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use crate::core::*;
use crate::renderer::*;
use std::rc::Rc;
#[derive(Clone)]
pub struct NormalMaterial {
pub normal_scale: f32,
pub normal_texture: Option<Rc<Texture2D<u8>>>,
pub render_states: RenderStates,
}
impl NormalMaterial {
pub fn new(context: &Context, cpu_material: &CPUMaterial) -> ThreeDResult<Self> {
let normal_texture = if let Some(ref cpu_texture) = cpu_material.normal_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
None
};
Ok(Self {
normal_scale: cpu_material.normal_scale,
normal_texture: normal_texture,
render_states: RenderStates::default(),
})
}
pub fn from_physical_material(physical_material: &PhysicalMaterial) -> Self {
Self {
normal_scale: physical_material.normal_scale,
normal_texture: physical_material.normal_texture.clone(),
render_states: physical_material.opaque_render_states,
}
}
}
impl Material for NormalMaterial {
fn fragment_shader_source(&self, _use_vertex_colors: bool, _lights: &Lights) -> String {
let mut shader = String::new();
if self.normal_texture.is_some() {
shader.push_str("#define USE_TEXTURE\nin vec2 uvs;\nin vec3 tang;\nin vec3 bitang;\n");
}
shader.push_str(include_str!("shaders/normal_material.frag"));
shader
}
fn use_uniforms(
&self,
program: &Program,
_camera: &Camera,
_lights: &Lights,
) -> ThreeDResult<()> {
if let Some(ref tex) = self.normal_texture {
program.use_uniform_float("normalScale", &self.normal_scale)?;
program.use_texture("normalTexture", &**tex)?;
}
Ok(())
}
fn render_states(&self) -> RenderStates {
self.render_states
}
fn is_transparent(&self) -> bool {
false
}
}
impl Default for NormalMaterial {
fn default() -> Self {
Self {
normal_texture: None,
normal_scale: 1.0,
render_states: RenderStates::default(),
}
}
}