, depth_texture)
}
fn use_uniforms(
&self,
program: &Program,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
self.as_ref()
.use_uniforms(program, camera, lights, color_texture, depth_texture)
}
fn render_states(&self) -> RenderStates {
self.as_ref().render_states()
}
}
impl<T: PostMaterial> PostMaterial for std::sync::Arc<T> {
fn fragment_shader_source(
&self,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> String {
self.as_ref()
.fragment_shader_source(lights, color_texture, depth_texture)
}
fn use_uniforms(
&self,
program: &Program,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
self.as_ref()
.use_uniforms(program, camera, lights, color_texture, depth_texture)
}
fn render_states(&self) -> RenderStates {
self.as_ref().render_states()
}
}
impl<T: PostMaterial> PostMaterial for std::cell::RefCell<T> {
fn fragment_shader_source(
&self,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> String {
self.borrow()
.fragment_shader_source(lights, color_texture, depth_texture)
}
fn use_uniforms(
&self,
program: &Program,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
self.borrow()
.use_uniforms(program, camera, lights, color_texture, depth_texture)
}
fn render_states(&self) -> RenderStates {
self.borrow().render_states()
}
}
impl<T: PostMaterial> PostMaterial for std::sync::RwLock<T> {
fn fragment_shader_source(
&self,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) -> String {
self.read()
.unwrap()
.fragment_shader_source(lights, color_texture, depth_texture)
}
fn use_uniforms(
&self,
program: &Program,
camera: &Camera,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
self.read()
.unwrap()
.use_uniforms(program, camera, lights, color_texture, depth_texture)
}
fn render_states(&self) -> RenderStates {
self.read().unwrap().render_states()
}
}