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use crate::core::*;
use crate::renderer::*;
use std::rc::Rc;
#[derive(Clone, Default)]
pub struct ORMMaterial {
pub metallic: f32,
pub roughness: f32,
pub metallic_roughness_texture: Option<Rc<Texture2D<u8>>>,
pub occlusion_strength: f32,
pub occlusion_texture: Option<Rc<Texture2D<u8>>>,
pub render_states: RenderStates,
}
impl ORMMaterial {
pub fn from_physical_material(physical_material: &PhysicalMaterial) -> Self {
Self {
metallic: physical_material.metallic,
roughness: physical_material.roughness,
metallic_roughness_texture: physical_material.metallic_roughness_texture.clone(),
occlusion_strength: physical_material.occlusion_strength,
occlusion_texture: physical_material.occlusion_texture.clone(),
render_states: physical_material.opaque_render_states,
}
}
}
impl Material for ORMMaterial {
fn fragment_shader_source(&self, _use_vertex_colors: bool, _lights: &Lights) -> String {
let mut output = String::new();
if self.metallic_roughness_texture.is_some() || self.occlusion_texture.is_some() {
output.push_str("in vec2 uvs;\n");
if self.metallic_roughness_texture.is_some() {
output.push_str("#define USE_METALLIC_ROUGHNESS_TEXTURE;\n");
}
if self.occlusion_texture.is_some() {
output.push_str("#define USE_OCCLUSION_TEXTURE;\n");
}
}
output.push_str(include_str!("shaders/orm_material.frag"));
output
}
fn use_uniforms(
&self,
program: &Program,
_camera: &Camera,
_lights: &Lights,
) -> ThreeDResult<()> {
program.use_uniform_float("metallic", &self.metallic)?;
program.use_uniform_float("roughness", &self.roughness)?;
if let Some(ref texture) = self.metallic_roughness_texture {
program.use_texture("metallicRoughnessTexture", texture.as_ref())?;
}
if let Some(ref texture) = self.occlusion_texture {
program.use_uniform_float("occlusionStrength", &self.occlusion_strength)?;
program.use_texture("occlusionTexture", texture.as_ref())?;
}
Ok(())
}
fn render_states(&self) -> RenderStates {
self.render_states
}
fn is_transparent(&self) -> bool {
false
}
}