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//!
//! Contain material asset definitions.
//!
#[doc(inline)]
pub use crate::{prelude::Srgba, texture::texture2d::*};
/// Lighting models which specify how the lighting is computed when rendering a material.
/// This is a trade-off between how fast the computations are versus how physically correct they look.
#[derive(Debug, Copy, Clone, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum LightingModel {
/// Phong lighting model.
/// The fastest lighting model to calculate.
Phong,
/// Blinn lighting model.
/// Almost as fast as Phong and has less artifacts.
Blinn,
/// Cook-Torrance lighting model with the given normal distribution and geometry functions.
/// The most physically correct lighting model but also the most expensive.
Cook(NormalDistributionFunction, GeometryFunction),
}
/// The geometry function used in a Cook-Torrance lighting model.
#[derive(Debug, Copy, Clone, PartialEq)]
#[allow(missing_docs)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum GeometryFunction {
SmithSchlickGGX,
}
/// The normal distribution function used in a Cook-Torrance lighting model.
#[derive(Debug, Copy, Clone, PartialEq)]
#[allow(missing_docs)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub enum NormalDistributionFunction {
Blinn,
Beckmann,
TrowbridgeReitzGGX,
}
///
/// A CPU-side version of a material used for physically based rendering (PBR).
///
#[derive(Debug, Clone)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct PbrMaterial {
/// Name. Used for matching geometry and material.
pub name: String,
/// Albedo base color, also called diffuse color.
pub albedo: Srgba,
/// Texture with albedo base colors, also called diffuse colors.
/// The colors are assumed to be in sRGB (`RgbU8`), sRGB with an alpha channel (`RgbaU8`) or HDR color space.
pub albedo_texture: Option<Texture2D>,
/// 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 occlusion, metallic and roughness parameters.
/// The occlusion values are sampled from the red channel, metallic from the blue channel and the roughness from the green channel.
/// Is sometimes in two textures, see [Self::occlusion_texture] and [Self::metallic_roughness_texture].
pub occlusion_metallic_roughness_texture: Option<Texture2D>,
/// Texture containing the metallic and roughness parameters which are multiplied with the [Self::metallic] and [Self::roughness] to get the final parameter.
/// The metallic values are sampled from the blue channel and the roughness from the green channel.
/// Can be combined with occlusion into one texture, see [Self::occlusion_metallic_roughness_texture].
pub metallic_roughness_texture: Option<Texture2D>,
/// 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.
/// Can be combined with metallic and roughness into one texture, see [Self::occlusion_metallic_roughness_texture].
pub occlusion_texture: Option<Texture2D>,
/// 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<Texture2D>,
/// 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 sRGB (`RgbU8`), sRGB with an alpha channel (`RgbaU8`) or HDR color space.
pub emissive_texture: Option<Texture2D>,
/// Alpha cutout value for transparency in deferred rendering pipeline.
pub alpha_cutout: Option<f32>,
/// The lighting model used when rendering this material
pub lighting_model: LightingModel,
/// The index of refraction for this material
pub index_of_refraction: f32,
/// A value in the range `[0..1]` specifying how transmissive the material surface is.
pub transmission: f32,
/// Texture containing the transmission parameter which are multiplied with the [Self::transmission] to get the final parameter.
pub transmission_texture: Option<Texture2D>,
}
impl Default for PbrMaterial {
fn default() -> Self {
Self {
name: "default".to_string(),
albedo: Srgba::WHITE,
albedo_texture: None,
occlusion_metallic_roughness_texture: None,
metallic_roughness_texture: None,
occlusion_texture: None,
metallic: 0.0,
roughness: 1.0,
occlusion_strength: 1.0,
normal_texture: None,
normal_scale: 1.0,
emissive: Srgba::BLACK,
emissive_texture: None,
index_of_refraction: 1.5,
transmission: 0.0,
transmission_texture: None,
alpha_cutout: None,
lighting_model: LightingModel::Blinn,
}
}
}