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//!
//! Definitions for a CPU- and GPU-side material.
//!
use crate::core::*;
///
/// A CPU-side version of a material.
/// Can be constructed manually or loaded via [io](crate::io).
///
pub struct CPUMaterial {
/// Name. Used for matching geometry and material.
pub name: String,
/// Albedo base color, also called diffuse color. Assumed to be in linear color space.
pub albedo: Color,
/// Texture with albedo base colors, also called diffuse color. Assumed to be in sRGB with or without an alpha channel.
pub albedo_texture: Option<CPUTexture<u8>>,
/// 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<CPUTexture<u8>>,
/// Texture containing the metallic and roughness parameters which are multiplied with the [Self::metallic] and [Self::roughness] values in the shader.
/// 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<CPUTexture<u8>>,
/// 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<CPUTexture<u8>>,
/// 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<CPUTexture<u8>>,
/// Color of light shining from an object.
pub emissive: Color,
/// Texture with color of light shining from an object.
pub emissive_texture: Option<CPUTexture<u8>>,
/// Alpha cutout value for transparency in deferred rendering pipeline.
pub alpha_cutout: Option<f32>,
}
impl Default for CPUMaterial {
fn default() -> Self {
Self {
name: "default".to_string(),
albedo: Color::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: Color::BLACK,
emissive_texture: None,
alpha_cutout: None,
}
}
}