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use crate::core::*;
use crate::renderer::*;
use std::rc::Rc;
#[derive(Clone)]
pub struct ColorMaterial {
pub color: Color,
pub texture: Option<Rc<Texture2D<u8>>>,
pub opaque_render_states: RenderStates,
pub transparent_render_states: RenderStates,
}
impl ColorMaterial {
pub fn new(context: &Context, cpu_material: &CPUMaterial) -> ThreeDResult<Self> {
let texture = if let Some(ref cpu_texture) = cpu_material.albedo_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
None
};
Ok(Self {
color: cpu_material.albedo,
texture,
..Default::default()
})
}
pub fn from_physical_material(physical_material: &PhysicalMaterial) -> Self {
Self {
color: physical_material.albedo,
texture: physical_material.albedo_texture.clone(),
opaque_render_states: physical_material.opaque_render_states,
transparent_render_states: physical_material.transparent_render_states,
}
}
}
impl Material for ColorMaterial {
fn fragment_shader_source(&self, use_vertex_colors: bool, _lights: &Lights) -> String {
let mut shader = String::new();
if self.texture.is_some() {
shader.push_str("#define USE_TEXTURE\nin vec2 uvs;\n");
}
if use_vertex_colors {
shader.push_str("#define USE_VERTEX_COLORS\nin vec4 col;\n");
}
shader.push_str(include_str!("../../core/shared.frag"));
shader.push_str(include_str!("shaders/color_material.frag"));
shader
}
fn use_uniforms(
&self,
program: &Program,
_camera: &Camera,
_lights: &Lights,
) -> ThreeDResult<()> {
program.use_uniform_vec4("surfaceColor", &self.color.to_vec4())?;
if let Some(ref tex) = self.texture {
program.use_texture("tex", &**tex)?
}
Ok(())
}
fn render_states(&self) -> RenderStates {
if self.is_transparent() {
self.transparent_render_states
} else {
self.opaque_render_states
}
}
fn is_transparent(&self) -> bool {
self.color.a != 255u8
|| self
.texture
.as_ref()
.map(|t| t.is_transparent())
.unwrap_or(false)
}
}
impl Default for ColorMaterial {
fn default() -> Self {
Self {
color: Color::default(),
texture: None,
opaque_render_states: RenderStates::default(),
transparent_render_states: RenderStates {
write_mask: WriteMask::COLOR,
blend: Blend::TRANSPARENCY,
..Default::default()
},
}
}
}