use std::ops::Range; use crate::core::texture::Texture; pub struct Material { pub name: String, pub diffuse_texture: Texture, pub normal_texture: Texture, pub metallic_roughness_texture: Texture, pub metallic_factor: f32, // TODO pass to shader pub roughness_factor: f32, // TODO pass to shader pub bind_group: wgpu::BindGroup, } impl Material { pub fn new( device: &wgpu::Device, name: &str, diffuse_texture: Texture, normal_texture: Texture, metallic_roughness_texture: Texture, metallic_factor: f32, roughness_factor: f32, layout: &wgpu::BindGroupLayout, ) -> Self { let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout, entries: &[ // diffuse wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&diffuse_texture.view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler), }, // normal wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::TextureView(&normal_texture.view), }, wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::Sampler(&normal_texture.sampler), }, // metallic roughness wgpu::BindGroupEntry { binding: 4, resource: wgpu::BindingResource::TextureView(&metallic_roughness_texture.view), }, wgpu::BindGroupEntry { binding: 5, resource: wgpu::BindingResource::Sampler(&metallic_roughness_texture.sampler), }, ], label: None, }); Self { name: String::from(name), diffuse_texture, normal_texture, metallic_roughness_texture, metallic_factor, roughness_factor, bind_group, } } } pub struct Mesh { pub name: String, pub vertex_buffer: wgpu::Buffer, pub index_buffer: wgpu::Buffer, pub num_elements: u32, pub material: usize, } pub struct Model { pub meshes: Vec, pub materials: Vec, } pub trait Vertex { fn desc<'a>() -> wgpu::VertexBufferLayout<'a>; } #[repr(C)] #[derive(Copy, Clone, Debug, Default, bytemuck::Pod, bytemuck::Zeroable)] pub struct ModelVertex { pub position: [f32; 3], pub tex_coords: [f32; 2], pub normal: [f32; 3], pub tangent: [f32; 3], pub bitangent: [f32; 3], } impl Vertex for ModelVertex { fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { use std::mem; wgpu::VertexBufferLayout { array_stride: mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::VertexStepMode::Vertex, attributes: &[ // position wgpu::VertexAttribute { offset: 0, shader_location: 0, format: wgpu::VertexFormat::Float32x3, }, // tex_coords wgpu::VertexAttribute { offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, shader_location: 1, format: wgpu::VertexFormat::Float32x2, }, // normal wgpu::VertexAttribute { offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress, shader_location: 2, format: wgpu::VertexFormat::Float32x3, }, // tangent wgpu::VertexAttribute { offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress, shader_location: 3, format: wgpu::VertexFormat::Float32x3, }, // bitangent wgpu::VertexAttribute { offset: mem::size_of::<[f32; 11]>() as wgpu::BufferAddress, shader_location: 4, format: wgpu::VertexFormat::Float32x3, }, ], } } } pub trait DrawModel<'a> { fn draw_mesh( &mut self, mesh: &'a Mesh, material: &'a Material, bind_groups: Vec<&'a wgpu::BindGroup>, ); fn draw_mesh_instanced( &mut self, mesh: &'a Mesh, material: &'a Material, instances: Range, bind_groups: Vec<&'a wgpu::BindGroup>, ); fn draw_model( &mut self, model: &'a Model, bind_groups: Vec<&'a wgpu::BindGroup>, ); fn draw_model_instanced( &mut self, model: &'a Model, instances: Range, bind_groups: Vec<&'a wgpu::BindGroup>, ); } impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a> where 'b: 'a, { fn draw_mesh( &mut self, mesh: &'b Mesh, material: &'b Material, bind_groups: Vec<&'a wgpu::BindGroup>, ) { self.draw_mesh_instanced(mesh, material, 0..1, bind_groups); } fn draw_mesh_instanced( &mut self, mesh: &'b Mesh, material: &'b Material, instances: Range, bind_groups: Vec<&'a wgpu::BindGroup>, ) { self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..)); self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32); for i in 0..bind_groups.len() { self.set_bind_group(i as u32, bind_groups[i], &[]); } self.set_bind_group(bind_groups.len() as u32, &material.bind_group, &[]); self.draw_indexed(0..mesh.num_elements, 0, instances); } fn draw_model( &mut self, model: &'b Model, bind_groups: Vec<&'a wgpu::BindGroup>, ) { self.draw_model_instanced(model, 0..1, bind_groups); } fn draw_model_instanced( &mut self, model: &'b Model, instances: Range, bind_groups: Vec<&'a wgpu::BindGroup>, ) { for mesh in &model.meshes { let material = &model.materials[mesh.material]; self.draw_mesh_instanced( mesh, material, instances.clone(), bind_groups.clone(), ); } } }