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use crate::core::*;
use crate::renderer::*;
use std::rc::Rc;
#[derive(Clone)]
pub struct PhysicalMaterial {
pub name: String,
pub albedo: Color,
pub albedo_texture: Option<Rc<Texture2D<u8>>>,
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 normal_scale: f32,
pub normal_texture: Option<Rc<Texture2D<u8>>>,
pub opaque_render_states: RenderStates,
pub transparent_render_states: RenderStates,
pub emissive: Color,
pub emissive_texture: Option<Rc<Texture2D<u8>>>,
}
impl PhysicalMaterial {
pub fn new(context: &Context, cpu_material: &CPUMaterial) -> ThreeDResult<Self> {
let albedo_texture = if let Some(ref cpu_texture) = cpu_material.albedo_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
None
};
let metallic_roughness_texture =
if let Some(ref cpu_texture) = cpu_material.occlusion_metallic_roughness_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
if let Some(ref cpu_texture) = cpu_material.metallic_roughness_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
None
}
};
let occlusion_texture = if cpu_material.occlusion_metallic_roughness_texture.is_some() {
metallic_roughness_texture.clone()
} else {
if let Some(ref cpu_texture) = cpu_material.occlusion_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
None
}
};
let normal_texture = if let Some(ref cpu_texture) = cpu_material.normal_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
None
};
let emissive_texture = if let Some(ref cpu_texture) = cpu_material.emissive_texture {
Some(Rc::new(Texture2D::new(&context, cpu_texture)?))
} else {
None
};
Ok(Self {
name: cpu_material.name.clone(),
albedo: cpu_material.albedo,
albedo_texture,
metallic: cpu_material.metallic,
roughness: cpu_material.roughness,
metallic_roughness_texture,
normal_texture,
normal_scale: cpu_material.normal_scale,
occlusion_texture,
occlusion_strength: cpu_material.occlusion_strength,
opaque_render_states: RenderStates::default(),
transparent_render_states: RenderStates {
write_mask: WriteMask::COLOR,
blend: Blend::TRANSPARENCY,
..Default::default()
},
emissive: cpu_material.emissive,
emissive_texture,
})
}
}
impl Material for PhysicalMaterial {
fn fragment_shader_source(&self, use_vertex_colors: bool, lights: &Lights) -> String {
let mut output = lights.fragment_shader_source();
if self.albedo_texture.is_some()
|| self.metallic_roughness_texture.is_some()
|| self.normal_texture.is_some()
|| self.occlusion_texture.is_some()
|| self.emissive_texture.is_some()
{
output.push_str("in vec2 uvs;\n");
if self.albedo_texture.is_some() {
output.push_str("#define USE_ALBEDO_TEXTURE;\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");
}
if self.normal_texture.is_some() {
output.push_str("#define USE_NORMAL_TEXTURE;\nin vec3 tang;\nin vec3 bitang;\n");
}
if self.emissive_texture.is_some() {
output.push_str("#define USE_EMISSIVE_TEXTURE;\n");
}
}
if use_vertex_colors {
output.push_str("#define USE_VERTEX_COLORS\nin vec4 col;\n");
}
output.push_str(include_str!("shaders/physical_material.frag"));
output
}
fn use_uniforms(
&self,
program: &Program,
camera: &Camera,
lights: &Lights,
) -> ThreeDResult<()> {
lights.use_uniforms(program, camera)?;
program.use_uniform_float("metallic", &self.metallic)?;
program.use_uniform_float("roughness", &self.roughness)?;
program.use_uniform_vec4("albedo", &self.albedo.to_vec4())?;
if program.requires_uniform("emissive") {
program.use_uniform_vec3("emissive", &self.emissive.to_vec3())?;
}
if let Some(ref texture) = self.albedo_texture {
program.use_texture("albedoTexture", texture.as_ref())?;
}
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())?;
}
if let Some(ref texture) = self.normal_texture {
program.use_uniform_float("normalScale", &self.normal_scale)?;
program.use_texture("normalTexture", texture.as_ref())?;
}
if program.requires_uniform("emissiveTexture") {
if let Some(ref texture) = self.emissive_texture {
program.use_texture("emissiveTexture", texture.as_ref())?;
}
}
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.albedo.a != 255
|| self
.albedo_texture
.as_ref()
.map(|t| t.is_transparent())
.unwrap_or(false)
}
}
impl Default for PhysicalMaterial {
fn default() -> Self {
Self {
name: "default".to_string(),
albedo: Color::WHITE,
albedo_texture: None,
metallic: 0.0,
roughness: 1.0,
metallic_roughness_texture: None,
normal_texture: None,
normal_scale: 1.0,
occlusion_texture: None,
occlusion_strength: 1.0,
opaque_render_states: RenderStates::default(),
transparent_render_states: RenderStates {
write_mask: WriteMask::COLOR,
blend: Blend::TRANSPARENCY,
..Default::default()
},
emissive: Color::BLACK,
emissive_texture: None,
}
}
}