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use crate::core::*;
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::*;
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],
) -> ThreeDResult<()>;
fn render_states(&self) -> RenderStates;
fn is_transparent(&self) -> bool;
}
pub trait FromCpuMaterial: std::marker::Sized {
fn from_cpu_material(context: &Context, cpu_material: &CpuMaterial) -> ThreeDResult<Self>;
}
pub trait FromCpuVoxelGrid: std::marker::Sized {
fn from_cpu_voxel_grid(context: &Context, cpu_voxel_grid: &CpuVoxelGrid) -> ThreeDResult<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],
) -> ThreeDResult<()> {
(*self).use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
(*self).render_states()
}
fn is_transparent(&self) -> bool {
(*self).is_transparent()
}
}
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],
) -> ThreeDResult<()> {
(**self).use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
(**self).render_states()
}
fn is_transparent(&self) -> bool {
(**self).is_transparent()
}
}
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],
) -> ThreeDResult<()> {
self.as_ref().use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
self.as_ref().render_states()
}
fn is_transparent(&self) -> bool {
self.as_ref().is_transparent()
}
}
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],
) -> ThreeDResult<()> {
self.as_ref().use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
self.as_ref().render_states()
}
fn is_transparent(&self) -> bool {
self.as_ref().is_transparent()
}
}
impl<T: Material> Material for std::rc::Rc<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],
) -> ThreeDResult<()> {
self.borrow().use_uniforms(program, camera, lights)
}
fn render_states(&self) -> RenderStates {
self.borrow().render_states()
}
fn is_transparent(&self) -> bool {
self.borrow().is_transparent()
}
}
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)
}