three_d/renderer/geometry.rs
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#![macro_use]
//!
//! A collection of geometries implementing the [Geometry] trait.
//!
//! A geometry together with a [material] can be rendered directly, or combined into an [object] (see [Gm]) that can be used in a render call, for example [RenderTarget::render].
//!
macro_rules! impl_geometry_body {
($inner:ident) => {
fn draw(&self, viewer: &dyn Viewer, program: &Program, render_states: RenderStates) {
self.$inner().draw(viewer, program, render_states)
}
fn vertex_shader_source(&self) -> String {
self.$inner().vertex_shader_source()
}
fn id(&self) -> GeometryId {
self.$inner().id()
}
fn render_with_material(
&self,
material: &dyn Material,
viewer: &dyn Viewer,
lights: &[&dyn Light],
) {
self.$inner().render_with_material(material, viewer, lights)
}
fn render_with_effect(
&self,
material: &dyn Effect,
viewer: &dyn Viewer,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
self.$inner()
.render_with_effect(material, viewer, lights, color_texture, depth_texture)
}
fn aabb(&self) -> AxisAlignedBoundingBox {
self.$inner().aabb()
}
};
}
mod mesh;
#[doc(inline)]
pub use mesh::*;
mod instanced_mesh;
#[doc(inline)]
pub use instanced_mesh::*;
mod sprites;
#[doc(inline)]
pub use sprites::*;
mod particles;
#[doc(inline)]
pub use particles::*;
mod bounding_box;
#[doc(inline)]
pub use bounding_box::*;
mod line;
#[doc(inline)]
pub use line::*;
mod rectangle;
#[doc(inline)]
pub use rectangle::*;
mod circle;
#[doc(inline)]
pub use circle::*;
use crate::core::*;
use crate::renderer::*;
pub use three_d_asset::{
Geometry as CpuGeometry, Indices, KeyFrameAnimation, KeyFrames, PointCloud, Positions,
TriMesh as CpuMesh,
};
///
/// Represents a 3D geometry that, together with a [material], can be rendered using [Geometry::render_with_material].
/// Alternatively, a geometry and a material can be combined in a [Gm],
/// thereby creating an [Object] which can be used in a render call, for example [RenderTarget::render].
///
/// If requested by the material, the geometry has to support the following attributes in the vertex shader source code.
/// - position: `out vec3 pos;` (must be in world space)
/// - normal: `out vec3 nor;`
/// - tangent: `out vec3 tang;`
/// - bitangent: `out vec3 bitang;`
/// - uv coordinates: `out vec2 uvs;` (must be flipped in v compared to standard uv coordinates, ie. do `uvs = vec2(uvs.x, 1.0 - uvs.y);` in the vertex shader or do the flip before constructing the uv coordinates vertex buffer)
/// - color: `out vec4 col;`
///
/// In addition, for the geometry to be pickable using the [pick] or [ray_intersect] methods (ie. combined with the [IntersectionMaterial]),
/// it needs to support `flat out int instance_id;`. Simply set it to the built-in glsl variable: `gl_InstanceID`.
///
pub trait Geometry {
///
/// Draw this geometry.
///
fn draw(&self, viewer: &dyn Viewer, program: &Program, render_states: RenderStates);
///
/// Returns the vertex shader source for this geometry given that the fragment shader needs the given vertex attributes.
///
fn vertex_shader_source(&self) -> String;
///
/// Returns a unique ID for each variation of the shader source returned from `Geometry::vertex_shader_source`.
///
/// **Note:** The last bit is reserved to internally implemented geometries, so if implementing the `Geometry` trait
/// outside of this crate, always return an id in the public use range as defined by [GeometryId].
///
fn id(&self) -> GeometryId;
///
/// Render the geometry with the given [Material].
/// Must be called in the callback given as input to a [RenderTarget], [ColorTarget] or [DepthTarget] write method.
/// Use an empty array for the `lights` argument, if the material does not require lights to be rendered.
///
fn render_with_material(
&self,
material: &dyn Material,
viewer: &dyn Viewer,
lights: &[&dyn Light],
);
///
/// Render the geometry with the given [Effect].
/// Must be called in the callback given as input to a [RenderTarget], [ColorTarget] or [DepthTarget] write method.
/// Use an empty array for the `lights` argument, if the material does not require lights to be rendered.
///
fn render_with_effect(
&self,
material: &dyn Effect,
viewer: &dyn Viewer,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
);
///
/// Returns the [AxisAlignedBoundingBox] for this geometry in the global coordinate system.
///
fn aabb(&self) -> AxisAlignedBoundingBox;
///
/// For updating the animation of this geometry if it is animated, if not, this method does nothing.
/// The time parameter should be some continious time, for example the time since start.
///
fn animate(&mut self, _time: f32) {}
}
use std::ops::Deref;
impl<T: Geometry + ?Sized> Geometry for &T {
impl_geometry_body!(deref);
}
impl<T: Geometry + ?Sized> Geometry for &mut T {
impl_geometry_body!(deref);
fn animate(&mut self, time: f32) {
self.deref().animate(time)
}
}
impl<T: Geometry> Geometry for Box<T> {
impl_geometry_body!(as_ref);
}
impl<T: Geometry> Geometry for std::rc::Rc<T> {
impl_geometry_body!(as_ref);
}
impl<T: Geometry> Geometry for std::sync::Arc<T> {
impl_geometry_body!(as_ref);
}
impl<T: Geometry> Geometry for std::cell::RefCell<T> {
impl_geometry_body!(borrow);
fn animate(&mut self, time: f32) {
self.borrow_mut().animate(time)
}
}
impl<T: Geometry> Geometry for std::sync::RwLock<T> {
fn draw(&self, viewer: &dyn Viewer, program: &Program, render_states: RenderStates) {
self.read().unwrap().draw(viewer, program, render_states)
}
fn vertex_shader_source(&self) -> String {
self.read().unwrap().vertex_shader_source()
}
fn id(&self) -> GeometryId {
self.read().unwrap().id()
}
fn render_with_material(
&self,
material: &dyn Material,
viewer: &dyn Viewer,
lights: &[&dyn Light],
) {
self.read()
.unwrap()
.render_with_material(material, viewer, lights)
}
fn render_with_effect(
&self,
material: &dyn Effect,
viewer: &dyn Viewer,
lights: &[&dyn Light],
color_texture: Option<ColorTexture>,
depth_texture: Option<DepthTexture>,
) {
self.read().unwrap().render_with_effect(
material,
viewer,
lights,
color_texture,
depth_texture,
)
}
fn aabb(&self) -> AxisAlignedBoundingBox {
self.read().unwrap().aabb()
}
fn animate(&mut self, time: f32) {
self.write().unwrap().animate(time)
}
}
///
/// The index buffer used to determine the three vertices for each triangle in a mesh.
/// A triangle is defined by three consequitive indices in the index buffer.
/// Each index points to a position in the vertex buffers.
///
pub enum IndexBuffer {
/// No index buffer is used, ie. every triangle consist of three consequitive vertices.
None,
/// Use an index buffer with indices defined in `u8` format.
U8(ElementBuffer<u8>),
/// Use an index buffer with indices defined in `u16` format.
U16(ElementBuffer<u16>),
/// Use an index buffer with indices defined in `u32` format.
U32(ElementBuffer<u32>),
}
struct BaseMesh {
indices: IndexBuffer,
positions: VertexBuffer<Vec3>,
normals: Option<VertexBuffer<Vec3>>,
tangents: Option<VertexBuffer<Vec4>>,
uvs: Option<VertexBuffer<Vec2>>,
colors: Option<VertexBuffer<Vec4>>,
}
impl BaseMesh {
pub fn new(context: &Context, cpu_mesh: &CpuMesh) -> Self {
#[cfg(debug_assertions)]
cpu_mesh.validate().expect("invalid cpu mesh");
Self {
indices: match &cpu_mesh.indices {
Indices::U8(ind) => IndexBuffer::U8(ElementBuffer::new_with_data(context, ind)),
Indices::U16(ind) => IndexBuffer::U16(ElementBuffer::new_with_data(context, ind)),
Indices::U32(ind) => IndexBuffer::U32(ElementBuffer::new_with_data(context, ind)),
Indices::None => IndexBuffer::None,
},
positions: VertexBuffer::new_with_data(context, &cpu_mesh.positions.to_f32()),
normals: cpu_mesh
.normals
.as_ref()
.map(|data| VertexBuffer::new_with_data(context, data)),
tangents: cpu_mesh
.tangents
.as_ref()
.map(|data| VertexBuffer::new_with_data(context, data)),
uvs: cpu_mesh.uvs.as_ref().map(|data| {
VertexBuffer::new_with_data(
context,
&data
.iter()
.map(|uv| vec2(uv.x, 1.0 - uv.y))
.collect::<Vec<_>>(),
)
}),
colors: cpu_mesh.colors.as_ref().map(|data| {
VertexBuffer::new_with_data(
context,
&data.iter().map(|c| c.to_linear_srgb()).collect::<Vec<_>>(),
)
}),
}
}
pub fn draw(&self, program: &Program, render_states: RenderStates, viewer: &dyn Viewer) {
self.use_attributes(program);
match &self.indices {
IndexBuffer::None => program.draw_arrays(
render_states,
viewer.viewport(),
self.positions.vertex_count(),
),
IndexBuffer::U8(element_buffer) => {
program.draw_elements(render_states, viewer.viewport(), element_buffer)
}
IndexBuffer::U16(element_buffer) => {
program.draw_elements(render_states, viewer.viewport(), element_buffer)
}
IndexBuffer::U32(element_buffer) => {
program.draw_elements(render_states, viewer.viewport(), element_buffer)
}
}
}
pub fn draw_instanced(
&self,
program: &Program,
render_states: RenderStates,
viewer: &dyn Viewer,
instance_count: u32,
) {
self.use_attributes(program);
match &self.indices {
IndexBuffer::None => program.draw_arrays_instanced(
render_states,
viewer.viewport(),
self.positions.vertex_count(),
instance_count,
),
IndexBuffer::U8(element_buffer) => program.draw_elements_instanced(
render_states,
viewer.viewport(),
element_buffer,
instance_count,
),
IndexBuffer::U16(element_buffer) => program.draw_elements_instanced(
render_states,
viewer.viewport(),
element_buffer,
instance_count,
),
IndexBuffer::U32(element_buffer) => program.draw_elements_instanced(
render_states,
viewer.viewport(),
element_buffer,
instance_count,
),
}
}
fn use_attributes(&self, program: &Program) {
program.use_vertex_attribute("position", &self.positions);
if program.requires_attribute("normal") {
if let Some(normals) = &self.normals {
program.use_vertex_attribute("normal", normals);
}
}
if program.requires_attribute("tangent") {
if let Some(tangents) = &self.tangents {
program.use_vertex_attribute("tangent", tangents);
}
}
if program.requires_attribute("uv_coordinates") {
if let Some(uvs) = &self.uvs {
program.use_vertex_attribute("uv_coordinates", uvs);
}
}
if program.requires_attribute("color") {
if let Some(colors) = &self.colors {
program.use_vertex_attribute("color", colors);
}
}
}
fn vertex_shader_source(&self) -> String {
format!(
"{}{}{}{}{}{}",
if self.normals.is_some() {
"#define USE_NORMALS\n"
} else {
""
},
if self.tangents.is_some() {
"#define USE_TANGENTS\n"
} else {
""
},
if self.uvs.is_some() {
"#define USE_UVS\n"
} else {
""
},
if self.colors.is_some() {
"#define USE_VERTEX_COLORS\n"
} else {
""
},
include_str!("../core/shared.frag"),
include_str!("geometry/shaders/mesh.vert"),
)
}
}