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use crate::RendererResourceStorage;
use pill_engine::internal::{
MaterialParameterMap,
RendererError,
MaterialTextureMap,
RendererMaterialHandle,
RendererPipelineHandle,
MASTER_SHADER_COLOR_TEXTURE_SLOT,
MASTER_SHADER_NORMAL_TEXTURE_SLOT,
MASTER_SHADER_TINT_PARAMETER_SLOT, get_default_texture_handles, get_renderer_texture_handle_from_material_texture, MASTER_SHADER_SPECULARITY_PARAMETER_SLOT,
};
use wgpu::util::DeviceExt;
use anyhow::{ Result, Error};
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub(crate) struct MaterialUniform {
pub(crate) tint: [f32; 3],
pub(crate) specularity: f32,
}
impl MaterialUniform {
pub fn new() -> Self {
Self {
tint: cgmath::Vector3::<f32>::new(0.0,0.0,0.0).into(),
specularity: 0.0,
}
}
}
pub struct RendererMaterial {
pub name: String,
pub pipeline_handle: RendererPipelineHandle,
pub texture_bind_group: wgpu::BindGroup,
pub parameter_bind_group: wgpu::BindGroup,
pub(crate) uniform: MaterialUniform,
buffer: wgpu::Buffer,
}
impl RendererMaterial {
pub fn new(
device: &wgpu::Device,
queue: &wgpu::Queue,
rendering_resource_storage: &RendererResourceStorage,
name: &str,
pipeline_handle: RendererPipelineHandle,
texture_bind_group_layout: &wgpu::BindGroupLayout,
textures: &MaterialTextureMap,
parameter_bind_group_layout: &wgpu::BindGroupLayout,
parameters: &MaterialParameterMap,
) -> Result<Self> {
let mut uniform = MaterialUniform::new();
let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("material_buffer"),
contents: bytemuck::cast_slice(&[uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
uniform.tint = parameters.get_color(MASTER_SHADER_TINT_PARAMETER_SLOT).unwrap().into();
uniform.specularity = parameters.get_scalar(MASTER_SHADER_SPECULARITY_PARAMETER_SLOT).unwrap().into();
queue.write_buffer(&buffer, 0, bytemuck::cast_slice(&[uniform]));
let texture_bind_group = Self::create_texture_bind_group(
device,
rendering_resource_storage,
&texture_bind_group_layout,
&(name.to_owned() + "_textures"),
textures,
)?;
let parameter_bind_group = Self::create_parameter_bind_group(
device,
¶meter_bind_group_layout,
&(name.to_owned() + "_parameters"),
&buffer,
)?;
let renderer_material = Self {
name: name.to_string(),
pipeline_handle,
texture_bind_group,
parameter_bind_group,
uniform,
buffer,
};
Ok(renderer_material)
}
pub fn update_textures(
device: &wgpu::Device,
material_renderer_handle: RendererMaterialHandle,
rendering_resource_storage: &mut RendererResourceStorage,
textures: &MaterialTextureMap
) -> Result<()> {
let material = rendering_resource_storage.materials.get(material_renderer_handle).ok_or(Error::new(RendererError::RendererResourceNotFound))?;
let material_name = material.name.clone();
let pipeline = rendering_resource_storage.pipelines.get(material.pipeline_handle).ok_or(Error::new(RendererError::RendererResourceNotFound))?;
let texture_bind_group = RendererMaterial::create_texture_bind_group(
&device,
&rendering_resource_storage,
&pipeline.material_texture_bind_group_layout,
&(material_name.to_owned() + "_textures"),
textures
)?;
let material = rendering_resource_storage.materials.get_mut(material_renderer_handle).ok_or(Error::new(RendererError::RendererResourceNotFound))?;
material.texture_bind_group = texture_bind_group;
Ok(())
}
pub fn create_texture_bind_group(
device: &wgpu::Device,
rendering_resource_storage: &RendererResourceStorage,
texture_bind_group_layout: &wgpu::BindGroupLayout,
name: &str,
textures: &MaterialTextureMap
) -> Result<wgpu::BindGroup> {
let color_texture = textures.data.get(MASTER_SHADER_COLOR_TEXTURE_SLOT).unwrap();
let color_renderer_texture_handle =
get_renderer_texture_handle_from_material_texture(color_texture)
.unwrap_or_else(|| get_default_texture_handles(color_texture.texture_type).1);
let normal_texture = textures.data.get(MASTER_SHADER_NORMAL_TEXTURE_SLOT).unwrap();
let normal_renderer_textur_handle =
get_renderer_texture_handle_from_material_texture(normal_texture)
.unwrap_or_else(|| get_default_texture_handles(normal_texture.texture_type).1);
let color_texture = rendering_resource_storage.textures.get(color_renderer_texture_handle).unwrap();
let normal_texture = rendering_resource_storage.textures.get(normal_renderer_textur_handle).unwrap();
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&color_texture.texture_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&color_texture.sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(&normal_texture.texture_view),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::Sampler(&normal_texture.sampler),
},
],
label: Some(name),
});
Ok(bind_group)
}
pub fn update_parameters(
device: &wgpu::Device,
queue: &wgpu::Queue,
material_renderer_handle: RendererMaterialHandle,
rendering_resource_storage: &mut RendererResourceStorage,
parameters: &MaterialParameterMap
) -> Result<()> {
let material = rendering_resource_storage.materials.get_mut(material_renderer_handle).ok_or(Error::new(RendererError::RendererResourceNotFound))?;
let pipeline = rendering_resource_storage.pipelines.get(material.pipeline_handle).ok_or(Error::new(RendererError::RendererResourceNotFound))?;
material.uniform.tint = parameters.get_color(MASTER_SHADER_TINT_PARAMETER_SLOT).unwrap().into();
material.uniform.specularity = parameters.get_scalar(MASTER_SHADER_SPECULARITY_PARAMETER_SLOT).unwrap().into();
queue.write_buffer(&material.buffer, 0, bytemuck::cast_slice(&[material.uniform]));
material.parameter_bind_group = RendererMaterial::create_parameter_bind_group(
device,
&pipeline.material_parameter_bind_group_layout,
&(material.name.to_owned() + "_parameter"),
&material.buffer
)?;
Ok(())
}
fn create_parameter_bind_group(
device: &wgpu::Device,
parameter_bind_group_layout: &wgpu::BindGroupLayout,
name: &str,
buffer: &wgpu::Buffer,
) -> Result<wgpu::BindGroup> {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: ¶meter_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
},
],
label: Some(name),
});
Ok(bind_group)
}
}