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use crate::core::*;
use crate::renderer::*;
#[derive(Clone)]
pub struct Model<M: ForwardMaterial> {
context: Context,
mesh: Mesh,
#[deprecated = "set in render states on material instead"]
pub cull: Cull,
aabb: AxisAlignedBoundingBox,
aabb_local: AxisAlignedBoundingBox,
transformation: Mat4,
normal_transformation: Mat4,
pub material: M,
}
impl Model<ColorMaterial> {
pub fn new(context: &Context, cpu_mesh: &CPUMesh) -> ThreeDResult<Self> {
Self::new_with_material(context, cpu_mesh, ColorMaterial::default())
}
}
#[allow(deprecated)]
impl<M: ForwardMaterial> Model<M> {
pub fn new_with_material(
context: &Context,
cpu_mesh: &CPUMesh,
material: M,
) -> ThreeDResult<Self> {
let mesh = Mesh::new(context, cpu_mesh)?;
let aabb = cpu_mesh.compute_aabb();
Ok(Self {
mesh,
aabb,
aabb_local: aabb.clone(),
transformation: Mat4::identity(),
normal_transformation: Mat4::identity(),
context: context.clone(),
cull: Cull::default(),
material,
})
}
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,
));
}
#[deprecated = "Use 'render_forward' instead"]
pub fn render_color(&self, camera: &Camera) -> ThreeDResult<()> {
let mut mat = ColorMaterial::default();
mat.opaque_render_states.cull = self.cull;
mat.transparent_render_states.cull = self.cull;
self.render_forward(&mat, camera, &Lights::default())
}
#[deprecated = "Use 'render_forward' instead"]
pub fn render_with_color(&self, color: Color, camera: &Camera) -> ThreeDResult<()> {
let mut mat = ColorMaterial {
color,
..Default::default()
};
mat.opaque_render_states.cull = self.cull;
mat.transparent_render_states.cull = self.cull;
self.render_forward(&mat, camera, &Lights::default())
}
#[deprecated = "Use 'render_forward' instead"]
pub fn render_uvs(&self, camera: &Camera) -> ThreeDResult<()> {
let mut mat = UVMaterial::default();
mat.render_states.cull = self.cull;
self.render_forward(&mat, camera, &Lights::default())
}
#[deprecated = "Use 'render_forward' instead"]
pub fn render_normals(&self, camera: &Camera) -> ThreeDResult<()> {
let mut mat = NormalMaterial::default();
mat.render_states.cull = self.cull;
self.render_forward(&mat, camera, &Lights::default())
}
#[deprecated = "Use 'render_forward' instead"]
pub fn render_with_texture(&self, texture: &Texture2D, camera: &Camera) -> ThreeDResult<()> {
let render_states = if texture.is_transparent() {
RenderStates {
cull: self.cull,
write_mask: WriteMask::COLOR,
blend: Blend::TRANSPARENCY,
..Default::default()
}
} else {
RenderStates {
cull: self.cull,
..Default::default()
}
};
let fragment_shader_source = include_str!("shaders/mesh_texture.frag");
self.context.program(
&Mesh::vertex_shader_source(fragment_shader_source),
fragment_shader_source,
|program| {
program.use_texture("tex", texture)?;
self.mesh.draw(
render_states,
program,
camera.uniform_buffer(),
camera.viewport(),
Some(self.transformation),
Some(self.normal_transformation),
)
},
)
}
#[deprecated = "Use 'render_forward' instead"]
pub fn render_depth_to_red(&self, camera: &Camera, max_depth: f32) -> ThreeDResult<()> {
let mut mat = DepthMaterial {
max_distance: Some(max_depth),
..Default::default()
};
mat.render_states.write_mask = WriteMask {
red: true,
..WriteMask::DEPTH
};
mat.render_states.cull = self.cull;
self.render_forward(&mat, camera, &Lights::default())
}
#[deprecated = "Use 'render_forward' instead"]
pub fn render_depth(&self, camera: &Camera) -> ThreeDResult<()> {
let mut mat = DepthMaterial {
render_states: RenderStates {
write_mask: WriteMask::DEPTH,
..Default::default()
},
..Default::default()
};
mat.render_states.cull = self.cull;
self.render_forward(&mat, camera, &Lights::default())
}
}
#[allow(deprecated)]
impl<M: ForwardMaterial> ShadedGeometry for Model<M> {
fn render_with_lighting(
&self,
camera: &Camera,
material: &PhysicalMaterial,
lighting_model: LightingModel,
ambient_light: Option<&AmbientLight>,
directional_lights: &[&DirectionalLight],
spot_lights: &[&SpotLight],
point_lights: &[&PointLight],
) -> ThreeDResult<()> {
let mut mat = material.clone();
mat.opaque_render_states.cull = self.cull;
mat.transparent_render_states.cull = self.cull;
let mut lights: Vec<&dyn Light> = Vec::new();
if let Some(light) = ambient_light {
lights.push(light)
}
for light in directional_lights {
lights.push(light);
}
for light in spot_lights {
lights.push(light);
}
for light in point_lights {
lights.push(light);
}
let mut fragment_shader_source =
lights_fragment_shader_source(&mut lights.clone().into_iter(), lighting_model);
fragment_shader_source
.push_str(&mat.fragment_shader_source_internal(self.mesh.color_buffer.is_some()));
self.context.program(
&Mesh::vertex_shader_source(&fragment_shader_source),
&fragment_shader_source,
|program| {
for (i, light) in lights.iter().enumerate() {
light.use_uniforms(program, camera, i as u32)?;
}
mat.use_uniforms_internal(program)?;
self.mesh.draw(
mat.render_states(),
program,
camera.uniform_buffer(),
camera.viewport(),
Some(self.transformation),
Some(self.normal_transformation),
)
},
)
}
fn geometry_pass(
&self,
camera: &Camera,
viewport: Viewport,
material: &PhysicalMaterial,
) -> ThreeDResult<()> {
self.render_deferred(material, camera, viewport)
}
}
impl<M: ForwardMaterial> Geometry for Model<M> {
fn aabb(&self) -> AxisAlignedBoundingBox {
self.aabb
}
fn transformation(&self) -> Mat4 {
self.transformation
}
}
impl<M: ForwardMaterial> GeometryMut for Model<M> {
fn set_transformation(&mut self, transformation: Mat4) {
self.transformation = transformation;
self.normal_transformation = self.transformation.invert().unwrap().transpose();
let mut aabb = self.aabb_local.clone();
aabb.transform(&self.transformation);
self.aabb = aabb;
}
}
#[allow(deprecated)]
impl<M: ForwardMaterial> Shadable for Model<M> {
fn render_forward(
&self,
material: &dyn ForwardMaterial,
camera: &Camera,
lights: &Lights,
) -> ThreeDResult<()> {
let fragment_shader_source =
material.fragment_shader_source(self.mesh.color_buffer.is_some(), lights);
self.context.program(
&Mesh::vertex_shader_source(&fragment_shader_source),
&fragment_shader_source,
|program| {
material.use_uniforms(program, camera, lights)?;
self.mesh.draw(
material.render_states(),
program,
camera.uniform_buffer(),
camera.viewport(),
Some(self.transformation),
Some(self.normal_transformation),
)
},
)
}
fn render_deferred(
&self,
material: &dyn DeferredMaterial,
camera: &Camera,
viewport: Viewport,
) -> ThreeDResult<()> {
let mut render_states = material.render_states();
render_states.cull = self.cull;
let fragment_shader_source =
material.fragment_shader_source_deferred(self.mesh.color_buffer.is_some());
self.context.program(
&Mesh::vertex_shader_source(&fragment_shader_source),
&fragment_shader_source,
|program| {
material.use_uniforms(program, camera, &Lights::default())?;
self.mesh.draw(
render_states,
program,
camera.uniform_buffer(),
viewport,
Some(self.transformation),
Some(self.normal_transformation),
)
},
)
}
}
impl<M: ForwardMaterial> Object for Model<M> {
fn render(&self, camera: &Camera, lights: &Lights) -> ThreeDResult<()> {
self.render_forward(&self.material, camera, lights)
}
fn is_transparent(&self) -> bool {
self.material.is_transparent()
}
}