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//!
//! A collection of materials implementing the [Material] trait.
//!
//! A material together with a [geometry] can be rendered directly (using [Geometry::render_with_material] or [Geometry::render_with_effect]).
//! A [Material] can also be combined into an [object] (see [Gm]) and be used in a render call, for example [RenderTarget::render].
//!
macro_rules! impl_material_body {
($inner:ident) => {
fn fragment_shader_source(&self, lights: &[&dyn Light]) -> String {
self.$inner().fragment_shader_source(lights)
}
fn fragment_attributes(&self) -> FragmentAttributes {
self.$inner().fragment_attributes()
}
fn use_uniforms(&self, program: &Program, camera: &Camera, lights: &[&dyn Light]) {
self.$inner().use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
self.$inner().render_states()
}
fn material_type(&self) -> MaterialType {
self.$inner().material_type()
}
fn id(&self) -> u16 {
self.$inner().id()
}
};
}
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 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::*;
use std::{ops::Deref, sync::Arc};
///
/// A reference to a 2D texture and a texture transformation.
///
#[derive(Clone)]
pub struct Texture2DRef {
/// A reference to the texture.
pub texture: Arc<Texture2D>,
/// A transformation applied to the uv coordinates before reading a texel value at those uv coordinates.
/// This is primarily used in relation to texture atlasing.
pub transformation: Mat3,
}
impl Texture2DRef {
/// Creates a new [Texture2DRef] with an identity transformation from a [CpuTexture].
pub fn from_cpu_texture(context: &Context, cpu_texture: &CpuTexture) -> Self {
Self {
texture: Arc::new(Texture2D::new(context, cpu_texture)),
transformation: Mat3::identity(),
}
}
/// Creates a new [Texture2DRef] with an identity transformation from a [Texture2D].
pub fn from_texture(texture: Texture2D) -> Self {
Self {
texture: Arc::new(texture),
transformation: Mat3::identity(),
}
}
}
impl std::ops::Deref for Texture2DRef {
type Target = Texture2D;
fn deref(&self) -> &Self::Target {
&self.texture
}
}
impl std::convert::From<Texture2D> for Texture2DRef {
fn from(texture: Texture2D) -> Self {
Self::from_texture(texture)
}
}
impl std::convert::From<Arc<Texture2D>> for Texture2DRef {
fn from(texture: Arc<Texture2D>) -> Self {
Self {
texture,
transformation: Mat3::identity(),
}
}
}
///
/// Defines the material type which is needed to render the objects in the correct order.
/// For example, transparent objects need to be rendered back to front, whereas opaque objects need to be rendered front to back.
///
#[derive(Clone, Copy, PartialEq, PartialOrd, Ord, Eq, Debug)]
pub enum MaterialType {
/// Forward opaque
Opaque,
/// Forward transparent
Transparent,
/// Deferred opaque
Deferred,
}
///
/// Describes the set of attributes provided by a [geometry] and consumed by a [Material], ie. calculated in the vertex shader and then sent to the fragment shader.
/// To use an attribute for a material, add the relevant shader code to the fragment shader source (documented for each attribute) and return this struct from [Material::fragment_attributes] with the relevant attribute set to true.
///
#[derive(Clone, Copy, Debug)]
pub struct FragmentAttributes {
/// Position in world space: `in vec3 pos;`
pub position: bool,
/// Normal: `in vec3 nor;`,
pub normal: bool,
/// Tangent and bitangent: `in vec3 tang; in vec3 bitang;`
pub tangents: bool,
/// UV coordinates: `in vec2 uvs;`
pub uv: bool,
/// Color: `in vec4 col;`
pub color: bool,
}
impl FragmentAttributes {
/// All attributes
pub const ALL: Self = Self {
position: true,
normal: true,
tangents: true,
uv: true,
color: true,
};
/// No attributes
pub const NONE: Self = Self {
position: false,
normal: false,
tangents: false,
uv: false,
color: false,
};
}
///
/// Represents a material that, together with a [geometry], 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].
///
pub trait Material {
///
/// Returns the fragment shader source for this material.
///
fn fragment_shader_source(&self, lights: &[&dyn Light]) -> String;
///
/// Returns a unique ID for each variation of the shader source returned from [Material::fragment_shader_source].
///
/// **Note:** The last bit is reserved to internally implemented materials, so if implementing the [Material] trait
/// outside of this crate, always return an id that is smaller than `0b1u16 << 15`.
///
fn id(&self) -> u16;
///
/// Returns a [FragmentAttributes] struct that describes which fragment attributes,
/// ie. the input from the vertex shader, are required for rendering with this material.
///
fn fragment_attributes(&self) -> FragmentAttributes;
///
/// Sends the uniform data needed for this material to the fragment shader.
///
fn use_uniforms(&self, program: &Program, camera: &Camera, lights: &[&dyn Light]);
///
/// Returns the render states needed to render with this material.
///
fn render_states(&self) -> RenderStates;
///
/// Returns the type of material.
///
fn material_type(&self) -> MaterialType;
}
///
/// Implement this for a [Material] that can be created from a [CpuMaterial].
///
pub trait FromCpuMaterial: std::marker::Sized {
///
/// Creates a new material that can be used for rendering from a [CpuMaterial].
///
fn from_cpu_material(context: &Context, cpu_material: &CpuMaterial) -> Self;
}
///
/// Implement this for a [Material] that can be created from a [CpuVoxelGrid].
///
pub trait FromCpuVoxelGrid: std::marker::Sized {
///
/// Creates a new material that can be used for rendering from a [CpuVoxelGrid].
///
fn from_cpu_voxel_grid(context: &Context, cpu_voxel_grid: &CpuVoxelGrid) -> Self;
}
impl<T: Material + ?Sized> Material for &T {
impl_material_body!(deref);
}
impl<T: Material + ?Sized> Material for &mut T {
impl_material_body!(deref);
}
impl<T: Material> Material for Box<T> {
impl_material_body!(as_ref);
}
impl<T: Material> Material for std::rc::Rc<T> {
impl_material_body!(as_ref);
}
impl<T: Material> Material for std::sync::Arc<T> {
impl_material_body!(as_ref);
}
impl<T: Material> Material for std::cell::RefCell<T> {
impl_material_body!(borrow);
}
impl<T: Material> Material for std::sync::RwLock<T> {
fn fragment_shader_source(&self, lights: &[&dyn Light]) -> String {
self.read().unwrap().fragment_shader_source(lights)
}
fn fragment_attributes(&self) -> FragmentAttributes {
self.read().unwrap().fragment_attributes()
}
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 id(&self) -> u16 {
self.read().unwrap().id()
}
}
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)
}