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use crate::core::*;
use crate::renderer::*;
///
/// Similar to [PhysicalMaterial] except that rendering happens in two stages which produces the same result, but is more efficient for complex scenes.
/// This material does not support transparency but does support [alpha cutout](DeferredPhysicalMaterial::alpha_cutout).
///
/// The first stage renders geometry information to a [RenderTarget] and the second stage uses this render target to apply lighting based on the geometry information which means the expensive lighting calculations are only done once per pixel.
/// The [RenderTarget::render], [ColorTarget::render] or [DepthTarget::render] methods all support the two stages required by this material, so just pass the [Object] with this material applied into one of these methods.
/// However, it is not possible to use the [Object::render] method to render a [Geometry] with this material directly to the screen.
/// Instead render the object into a [RenderTarget] consisting of a [Texture2DArray] with three RGBA u8 layers as color target and a [DepthTexture2D] as depth target.
/// Then call the [DeferredPhysicalMaterial::lighting_pass] method with these textures to render to the screen.
///
#[derive(Clone)]
pub struct DeferredPhysicalMaterial {
/// Name.
pub name: String,
/// Albedo base color, also called diffuse color.
pub albedo: Srgba,
/// Texture with albedo base colors, also called diffuse color.
/// The colors are assumed to be in linear sRGB (`RgbU8`), linear sRGB with an alpha channel (`RgbaU8`) or HDR color space.
pub albedo_texture: Option<Texture2DRef>,
/// A value in the range `[0..1]` specifying how metallic the material is.
pub metallic: f32,
/// A value in the range `[0..1]` specifying how rough the material surface is.
pub roughness: f32,
/// Texture containing the metallic and roughness parameters which are multiplied with the [Self::metallic] and [Self::roughness] values in the shader.
/// The metallic values are sampled from the blue channel and the roughness from the green channel.
pub metallic_roughness_texture: Option<Texture2DRef>,
/// A scalar multiplier controlling the amount of occlusion applied from the [Self::occlusion_texture]. A value of 0.0 means no occlusion. A value of 1.0 means full occlusion.
pub occlusion_strength: f32,
/// An occlusion map. Higher values indicate areas that should receive full indirect lighting and lower values indicate no indirect lighting.
/// The occlusion values are sampled from the red channel.
pub occlusion_texture: Option<Texture2DRef>,
/// A scalar multiplier applied to each normal vector of the [Self::normal_texture].
pub normal_scale: f32,
/// A tangent space normal map, also known as bump map.
pub normal_texture: Option<Texture2DRef>,
/// Render states
pub render_states: RenderStates,
/// Color of light shining from an object.
pub emissive: Srgba,
/// Texture with color of light shining from an object.
/// The colors are assumed to be in linear sRGB (`RgbU8`), linear sRGB with an alpha channel (`RgbaU8`) or HDR color space.
pub emissive_texture: Option<Texture2DRef>,
/// A threshold on the alpha value of the color as a workaround for transparency.
/// If the alpha value of a pixel touched by an object with this material is less than the threshold, then that object is not contributing to the color of that pixel.
/// On the other hand, if the alpha value is more than the threshold, then it is contributing fully to that pixel and thereby blocks out everything behind.
pub alpha_cutout: Option<f32>,
}
impl DeferredPhysicalMaterial {
///
/// Constructs a new deferred physical material from a [CpuMaterial].
/// If the input contains an [CpuMaterial::occlusion_metallic_roughness_texture], this texture is used for both
/// [DeferredPhysicalMaterial::metallic_roughness_texture] and [DeferredPhysicalMaterial::occlusion_texture] while any [CpuMaterial::metallic_roughness_texture] or [CpuMaterial::occlusion_texture] are ignored.
///
pub fn new(context: &Context, cpu_material: &CpuMaterial) -> Self {
let albedo_texture =
cpu_material
.albedo_texture
.as_ref()
.map(|cpu_texture| match &cpu_texture.data {
TextureData::RgbU8(_) | TextureData::RgbaU8(_) => {
let mut cpu_texture = cpu_texture.clone();
cpu_texture.data.to_linear_srgb();
Texture2DRef::from_cpu_texture(context, &cpu_texture)
}
_ => Texture2DRef::from_cpu_texture(context, cpu_texture),
});
let metallic_roughness_texture =
if let Some(ref cpu_texture) = cpu_material.occlusion_metallic_roughness_texture {
Some(Texture2DRef::from_cpu_texture(context, cpu_texture))
} else {
cpu_material
.metallic_roughness_texture
.as_ref()
.map(|cpu_texture| Texture2DRef::from_cpu_texture(context, cpu_texture))
};
let occlusion_texture = if cpu_material.occlusion_metallic_roughness_texture.is_some() {
metallic_roughness_texture.clone()
} else {
cpu_material
.occlusion_texture
.as_ref()
.map(|cpu_texture| Texture2DRef::from_cpu_texture(context, cpu_texture))
};
let normal_texture = cpu_material
.normal_texture
.as_ref()
.map(|cpu_texture| Texture2DRef::from_cpu_texture(context, cpu_texture));
let emissive_texture =
cpu_material
.emissive_texture
.as_ref()
.map(|cpu_texture| match &cpu_texture.data {
TextureData::RgbU8(_) | TextureData::RgbaU8(_) => {
let mut cpu_texture = cpu_texture.clone();
cpu_texture.data.to_linear_srgb();
Texture2DRef::from_cpu_texture(context, &cpu_texture)
}
_ => Texture2DRef::from_cpu_texture(context, cpu_texture),
});
Self {
name: cpu_material.name.clone(),
albedo: cpu_material.albedo,
albedo_texture,
metallic: cpu_material.metallic,
roughness: cpu_material.roughness,
metallic_roughness_texture,
normal_texture,
normal_scale: cpu_material.normal_scale,
occlusion_texture,
occlusion_strength: cpu_material.occlusion_strength,
render_states: RenderStates::default(),
alpha_cutout: cpu_material.alpha_cutout,
emissive: cpu_material.emissive,
emissive_texture,
}
}
///
/// Constructs a deferred physical material from a physical material.
///
pub fn from_physical_material(physical_material: &PhysicalMaterial) -> Self {
Self {
name: physical_material.name.clone(),
albedo: physical_material.albedo,
albedo_texture: physical_material.albedo_texture.clone(),
metallic: physical_material.metallic,
roughness: physical_material.roughness,
metallic_roughness_texture: physical_material.metallic_roughness_texture.clone(),
normal_texture: physical_material.normal_texture.clone(),
normal_scale: physical_material.normal_scale,
occlusion_texture: physical_material.occlusion_texture.clone(),
occlusion_strength: physical_material.occlusion_strength,
render_states: RenderStates {
write_mask: WriteMask::default(),
blend: Blend::Disabled,
..physical_material.render_states
},
emissive: physical_material.emissive,
emissive_texture: physical_material.emissive_texture.clone(),
alpha_cutout: if physical_material.is_transparent {
Some(0.5)
} else {
None
},
}
}
///
/// The second stage of a deferred render call.
/// Use the [Object::render] method to render the objects with this material into a [RenderTarget] and then call this method with these textures to render to the screen.
/// See [DeferredPhysicalMaterial] for more information.
///
pub fn lighting_pass(
context: &Context,
camera: &Camera,
geometry_pass_color_texture: ColorTexture,
geometry_pass_depth_texture: DepthTexture,
lights: &[&dyn Light],
) {
apply_screen_effect(
context,
lighting_pass::LightingPassEffect {},
camera,
lights,
Some(geometry_pass_color_texture),
Some(geometry_pass_depth_texture),
);
}
}
impl FromCpuMaterial for DeferredPhysicalMaterial {
fn from_cpu_material(context: &Context, cpu_material: &CpuMaterial) -> Self {
Self::new(context, cpu_material)
}
}
impl Material for DeferredPhysicalMaterial {
fn id(&self) -> u16 {
let mut id = 0b1u16 << 15 | 0b1u16 << 6;
if self.albedo_texture.is_some() {
id |= 0b1u16;
}
if self.metallic_roughness_texture.is_some() {
id |= 0b1u16 << 1;
}
if self.occlusion_texture.is_some() {
id |= 0b1u16 << 2;
}
if self.normal_texture.is_some() {
id |= 0b1u16 << 3;
}
if self.emissive_texture.is_some() {
id |= 0b1u16 << 4;
}
if self.alpha_cutout.is_some() {
id |= 0b1u16 << 5;
}
id
}
fn fragment_shader_source(&self, _lights: &[&dyn Light]) -> String {
let mut output = include_str!("../../core/shared.frag").to_string();
if self.albedo_texture.is_some()
|| self.metallic_roughness_texture.is_some()
|| self.normal_texture.is_some()
|| self.occlusion_texture.is_some()
|| self.emissive_texture.is_some()
|| self.alpha_cutout.is_some()
{
output.push_str("in vec2 uvs;\n");
if self.albedo_texture.is_some() {
output.push_str("#define USE_ALBEDO_TEXTURE;\n");
}
if self.metallic_roughness_texture.is_some() {
output.push_str("#define USE_METALLIC_ROUGHNESS_TEXTURE;\n");
}
if self.occlusion_texture.is_some() {
output.push_str("#define USE_OCCLUSION_TEXTURE;\n");
}
if self.normal_texture.is_some() {
output.push_str("#define USE_NORMAL_TEXTURE;\nin vec3 tang;\nin vec3 bitang;\n");
}
if self.emissive_texture.is_some() {
output.push_str("#define USE_EMISSIVE_TEXTURE;\n");
}
if self.alpha_cutout.is_some() {
output.push_str(
format!(
"#define ALPHACUT;\nfloat acut = {};",
self.alpha_cutout.unwrap()
)
.as_str(),
);
}
}
output.push_str(include_str!("shaders/deferred_physical_material.frag"));
output
}
fn fragment_attributes(&self) -> FragmentAttributes {
FragmentAttributes {
position: true,
normal: true,
color: true,
uv: self.albedo_texture.is_some()
|| self.metallic_roughness_texture.is_some()
|| self.normal_texture.is_some()
|| self.occlusion_texture.is_some()
|| self.emissive_texture.is_some()
|| self.alpha_cutout.is_some(),
tangents: self.normal_texture.is_some(),
}
}
fn use_uniforms(&self, program: &Program, _camera: &Camera, _lights: &[&dyn Light]) {
program.use_uniform("metallic", self.metallic);
program.use_uniform("roughness", self.roughness);
program.use_uniform("albedo", self.albedo.to_linear_srgb());
program.use_uniform("emissive", self.emissive.to_linear_srgb());
if let Some(ref texture) = self.albedo_texture {
program.use_texture("albedoTexture", texture);
program.use_uniform("albedoTexTransform", texture.transformation);
}
if let Some(ref texture) = self.metallic_roughness_texture {
program.use_texture("metallicRoughnessTexture", texture);
program.use_uniform("metallicRoughnessTexTransform", texture.transformation);
}
if let Some(ref texture) = self.occlusion_texture {
program.use_uniform("occlusionStrength", self.occlusion_strength);
program.use_uniform("occlusionTexTransform", texture.transformation);
program.use_texture("occlusionTexture", texture);
}
if let Some(ref texture) = self.normal_texture {
program.use_uniform("normalScale", self.normal_scale);
program.use_uniform("normalTexTransform", texture.transformation);
program.use_texture("normalTexture", texture);
}
if program.requires_uniform("emissiveTexture") {
if let Some(ref texture) = self.emissive_texture {
program.use_uniform("emissiveTexTransform", texture.transformation);
program.use_texture("emissiveTexture", texture);
}
}
}
fn render_states(&self) -> RenderStates {
self.render_states
}
fn material_type(&self) -> MaterialType {
MaterialType::Deferred
}
}
impl Default for DeferredPhysicalMaterial {
fn default() -> Self {
Self {
name: "default".to_string(),
albedo: Srgba::WHITE,
albedo_texture: None,
metallic: 0.0,
roughness: 1.0,
metallic_roughness_texture: None,
normal_texture: None,
normal_scale: 1.0,
occlusion_texture: None,
occlusion_strength: 1.0,
render_states: RenderStates::default(),
alpha_cutout: None,
emissive: Srgba::BLACK,
emissive_texture: None,
}
}
}