three_d/renderer/geometry/
mesh.rs

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
use crate::core::*;
use crate::renderer::*;

use super::BaseMesh;

///
/// A triangle mesh [Geometry].
///
pub struct Mesh {
    base_mesh: BaseMesh,
    context: Context,
    aabb: AxisAlignedBoundingBox,
    transformation: Mat4,
    current_transformation: Mat4,
    animation: Option<Box<dyn Fn(f32) -> Mat4 + Send + Sync>>,
}

impl Mesh {
    ///
    /// Creates a new triangle mesh from the given [CpuMesh].
    /// All data in the [CpuMesh] is transfered to the GPU, so make sure to remove all unnecessary data from the [CpuMesh] before calling this method.
    ///
    pub fn new(context: &Context, cpu_mesh: &CpuMesh) -> Self {
        let aabb = cpu_mesh.compute_aabb();
        Self {
            context: context.clone(),
            base_mesh: BaseMesh::new(context, cpu_mesh),
            aabb,
            transformation: Mat4::identity(),
            current_transformation: Mat4::identity(),
            animation: None,
        }
    }

    pub(in crate::renderer) fn set_transformation_2d(&mut self, transformation: Mat3) {
        self.set_transformation(Mat4::new(
            transformation.x.x,
            transformation.x.y,
            0.0,
            transformation.x.z,
            transformation.y.x,
            transformation.y.y,
            0.0,
            transformation.y.z,
            0.0,
            0.0,
            1.0,
            0.0,
            transformation.z.x,
            transformation.z.y,
            0.0,
            transformation.z.z,
        ));
    }

    ///
    /// Returns the local to world transformation applied to this mesh.
    ///
    pub fn transformation(&self) -> Mat4 {
        self.transformation
    }

    ///
    /// Set the local to world transformation applied to this mesh.
    /// If any animation method is set using [Self::set_animation], the transformation from that method is applied before this transformation.
    ///
    pub fn set_transformation(&mut self, transformation: Mat4) {
        self.transformation = transformation;
        self.current_transformation = transformation;
    }

    ///
    /// Specifies a function which takes a time parameter as input and returns a transformation that should be applied to this mesh at the given time.
    /// To actually animate this mesh, call [Geometry::animate] at each frame which in turn evaluates the animation function defined by this method.
    /// This transformation is applied first, then the local to world transformation defined by [Self::set_transformation].
    ///
    pub fn set_animation(&mut self, animation: impl Fn(f32) -> Mat4 + Send + Sync + 'static) {
        self.animation = Some(Box::new(animation));
    }

    ///
    /// Returns the number of vertices in this mesh.
    ///
    pub fn vertex_count(&self) -> u32 {
        self.base_mesh.positions.vertex_count()
    }

    /// Updates the vertex positions of the mesh.
    ///
    /// # Panics
    ///
    /// Panics if the number of positions does not match the number of vertices in the mesh.
    pub fn update_positions(&mut self, positions: &[Vector3<f32>]) {
        if positions.len() as u32 != self.vertex_count() {
            panic!("Failed updating positions: The number of positions {} does not match the number of vertices {} in the mesh.", positions.len(), self.vertex_count())
        }
        self.base_mesh.positions.fill(positions);
    }

    ///
    /// Updates the vertex normals of the mesh.
    ///
    /// # Panics
    ///
    /// Panics if the number of normals does not match the number of vertices in the mesh.
    pub fn update_normals(&mut self, normals: &[Vector3<f32>]) {
        if normals.len() as u32 != self.vertex_count() {
            panic!("Failed updating normals: The number of normals {} does not match the number of vertices {} in the mesh.", normals.len(), self.vertex_count())
        }

        if let Some(normal_buffer) = &mut self.base_mesh.normals {
            normal_buffer.fill(normals);
        } else {
            self.base_mesh.normals = Some(VertexBuffer::new_with_data(&self.context, normals));
        }
    }
}

impl<'a> IntoIterator for &'a Mesh {
    type Item = &'a dyn Geometry;
    type IntoIter = std::iter::Once<&'a dyn Geometry>;

    fn into_iter(self) -> Self::IntoIter {
        std::iter::once(self)
    }
}

impl Geometry for Mesh {
    fn aabb(&self) -> AxisAlignedBoundingBox {
        let mut aabb = self.aabb;
        aabb.transform(&self.current_transformation);
        aabb
    }

    fn animate(&mut self, time: f32) {
        if let Some(animation) = &self.animation {
            self.current_transformation = self.transformation * animation(time);
        }
    }

    fn draw(
        &self,
        camera: &Camera,
        program: &Program,
        render_states: RenderStates,
        attributes: FragmentAttributes,
    ) {
        if attributes.normal {
            if let Some(inverse) = self.current_transformation.invert() {
                program.use_uniform_if_required("normalMatrix", inverse.transpose());
            } else {
                // determinant is float zero
                return;
            }
        }

        program.use_uniform("viewProjection", camera.projection() * camera.view());
        program.use_uniform("modelMatrix", self.current_transformation);

        self.base_mesh
            .draw(program, render_states, camera, attributes);
    }

    fn vertex_shader_source(&self, required_attributes: FragmentAttributes) -> String {
        format!(
            "{}{}{}{}{}{}",
            if required_attributes.normal {
                "#define USE_NORMALS\n"
            } else {
                ""
            },
            if required_attributes.tangents {
                "#define USE_TANGENTS\n"
            } else {
                ""
            },
            if required_attributes.uv {
                "#define USE_UVS\n"
            } else {
                ""
            },
            if required_attributes.color && self.base_mesh.colors.is_some() {
                "#define USE_VERTEX_COLORS\n"
            } else {
                ""
            },
            include_str!("../../core/shared.frag"),
            include_str!("shaders/mesh.vert"),
        )
    }

    fn id(&self, required_attributes: FragmentAttributes) -> u16 {
        let mut id = 0b1u16 << 15 | 0b1u16 << 4;
        if required_attributes.normal {
            id |= 0b1u16;
        }
        if required_attributes.tangents {
            id |= 0b1u16 << 1;
        }
        if required_attributes.uv {
            id |= 0b1u16 << 2;
        }
        if required_attributes.color && self.base_mesh.colors.is_some() {
            id |= 0b1u16 << 3;
        }
        id
    }

    fn render_with_material(
        &self,
        material: &dyn Material,
        camera: &Camera,
        lights: &[&dyn Light],
    ) {
        render_with_material(&self.context, camera, &self, material, lights);
    }

    fn render_with_effect(
        &self,
        material: &dyn Effect,
        camera: &Camera,
        lights: &[&dyn Light],
        color_texture: Option<ColorTexture>,
        depth_texture: Option<DepthTexture>,
    ) {
        render_with_effect(
            &self.context,
            camera,
            self,
            material,
            lights,
            color_texture,
            depth_texture,
        )
    }
}