This commit is contained in:
Robin Appelman 2022-12-24 19:26:24 +01:00
commit f4f173c84e
11 changed files with 134 additions and 52 deletions

View file

@ -46,7 +46,7 @@ fn main() -> Result<(), Error> {
max_size: Some((1920, 1080)),
..Default::default()
})
.unwrap();
.unwrap();
let context = window.gl();
let mut camera = Camera::new_perspective(
@ -82,10 +82,13 @@ fn main() -> Result<(), Error> {
..Default::default()
};
let model: three_d::Model<PhysicalMaterial> = three_d::Model::new(&context, &CpuModel {
materials: vec![material],
geometries: vec![cpu_mesh],
})?;
let model: three_d::Model<PhysicalMaterial> = three_d::Model::new(
&context,
&CpuModel {
materials: vec![material],
geometries: vec![cpu_mesh],
},
)?;
let mut directional = [
DirectionalLight::new(&context, 1.0, Color::WHITE, &vec3(1.0, -1.0, 0.0)),
@ -107,16 +110,19 @@ fn main() -> Result<(), Error> {
window.render_loop(move |mut frame_input| {
let mut change = frame_input.first_frame;
let mut panel_width = frame_input.viewport.width;
change |= gui
.update(&mut frame_input.events, frame_input.accumulated_time, frame_input.viewport, frame_input.device_pixel_ratio, |gui_context| {
change |= gui.update(
&mut frame_input.events,
frame_input.accumulated_time,
frame_input.viewport,
frame_input.device_pixel_ratio,
|gui_context| {
use three_d::egui::*;
SidePanel::left("side_panel").show(gui_context, |ui| {
ui.heading("Debug Panel");
ui.label("Light options");
ui.add(
Slider::new(&mut ambient.intensity, 0.0..=1.0)
.text("Ambient intensity"),
Slider::new(&mut ambient.intensity, 0.0..=1.0).text("Ambient intensity"),
);
ui.add(
Slider::new(&mut directional_intensity, 0.0..=1.0)
@ -149,7 +155,8 @@ fn main() -> Result<(), Error> {
ui.add(Label::new(format!("\tz: {}", camera.position().z)));
});
panel_width = gui_context.used_size().x as u32;
});
},
);
let viewport = Viewport {
x: panel_width as i32,
@ -158,70 +165,71 @@ fn main() -> Result<(), Error> {
height: frame_input.viewport.height,
};
change |= camera.set_viewport(viewport);
change |= control
.handle_events(&mut camera, &mut frame_input.events);
change |= control.handle_events(&mut camera, &mut frame_input.events);
// Draw
{
camera
.set_perspective_projection(degrees(fov), camera.z_near(), camera.z_far());
camera.set_perspective_projection(degrees(fov), camera.z_near(), camera.z_far());
if shadows_enabled {
directional[0]
.generate_shadow_map(1024, model.iter().map(|gm| &gm.geometry));
directional[1]
.generate_shadow_map(1024, model.iter().map(|gm| &gm.geometry));
directional[0].generate_shadow_map(1024, model.iter().map(|gm| &gm.geometry));
directional[1].generate_shadow_map(1024, model.iter().map(|gm| &gm.geometry));
}
let lights = &[
&ambient as &dyn Light,
&directional[0],
&directional[1],
];
let lights = &[&ambient as &dyn Light, &directional[0], &directional[1]];
// Light pass
let screen = frame_input.screen();
let target = screen.clear(ClearState::default());
match debug_type {
DebugType::NORMAL => {
target.render_with_material(
&NormalMaterial::from_physical_material(&ph_material),
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
)
}
DebugType::NORMAL => target.render_with_material(
&NormalMaterial::from_physical_material(&ph_material),
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
),
DebugType::DEPTH => {
let mut depth_material = DepthMaterial::default();
depth_material.max_distance = Some(depth_max);
target.render_with_material(&depth_material, &camera, model.iter().map(|gm| &gm.geometry), lights)
}
DebugType::ORM => {
target.render_with_material(
&ORMMaterial::from_physical_material(&ph_material),
&depth_material,
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
)
}
DebugType::ORM => target.render_with_material(
&ORMMaterial::from_physical_material(&ph_material),
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
),
DebugType::POSITION => {
let position_material = PositionMaterial::default();
target.render_with_material(&position_material, &camera, model.iter().map(|gm| &gm.geometry), lights)
target.render_with_material(
&position_material,
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
)
}
DebugType::UV => {
let uv_material = UVMaterial::default();
target.render_with_material(&uv_material, &camera, model.iter().map(|gm| &gm.geometry), lights)
}
DebugType::COLOR => {
target.render_with_material(
&ColorMaterial::from_physical_material(&ph_material),
&uv_material,
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
)
}
DebugType::COLOR => target.render_with_material(
&ColorMaterial::from_physical_material(&ph_material),
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
),
DebugType::NONE => target.render(&camera, &model, lights),
}.write(|| gui.render());
}
.write(|| gui.render());
}
let _ = change;
@ -261,9 +269,7 @@ fn model_to_mesh(model: &Model) -> CpuMesh {
let positions: Vec<Vec3> = model
.vertices()
.iter()
.map(|vertex| {
((vertex.position + offset) * UNIT_SCALE * 10.0).into()
})
.map(|vertex| ((vertex.position + offset) * UNIT_SCALE * 10.0).into())
.collect();
let normals: Vec<Vec3> = model
.vertices()