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use ecs::Component;
use crate::color::Color;
use crate::data_types::dimens::Dimens;
use crate::texture::{Id as TextureId, Texture};
#[derive(Debug, Clone, Component)]
pub struct Material
{
ambient: Color<f32>,
diffuse: Color<f32>,
specular: Color<f32>,
ambient_map: TextureId,
diffuse_map: TextureId,
specular_map: TextureId,
textures: Vec<Texture>,
shininess: f32,
}
impl Material
{
#[must_use]
pub fn ambient(&self) -> &Color<f32>
{
&self.ambient
}
#[must_use]
pub fn diffuse(&self) -> &Color<f32>
{
&self.diffuse
}
#[must_use]
pub fn specular(&self) -> &Color<f32>
{
&self.specular
}
#[must_use]
pub fn ambient_map(&self) -> &TextureId
{
&self.ambient_map
}
#[must_use]
pub fn diffuse_map(&self) -> &TextureId
{
&self.diffuse_map
}
#[must_use]
pub fn specular_map(&self) -> &TextureId
{
&self.specular_map
}
#[must_use]
pub fn textures(&self) -> &[Texture]
{
&self.textures
}
#[must_use]
pub fn shininess(&self) -> f32
{
self.shininess
}
}
/// [`Material`] builder.
#[derive(Debug, Clone)]
pub struct Builder
{
ambient: Option<Color<f32>>,
diffuse: Option<Color<f32>>,
specular: Option<Color<f32>>,
ambient_map: Option<TextureId>,
diffuse_map: Option<TextureId>,
specular_map: Option<TextureId>,
textures: Vec<Texture>,
shininess: f32,
}
impl Builder
{
#[must_use]
pub fn new() -> Self
{
Self {
ambient: None,
diffuse: None,
specular: None,
ambient_map: None,
diffuse_map: None,
specular_map: None,
textures: Vec::new(),
shininess: 32.0,
}
}
#[must_use]
pub fn ambient(mut self, ambient: Color<f32>) -> Self
{
self.ambient = Some(ambient);
self
}
#[must_use]
pub fn diffuse(mut self, diffuse: Color<f32>) -> Self
{
self.diffuse = Some(diffuse);
self
}
#[must_use]
pub fn specular(mut self, specular: Color<f32>) -> Self
{
self.specular = Some(specular);
self
}
#[must_use]
pub fn ambient_map(mut self, ambient_map: TextureId) -> Self
{
self.ambient_map = Some(ambient_map);
self
}
#[must_use]
pub fn diffuse_map(mut self, diffuse_map: TextureId) -> Self
{
self.diffuse_map = Some(diffuse_map);
self
}
#[must_use]
pub fn specular_map(mut self, specular_map: TextureId) -> Self
{
self.specular_map = Some(specular_map);
self
}
#[must_use]
pub fn textures(mut self, textures: impl IntoIterator<Item = Texture>) -> Self
{
self.textures = textures.into_iter().collect();
self
}
#[must_use]
pub fn texture(mut self, texture: Texture) -> Self
{
self.textures.push(texture);
self
}
#[must_use]
pub fn shininess(mut self, shininess: f32) -> Self
{
self.shininess = shininess;
self
}
/// Builds a new [`Material`].
///
/// # Panics
/// Will panic if no ambient map, diffuse map or specular map is set.
#[must_use]
pub fn build(mut self) -> Material
{
let ambient_map = self.ambient_map.unwrap_or_else(|| {
let texture = create_1x1_white_texture();
let texture_id = texture.id();
self.textures.push(texture);
texture_id
});
let diffuse_map = self.diffuse_map.unwrap_or_else(|| {
let texture = create_1x1_white_texture();
let texture_id = texture.id();
self.textures.push(texture);
texture_id
});
let specular_map = self.specular_map.unwrap_or_else(|| {
let texture = create_1x1_white_texture();
let texture_id = texture.id();
self.textures.push(texture);
texture_id
});
Material {
ambient: self.ambient.unwrap_or_default(),
diffuse: self.diffuse.unwrap_or_default(),
specular: self.specular.unwrap_or_default(),
ambient_map,
diffuse_map,
specular_map,
textures: self.textures,
shininess: self.shininess,
}
}
}
impl Default for Builder
{
fn default() -> Self
{
Self::new()
}
}
fn create_1x1_white_texture() -> Texture
{
Texture::new_from_color(&Dimens { width: 1, height: 1 }, &Color::WHITE_U8)
}
|