mirror of
https://github.com/bevyengine/bevy
synced 2024-12-29 22:43:14 +00:00
ee4bcbea3c
# Objective allow meshes with equal z-depth to be rendered in a chosen order / avoid z-fighting ## Solution add a depth_bias to SpecializedMaterial that is added to the mesh depth used for render-ordering.
538 lines
21 KiB
Rust
538 lines
21 KiB
Rust
use crate::{AlphaMode, MaterialPipeline, SpecializedMaterial, PBR_SHADER_HANDLE};
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use bevy_asset::{AssetServer, Handle};
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use bevy_ecs::system::{lifetimeless::SRes, SystemParamItem};
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use bevy_math::Vec4;
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use bevy_reflect::TypeUuid;
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use bevy_render::{
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color::Color,
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mesh::MeshVertexBufferLayout,
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prelude::Shader,
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render_asset::{PrepareAssetError, RenderAsset, RenderAssets},
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render_resource::*,
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renderer::RenderDevice,
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texture::Image,
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};
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/// A material with "standard" properties used in PBR lighting
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/// Standard property values with pictures here
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/// <https://google.github.io/filament/Material%20Properties.pdf>.
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///
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/// May be created directly from a [`Color`] or an [`Image`].
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#[derive(Debug, Clone, TypeUuid)]
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#[uuid = "7494888b-c082-457b-aacf-517228cc0c22"]
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pub struct StandardMaterial {
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/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
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/// in between. If used together with a base_color_texture, this is factored into the final
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/// base color as `base_color * base_color_texture_value`
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pub base_color: Color,
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pub base_color_texture: Option<Handle<Image>>,
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// Use a color for user friendliness even though we technically don't use the alpha channel
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// Might be used in the future for exposure correction in HDR
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pub emissive: Color,
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pub emissive_texture: Option<Handle<Image>>,
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/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
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/// Defaults to minimum of 0.089
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/// If used together with a roughness/metallic texture, this is factored into the final base
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/// color as `roughness * roughness_texture_value`
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pub perceptual_roughness: f32,
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/// From [0.0, 1.0], dielectric to pure metallic
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/// If used together with a roughness/metallic texture, this is factored into the final base
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/// color as `metallic * metallic_texture_value`
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pub metallic: f32,
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pub metallic_roughness_texture: Option<Handle<Image>>,
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/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
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/// defaults to 0.5 which is mapped to 4% reflectance in the shader
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pub reflectance: f32,
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pub normal_map_texture: Option<Handle<Image>>,
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/// Normal map textures authored for DirectX have their y-component flipped. Set this to flip
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/// it to right-handed conventions.
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pub flip_normal_map_y: bool,
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pub occlusion_texture: Option<Handle<Image>>,
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/// Support two-sided lighting by automatically flipping the normals for "back" faces
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/// within the PBR lighting shader.
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/// Defaults to false.
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/// This does not automatically configure backface culling, which can be done via
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/// `cull_mode`.
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pub double_sided: bool,
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/// Whether to cull the "front", "back" or neither side of a mesh
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/// defaults to `Face::Back`
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pub cull_mode: Option<Face>,
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pub unlit: bool,
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pub alpha_mode: AlphaMode,
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pub depth_bias: f32,
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}
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impl Default for StandardMaterial {
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fn default() -> Self {
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StandardMaterial {
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base_color: Color::rgb(1.0, 1.0, 1.0),
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base_color_texture: None,
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emissive: Color::BLACK,
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emissive_texture: None,
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// This is the minimum the roughness is clamped to in shader code
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// See <https://google.github.io/filament/Filament.html#materialsystem/parameterization/>
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// It's the minimum floating point value that won't be rounded down to 0 in the
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// calculations used. Although technically for 32-bit floats, 0.045 could be
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// used.
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perceptual_roughness: 0.089,
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// Few materials are purely dielectric or metallic
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// This is just a default for mostly-dielectric
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metallic: 0.01,
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metallic_roughness_texture: None,
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// Minimum real-world reflectance is 2%, most materials between 2-5%
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// Expressed in a linear scale and equivalent to 4% reflectance see
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// <https://google.github.io/filament/Material%20Properties.pdf>
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reflectance: 0.5,
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occlusion_texture: None,
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normal_map_texture: None,
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flip_normal_map_y: false,
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double_sided: false,
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cull_mode: Some(Face::Back),
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unlit: false,
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alpha_mode: AlphaMode::Opaque,
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depth_bias: 0.0,
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}
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}
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}
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impl From<Color> for StandardMaterial {
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fn from(color: Color) -> Self {
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StandardMaterial {
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base_color: color,
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alpha_mode: if color.a() < 1.0 {
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AlphaMode::Blend
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} else {
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AlphaMode::Opaque
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},
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..Default::default()
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}
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}
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}
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impl From<Handle<Image>> for StandardMaterial {
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fn from(texture: Handle<Image>) -> Self {
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StandardMaterial {
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base_color_texture: Some(texture),
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..Default::default()
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}
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}
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}
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// NOTE: These must match the bit flags in bevy_pbr/src/render/pbr.wgsl!
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bitflags::bitflags! {
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#[repr(transparent)]
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pub struct StandardMaterialFlags: u32 {
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const BASE_COLOR_TEXTURE = (1 << 0);
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const EMISSIVE_TEXTURE = (1 << 1);
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const METALLIC_ROUGHNESS_TEXTURE = (1 << 2);
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const OCCLUSION_TEXTURE = (1 << 3);
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const DOUBLE_SIDED = (1 << 4);
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const UNLIT = (1 << 5);
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const ALPHA_MODE_OPAQUE = (1 << 6);
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const ALPHA_MODE_MASK = (1 << 7);
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const ALPHA_MODE_BLEND = (1 << 8);
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const TWO_COMPONENT_NORMAL_MAP = (1 << 9);
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const FLIP_NORMAL_MAP_Y = (1 << 10);
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const NONE = 0;
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const UNINITIALIZED = 0xFFFF;
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}
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}
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/// The GPU representation of the uniform data of a [`StandardMaterial`].
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#[derive(Clone, Default, ShaderType)]
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pub struct StandardMaterialUniformData {
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/// Doubles as diffuse albedo for non-metallic, specular for metallic and a mix for everything
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/// in between.
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pub base_color: Vec4,
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// Use a color for user friendliness even though we technically don't use the alpha channel
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// Might be used in the future for exposure correction in HDR
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pub emissive: Vec4,
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/// Linear perceptual roughness, clamped to [0.089, 1.0] in the shader
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/// Defaults to minimum of 0.089
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pub roughness: f32,
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/// From [0.0, 1.0], dielectric to pure metallic
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pub metallic: f32,
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/// Specular intensity for non-metals on a linear scale of [0.0, 1.0]
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/// defaults to 0.5 which is mapped to 4% reflectance in the shader
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pub reflectance: f32,
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pub flags: u32,
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/// When the alpha mode mask flag is set, any base color alpha above this cutoff means fully opaque,
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/// and any below means fully transparent.
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pub alpha_cutoff: f32,
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}
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/// The GPU representation of a [`StandardMaterial`].
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#[derive(Debug, Clone)]
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pub struct GpuStandardMaterial {
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/// A buffer containing the [`StandardMaterialUniformData`] of the material.
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pub buffer: Buffer,
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/// The bind group specifying how the [`StandardMaterialUniformData`] and
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/// all the textures of the material are bound.
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pub bind_group: BindGroup,
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pub has_normal_map: bool,
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pub flags: StandardMaterialFlags,
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pub base_color_texture: Option<Handle<Image>>,
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pub alpha_mode: AlphaMode,
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pub depth_bias: f32,
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pub cull_mode: Option<Face>,
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}
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impl RenderAsset for StandardMaterial {
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type ExtractedAsset = StandardMaterial;
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type PreparedAsset = GpuStandardMaterial;
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type Param = (
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SRes<RenderDevice>,
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SRes<MaterialPipeline<StandardMaterial>>,
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SRes<RenderAssets<Image>>,
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);
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fn extract_asset(&self) -> Self::ExtractedAsset {
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self.clone()
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}
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fn prepare_asset(
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material: Self::ExtractedAsset,
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(render_device, pbr_pipeline, gpu_images): &mut SystemParamItem<Self::Param>,
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) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
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let (base_color_texture_view, base_color_sampler) = if let Some(result) = pbr_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &material.base_color_texture)
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(material));
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};
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let (emissive_texture_view, emissive_sampler) = if let Some(result) = pbr_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &material.emissive_texture)
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(material));
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};
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let (metallic_roughness_texture_view, metallic_roughness_sampler) = if let Some(result) =
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pbr_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &material.metallic_roughness_texture)
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(material));
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};
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let (normal_map_texture_view, normal_map_sampler) = if let Some(result) = pbr_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &material.normal_map_texture)
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(material));
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};
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let (occlusion_texture_view, occlusion_sampler) = if let Some(result) = pbr_pipeline
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.mesh_pipeline
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.get_image_texture(gpu_images, &material.occlusion_texture)
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{
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result
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} else {
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return Err(PrepareAssetError::RetryNextUpdate(material));
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};
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let mut flags = StandardMaterialFlags::NONE;
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if material.base_color_texture.is_some() {
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flags |= StandardMaterialFlags::BASE_COLOR_TEXTURE;
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}
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if material.emissive_texture.is_some() {
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flags |= StandardMaterialFlags::EMISSIVE_TEXTURE;
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}
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if material.metallic_roughness_texture.is_some() {
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flags |= StandardMaterialFlags::METALLIC_ROUGHNESS_TEXTURE;
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}
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if material.occlusion_texture.is_some() {
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flags |= StandardMaterialFlags::OCCLUSION_TEXTURE;
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}
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if material.double_sided {
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flags |= StandardMaterialFlags::DOUBLE_SIDED;
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}
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if material.unlit {
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flags |= StandardMaterialFlags::UNLIT;
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}
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let has_normal_map = material.normal_map_texture.is_some();
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if has_normal_map {
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match gpu_images
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.get(material.normal_map_texture.as_ref().unwrap())
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.unwrap()
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.texture_format
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{
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// All 2-component unorm formats
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TextureFormat::Rg8Unorm
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| TextureFormat::Rg16Unorm
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| TextureFormat::Bc5RgUnorm
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| TextureFormat::EacRg11Unorm => {
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flags |= StandardMaterialFlags::TWO_COMPONENT_NORMAL_MAP;
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}
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_ => {}
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}
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if material.flip_normal_map_y {
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flags |= StandardMaterialFlags::FLIP_NORMAL_MAP_Y;
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}
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}
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// NOTE: 0.5 is from the glTF default - do we want this?
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let mut alpha_cutoff = 0.5;
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match material.alpha_mode {
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AlphaMode::Opaque => flags |= StandardMaterialFlags::ALPHA_MODE_OPAQUE,
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AlphaMode::Mask(c) => {
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alpha_cutoff = c;
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flags |= StandardMaterialFlags::ALPHA_MODE_MASK;
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}
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AlphaMode::Blend => flags |= StandardMaterialFlags::ALPHA_MODE_BLEND,
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};
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let value = StandardMaterialUniformData {
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base_color: material.base_color.as_linear_rgba_f32().into(),
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emissive: material.emissive.into(),
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roughness: material.perceptual_roughness,
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metallic: material.metallic,
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reflectance: material.reflectance,
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flags: flags.bits(),
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alpha_cutoff,
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};
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let byte_buffer = [0u8; StandardMaterialUniformData::SIZE.get() as usize];
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let mut buffer = encase::UniformBuffer::new(byte_buffer);
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buffer.write(&value).unwrap();
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let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
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label: Some("pbr_standard_material_uniform_buffer"),
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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contents: buffer.as_ref(),
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});
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let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
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entries: &[
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BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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},
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BindGroupEntry {
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binding: 1,
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resource: BindingResource::TextureView(base_color_texture_view),
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},
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BindGroupEntry {
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binding: 2,
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resource: BindingResource::Sampler(base_color_sampler),
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},
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BindGroupEntry {
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binding: 3,
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resource: BindingResource::TextureView(emissive_texture_view),
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},
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BindGroupEntry {
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binding: 4,
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resource: BindingResource::Sampler(emissive_sampler),
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},
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BindGroupEntry {
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binding: 5,
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resource: BindingResource::TextureView(metallic_roughness_texture_view),
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},
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BindGroupEntry {
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binding: 6,
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resource: BindingResource::Sampler(metallic_roughness_sampler),
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},
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BindGroupEntry {
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binding: 7,
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resource: BindingResource::TextureView(occlusion_texture_view),
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},
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BindGroupEntry {
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binding: 8,
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resource: BindingResource::Sampler(occlusion_sampler),
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},
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BindGroupEntry {
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binding: 9,
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resource: BindingResource::TextureView(normal_map_texture_view),
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},
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BindGroupEntry {
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binding: 10,
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resource: BindingResource::Sampler(normal_map_sampler),
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},
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],
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label: Some("pbr_standard_material_bind_group"),
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layout: &pbr_pipeline.material_layout,
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});
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Ok(GpuStandardMaterial {
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buffer,
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bind_group,
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flags,
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has_normal_map,
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base_color_texture: material.base_color_texture,
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alpha_mode: material.alpha_mode,
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depth_bias: material.depth_bias,
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cull_mode: material.cull_mode,
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})
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}
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}
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#[derive(Clone, PartialEq, Eq, Hash)]
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pub struct StandardMaterialKey {
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normal_map: bool,
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cull_mode: Option<Face>,
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}
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impl SpecializedMaterial for StandardMaterial {
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type Key = StandardMaterialKey;
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fn key(render_asset: &<Self as RenderAsset>::PreparedAsset) -> Self::Key {
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StandardMaterialKey {
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normal_map: render_asset.has_normal_map,
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cull_mode: render_asset.cull_mode,
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}
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}
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fn specialize(
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_pipeline: &MaterialPipeline<Self>,
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descriptor: &mut RenderPipelineDescriptor,
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key: Self::Key,
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_layout: &MeshVertexBufferLayout,
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) -> Result<(), SpecializedMeshPipelineError> {
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if key.normal_map {
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descriptor
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.fragment
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.as_mut()
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.unwrap()
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.shader_defs
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.push(String::from("STANDARDMATERIAL_NORMAL_MAP"));
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}
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descriptor.primitive.cull_mode = key.cull_mode;
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if let Some(label) = &mut descriptor.label {
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*label = format!("pbr_{}", *label).into();
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}
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Ok(())
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}
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fn fragment_shader(_asset_server: &AssetServer) -> Option<Handle<Shader>> {
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Some(PBR_SHADER_HANDLE.typed())
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}
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#[inline]
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fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
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&render_asset.bind_group
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}
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fn bind_group_layout(
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render_device: &RenderDevice,
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) -> bevy_render::render_resource::BindGroupLayout {
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render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
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entries: &[
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BindGroupLayoutEntry {
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binding: 0,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: Some(StandardMaterialUniformData::min_size()),
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},
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count: None,
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},
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// Base Color Texture
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BindGroupLayoutEntry {
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binding: 1,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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},
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// Base Color Texture Sampler
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BindGroupLayoutEntry {
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binding: 2,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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},
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// Emissive Texture
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BindGroupLayoutEntry {
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binding: 3,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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},
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// Emissive Texture Sampler
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BindGroupLayoutEntry {
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binding: 4,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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},
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// Metallic Roughness Texture
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BindGroupLayoutEntry {
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binding: 5,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
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sample_type: TextureSampleType::Float { filterable: true },
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view_dimension: TextureViewDimension::D2,
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},
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count: None,
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},
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// Metallic Roughness Texture Sampler
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BindGroupLayoutEntry {
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binding: 6,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Sampler(SamplerBindingType::Filtering),
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count: None,
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},
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// Occlusion Texture
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BindGroupLayoutEntry {
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binding: 7,
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visibility: ShaderStages::FRAGMENT,
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ty: BindingType::Texture {
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multisampled: false,
|
|
sample_type: TextureSampleType::Float { filterable: true },
|
|
view_dimension: TextureViewDimension::D2,
|
|
},
|
|
count: None,
|
|
},
|
|
// Occlusion Texture Sampler
|
|
BindGroupLayoutEntry {
|
|
binding: 8,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Sampler(SamplerBindingType::Filtering),
|
|
count: None,
|
|
},
|
|
// Normal Map Texture
|
|
BindGroupLayoutEntry {
|
|
binding: 9,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Texture {
|
|
multisampled: false,
|
|
sample_type: TextureSampleType::Float { filterable: true },
|
|
view_dimension: TextureViewDimension::D2,
|
|
},
|
|
count: None,
|
|
},
|
|
// Normal Map Texture Sampler
|
|
BindGroupLayoutEntry {
|
|
binding: 10,
|
|
visibility: ShaderStages::FRAGMENT,
|
|
ty: BindingType::Sampler(SamplerBindingType::Filtering),
|
|
count: None,
|
|
},
|
|
],
|
|
label: Some("pbr_material_layout"),
|
|
})
|
|
}
|
|
|
|
#[inline]
|
|
fn alpha_mode(render_asset: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode {
|
|
render_asset.alpha_mode
|
|
}
|
|
|
|
#[inline]
|
|
fn depth_bias(material: &<Self as RenderAsset>::PreparedAsset) -> f32 {
|
|
material.depth_bias
|
|
}
|
|
}
|