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use crate::core::*;
use crate::renderer::*;
use std::rc::Rc;
#[derive(Clone)]
pub struct ORMMaterial {
pub metallic: f32,
pub roughness: f32,
pub metallic_roughness_texture: Option<Rc<Texture2D>>,
pub occlusion_strength: f32,
pub occlusion_texture: Option<Rc<Texture2D>>,
pub render_states: RenderStates,
}
impl ORMMaterial {
pub fn new(context: &Context, cpu_material: &CpuMaterial) -> ThreeDResult<Self> {
let metallic_roughness_texture =
if let Some(ref cpu_texture) = cpu_material.occlusion_metallic_roughness_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
if let Some(ref cpu_texture) = cpu_material.metallic_roughness_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
None
}
};
let occlusion_texture = if cpu_material.occlusion_metallic_roughness_texture.is_some() {
metallic_roughness_texture.clone()
} else {
if let Some(ref cpu_texture) = cpu_material.occlusion_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
None
}
};
Ok(Self {
metallic: cpu_material.metallic,
roughness: cpu_material.roughness,
metallic_roughness_texture,
occlusion_texture,
occlusion_strength: cpu_material.occlusion_strength,
render_states: RenderStates::default(),
})
}
pub fn from_physical_material(physical_material: &PhysicalMaterial) -> Self {
Self {
metallic: physical_material.metallic,
roughness: physical_material.roughness,
metallic_roughness_texture: physical_material.metallic_roughness_texture.clone(),
occlusion_strength: physical_material.occlusion_strength,
occlusion_texture: physical_material.occlusion_texture.clone(),
render_states: RenderStates {
write_mask: WriteMask::default(),
blend: Blend::Disabled,
..physical_material.render_states
},
}
}
}
impl FromCpuMaterial for ORMMaterial {
fn from_cpu_material(context: &Context, cpu_material: &CpuMaterial) -> ThreeDResult<Self> {
Self::new(context, cpu_material)
}
}
impl Material for ORMMaterial {
fn fragment_shader_source(&self, _use_vertex_colors: bool, _lights: &[&dyn Light]) -> String {
let mut output = String::new();
if self.metallic_roughness_texture.is_some() || self.occlusion_texture.is_some() {
output.push_str("in vec2 uvs;\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");
}
}
output.push_str(include_str!("shaders/orm_material.frag"));
output
}
fn use_uniforms(
&self,
program: &Program,
_camera: &Camera,
_lights: &[&dyn Light],
) -> ThreeDResult<()> {
program.use_uniform("metallic", &self.metallic)?;
program.use_uniform("roughness", &self.roughness)?;
if let Some(ref texture) = self.metallic_roughness_texture {
program.use_texture("metallicRoughnessTexture", texture)?;
}
if let Some(ref texture) = self.occlusion_texture {
program.use_uniform("occlusionStrength", &self.occlusion_strength)?;
program.use_texture("occlusionTexture", texture)?;
}
Ok(())
}
fn render_states(&self) -> RenderStates {
self.render_states
}
fn is_transparent(&self) -> bool {
false
}
}
impl Default for ORMMaterial {
fn default() -> Self {
Self {
metallic: 0.0,
roughness: 1.0,
metallic_roughness_texture: None,
occlusion_texture: None,
occlusion_strength: 1.0,
render_states: RenderStates::default(),
}
}
}