wip: begin refactor of model loading system
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@@ -495,10 +495,7 @@ impl VulkanContext {
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println!("Couldn't find material {material_id:?} for {mesh_id:?}");
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DEFAULT_BASE_COLOR
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},
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|material| {
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println!("Found material {material_id:?} for {mesh_id:?}, with base color {:?}", material.base_color);
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material.base_color
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}
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|material| material.base_color
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);
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builder
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@@ -1,15 +1,16 @@
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use std::collections::HashMap;
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use std::path::Path;
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use std::sync::Arc;
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use anyhow::Result;
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use vulkano::buffer::Subbuffer;
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use vulkano::memory::allocator::MemoryAllocator;
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use crate::assets::loaders::material::mat_loader::MaterialLoader;
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use crate::assets::loaders::mat_loader::MaterialLoader;
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use crate::assets::loaders::mesh_loader::MeshLoader;
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use crate::common::material::{Material, MaterialRegistry};
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use crate::common::mesh::{MeshHandle, MeshRegistry};
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use crate::common::scene::Scene;
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use crate::common::texture::TextureRegistry;
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use crate::gpu::vertex3::Vertex3;
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use anyhow::Result;
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use std::collections::HashMap;
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use std::path::Path;
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use std::sync::Arc;
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use vulkano::buffer::Subbuffer;
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use vulkano::memory::allocator::MemoryAllocator;
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/// A manager that controls all assets used for display. It handles loading all meshes, materials,
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/// and textures for now.
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@@ -24,6 +25,8 @@ pub struct AssetManager {
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mesh_registry: MeshRegistry,
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/// The asset manager's [`MaterialRegistry`].
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material_registry: MaterialRegistry,
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/// The asset manager's [`TextureRegistry`].
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texture_registry: TextureRegistry,
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// Loaders
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mesh_loader: MeshLoader,
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@@ -39,6 +42,7 @@ impl AssetManager {
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allocator,
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mesh_registry,
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material_registry,
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texture_registry: TextureRegistry::new(),
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mesh_loader: MeshLoader::new(),
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material_loader: MaterialLoader::new(),
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}
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@@ -0,0 +1,64 @@
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pub struct MeshLoadInfo {
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/// The mesh's vertices.
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pub vertices: Vec<[f32; 3]>,
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/// The mesh's vertex normals.
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pub normals: Vec<[f32; 3]>,
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/// The mesh's vertex indices.
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pub indices: Vec<u32>,
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/// The texture coordinates. Note that these may also be used on 3D textures.
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pub uvs: Vec<[f32; 3]>,
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/// The contiguous ranges of `indices` that should be drawn with a single material, in the
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/// order they were encountered in the source file.
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pub submeshes: Vec<Submesh>,
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}
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/// A contiguous range within a [`MeshInfo`]'s `indices`, along with the material it should be
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/// drawn with. Ranges are local to a single loaded file - a [`crate::common::mesh::MeshRegistry`]
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/// rewrites these into offsets within its own shared index buffer.
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#[derive(Debug, Clone)]
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pub struct Submesh {
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/// The index of the material this submesh uses, as defined by the source file (e.g. a glTF
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/// material index). `None` if the file did not assign a material to this range.
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pub material_index: Option<usize>,
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/// The offset of this submesh's first index within `MeshInfo::indices`.
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pub index_start: usize,
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/// The number of indices that make up this submesh.
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pub index_count: usize,
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}
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/// Contains all information required for the application to load a new material.
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pub struct MaterialLoadInfo {
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/// The ID of this material
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pub name: String,
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/// The material uniforms. These should be defined on every imported material.
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pub uniforms: MaterialUniforms,
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/// The ID of the base color map, if any.
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pub base_color_map: Option<String>,
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/// The ID of the roughness map, if any. This is ignored for now.
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pub roughness_map: Option<String>,
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/// The ID of the normal map, if any. This is ignored for now.
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pub normal_map: Option<String>,
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}
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/// A struct composed of the material uniforms. These uniforms will typically scale the material
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/// texture maps if there are any. Refer to [`MaterialInfo`] for more information.
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pub struct MaterialUniforms {
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/// The base color of the material. This scales the base color texture, if any.
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/// This value must be specified in normalized RGBA format (all values between 0 and 1).
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pub base_color: [f32; 4],
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/// The metalness of the material. This scales the metalness texture, if any. This value should
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/// be specified as a normalized float between 0 and 1, based on an 8-bit number space.
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///
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/// This is ignored until the shaders are updated.
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pub metalness_factor: f32,
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/// The roughness of the material. This scales the roughness texture, if any. This value should
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/// be specified as a normalized float between 0 and 1, based on an 8-bit number space.
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///
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/// This is ignored until the shaders are updated.
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pub roughness_factor: f32,
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}
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/// A struct containing all information about a loaded texture.
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pub struct TextureLoadInfo {
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}
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@@ -1,8 +1,10 @@
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use crate::assets::loaders::mesh_loader::{MeshFileLoader, MeshInfo, Submesh};
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use anyhow::Result;
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use gltf::buffer::Data;
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use nalgebra::{Matrix4, Vector4};
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use std::path::Path;
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use gltf::buffer::Data;
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use gltf::image::Source;
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use gltf::Texture;
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use nalgebra::{Matrix4, Vector4};
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use crate::assets::loaders::common::{MaterialLoadInfo, MaterialUniforms, MeshLoadInfo, Submesh, TextureLoadInfo};
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pub struct GltfLoader;
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@@ -83,10 +85,19 @@ impl GltfLoader {
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);
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}
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}
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/// Returns a stable identifier for a texture's image, meant to be resolved by a texture
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/// loader later. External images are identified by their URI; images embedded in the file
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/// itself (e.g. in a `.glb`) have no URI, so they're identified by their image index instead.
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fn texture_id(texture: &Texture) -> String {
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let image = texture.source();
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match image.source() {
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Source::Uri { uri, .. } => uri.to_string(),
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Source::View { .. } => format!("embedded_image_{}", image.index()),
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}
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}
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impl MeshFileLoader for GltfLoader {
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fn load_mesh(&self, path: &Path) -> Result<MeshInfo> {
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fn load_mesh(&self, path: &Path) -> Result<MeshLoadInfo> {
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let (document, buffers, _) = gltf::import(path)?;
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let mut vertices = Vec::new();
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@@ -117,12 +128,59 @@ impl MeshFileLoader for GltfLoader {
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}
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}
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Ok(MeshInfo {
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let info = MeshLoadInfo {
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vertices,
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indices,
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normals,
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uvs,
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submeshes,
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};
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Ok(info)
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}
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fn load_materials(&self, path: &Path) -> anyhow::Result<Vec<MaterialLoadInfo>> {
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let (document, _buffers, _images) = gltf::import(path)?;
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// Collected in document order, so a material's position here matches the
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// `primitive.material().index()` that mesh loading recorded for its submeshes.
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Ok(document
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.materials()
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.enumerate()
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.map(|(index, material)| {
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let pbr = material.pbr_metallic_roughness();
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let name = material
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.name()
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.map(str::to_string)
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.unwrap_or_else(|| format!("material_{index}"));
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let base_color_map = pbr
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.base_color_texture()
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.map(|info| Self::texture_id(&info.texture()));
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let roughness_map = pbr
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.metallic_roughness_texture()
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.map(|info| Self::texture_id(&info.texture()));
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let normal_map = material
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.normal_texture()
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.map(|info| Self::texture_id(&info.texture()));
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MaterialLoadInfo {
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name,
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uniforms: MaterialUniforms {
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base_color: pbr.base_color_factor(),
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metalness_factor: pbr.metallic_factor(),
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roughness_factor: pbr.roughness_factor(),
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},
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base_color_map,
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roughness_map,
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normal_map,
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}
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})
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.collect())
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}
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fn load_texture(&self, path: &Path) -> Result<TextureLoadInfo> {
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todo!()
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}
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}
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@@ -1,62 +0,0 @@
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use crate::assets::loaders::material::mat_loader::{MaterialFileLoader, MaterialInfo, MaterialUniforms};
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use gltf::image::Source;
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use gltf::texture::Texture;
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use std::path::Path;
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pub struct GltfMaterialLoader;
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impl GltfMaterialLoader {
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/// Returns a stable identifier for a texture's image, meant to be resolved by a texture
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/// loader later. External images are identified by their URI; images embedded in the file
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/// itself (e.g. in a `.glb`) have no URI, so they're identified by their image index instead.
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fn texture_id(texture: &Texture) -> String {
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let image = texture.source();
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match image.source() {
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Source::Uri { uri, .. } => uri.to_string(),
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Source::View { .. } => format!("embedded_image_{}", image.index()),
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}
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}
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}
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impl MaterialFileLoader for GltfMaterialLoader {
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fn load_materials(&self, path: &Path) -> anyhow::Result<Vec<MaterialInfo>> {
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let (document, _buffers, _images) = gltf::import(path)?;
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// Collected in document order, so a material's position here matches the
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// `primitive.material().index()` that mesh loading recorded for its submeshes.
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Ok(document
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.materials()
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.enumerate()
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.map(|(index, material)| {
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let pbr = material.pbr_metallic_roughness();
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let name = material
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.name()
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.map(str::to_string)
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.unwrap_or_else(|| format!("material_{index}"));
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let base_color_map = pbr
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.base_color_texture()
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.map(|info| Self::texture_id(&info.texture()));
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let roughness_map = pbr
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.metallic_roughness_texture()
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.map(|info| Self::texture_id(&info.texture()));
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let normal_map = material
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.normal_texture()
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.map(|info| Self::texture_id(&info.texture()));
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MaterialInfo {
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name,
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uniforms: MaterialUniforms {
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base_color: pbr.base_color_factor(),
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metalness_factor: pbr.metallic_factor(),
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roughness_factor: pbr.roughness_factor(),
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},
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base_color_map,
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roughness_map,
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normal_map,
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}
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})
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.collect())
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}
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}
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@@ -1,81 +0,0 @@
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use crate::assets::loaders::material::gltf_mat_loader::GltfMaterialLoader;
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use anyhow::Result;
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use std::collections::HashMap;
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use std::path::Path;
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use thiserror::Error;
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#[derive(Error, Debug)]
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pub enum MaterialLoaderError {
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#[error("file extension is missing")]
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MissingExtension,
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#[error("extension {0} is not supported")]
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ExtensionNotSupported(String)
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}
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/// A material loader struct that handles multiple different file types.
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/// List of supported and planned file formats:
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/// - `.gltf`
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/// - `.mtl` (planned, not implemented)
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pub struct MaterialLoader {
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loaders: HashMap<String, Box<dyn MaterialFileLoader>>,
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}
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impl MaterialLoader {
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/// Creates a new `MaterialLoader` struct.
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pub fn new() -> Self {
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let mut loaders = HashMap::new();
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loaders.insert("gltf".into(), Box::new(GltfMaterialLoader) as Box<dyn MaterialFileLoader>);
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Self { loaders }
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}
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/// Loads all materials from the given path. Refer to the [`MaterialLoader`] for more information
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/// on supported material files and which files to target.
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pub fn load_materials<P: AsRef<Path>>(&mut self, path: P) -> Result<Vec<MaterialInfo>> {
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let path = path.as_ref();
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let file_ext = path.extension().and_then(|ext| ext.to_str())
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.ok_or(MaterialLoaderError::MissingExtension)?;
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self.loaders.get(file_ext)
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.ok_or(MaterialLoaderError::ExtensionNotSupported(file_ext.to_string()))?
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.load_materials(path)
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}
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}
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/// Contains all information required for the application to load a new material.
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pub struct MaterialInfo {
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/// The ID of this material
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pub name: String,
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/// The material uniforms. These should be defined on every imported material.
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pub uniforms: MaterialUniforms,
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/// The ID of the base color map, if any.
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pub base_color_map: Option<String>,
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/// The ID of the roughness map, if any. This is ignored for now.
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pub roughness_map: Option<String>,
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/// The ID of the normal map, if any. This is ignored for now.
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pub normal_map: Option<String>,
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}
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/// A struct composed of the material uniforms. These uniforms will typically scale the material
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/// texture maps if there are any. Refer to [`MaterialInfo`] for more information.
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pub struct MaterialUniforms {
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/// The base color of the material. This scales the base color texture, if any.
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/// This value must be specified in normalized RGBA format (all values between 0 and 1).
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pub base_color: [f32; 4],
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/// The metalness of the material. This scales the metalness texture, if any. This value should
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/// be specified as a normalized float between 0 and 1, based on an 8-bit number space.
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///
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/// This is ignored until the shaders are updated.
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pub metalness_factor: f32,
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/// The roughness of the material. This scales the roughness texture, if any. This value should
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/// be specified as a normalized float between 0 and 1, based on an 8-bit number space.
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///
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/// This is ignored until the shaders are updated.
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pub roughness_factor: f32,
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}
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/// A trait that must be implemented on all material loaders. Ensures consistent material
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/// import/load information.
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pub trait MaterialFileLoader {
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fn load_materials(&self, path: &Path) -> anyhow::Result<Vec<MaterialInfo>>;
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}
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@@ -1,2 +0,0 @@
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pub mod mat_loader;
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pub mod gltf_mat_loader;
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@@ -1,126 +0,0 @@
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use super::gltf_loader::*;
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use crate::assets::loaders::mesh::obj_loader::ObjLoader;
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use anyhow::Result;
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use std::collections::HashMap;
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use std::path::Path;
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use thiserror::Error;
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pub struct MeshInfo {
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/// The mesh's vertices.
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pub vertices: Vec<[f32; 3]>,
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/// The mesh's vertex normals.
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pub normals: Vec<[f32; 3]>,
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/// The mesh's vertex indices.
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pub indices: Vec<u32>,
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/// The texture coordinates. Note that these may also be used on 3D textures.
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pub uvs: Vec<[f32; 3]>,
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/// The contiguous ranges of `indices` that should be drawn with a single material, in the
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/// order they were encountered in the source file.
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pub submeshes: Vec<Submesh>,
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}
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/// A contiguous range within a [`MeshInfo`]'s `indices`, along with the material it should be
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/// drawn with. Ranges are local to a single loaded file - a [`crate::common::mesh::MeshRegistry`]
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/// rewrites these into offsets within its own shared index buffer.
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#[derive(Debug, Clone)]
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pub struct Submesh {
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/// The index of the material this submesh uses, as defined by the source file (e.g. a glTF
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/// material index). `None` if the file did not assign a material to this range.
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pub material_index: Option<usize>,
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/// The offset of this submesh's first index within `MeshInfo::indices`.
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pub index_start: usize,
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/// The number of indices that make up this submesh.
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pub index_count: usize,
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}
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pub trait MeshFileLoader {
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fn load_mesh(&self, path: &Path) -> Result<MeshInfo>;
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}
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#[derive(Error, Debug)]
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pub enum MeshLoaderError {
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#[error("file extension is missing")]
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MissingExtension,
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#[error("extension {0} is not supported")]
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ExtensionNotSupported(String),
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}
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/// A mesh loader struct that handles multiple different file types. The list of supported and
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/// planned file formats follows:
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/// - `.gltf`
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/// - `.obj`
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pub struct MeshLoader {
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/// The list of mesh loaders.
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loaders: HashMap<String, Box<dyn MeshFileLoader>>,
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}
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impl MeshLoader {
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/// Creates a new `MeshLoader` instance.
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pub fn new() -> Self {
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let mut loaders = HashMap::new();
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loaders.insert(
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"gltf".into(),
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Box::new(GltfLoader) as Box<dyn MeshFileLoader>,
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);
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loaders.insert(
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"glb".into(),
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Box::new(GltfLoader) as Box<dyn MeshFileLoader>,
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);
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loaders.insert("obj".into(), Box::new(ObjLoader));
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Self { loaders }
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}
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/// Loads a mesh from the given path. Note that materials are not automatically loaded through
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/// this function, and must be manually loaded. Refer to the [`MeshLoader`] for more information
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/// on what file types are supported.
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pub fn load_mesh<P: AsRef<Path>>(&self, path: &P) -> Result<MeshInfo> {
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let ext = path
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.as_ref()
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.extension()
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.and_then(|ext| ext.to_str())
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.ok_or(MeshLoaderError::MissingExtension)?;
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println!("Found extension {}, continuing with loading", ext);
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self.loaders
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.get(ext)
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.ok_or(MeshLoaderError::ExtensionNotSupported(ext.to_string()))?
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.load_mesh(path.as_ref())
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}
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}
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#[cfg(test)]
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pub mod test_load_meshes {
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use super::*;
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fn load_gltf(loader: &MeshLoader) -> Result<MeshInfo> {
|
||||
loader.load_mesh(&Path::new("../../../meshes/laat_gltf/scene.gltf"))
|
||||
}
|
||||
|
||||
fn load_obj(loader: &MeshLoader) -> Result<MeshInfo> {
|
||||
loader.load_mesh(&Path::new("../../../meshes/laat_gunship/scene.obj"))
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn compare_obj_gltf() -> Result<()> {
|
||||
// Create the mesh loader
|
||||
let loader = MeshLoader::new();
|
||||
|
||||
let obj = load_obj(&loader)?;
|
||||
let gltf = load_gltf(&loader)?;
|
||||
|
||||
// Compare mesh information between the two MeshInfo structs.
|
||||
obj.vertices.iter()
|
||||
.zip(gltf.vertices.iter())
|
||||
.for_each(|(&a, &b)| assert_eq!(a, b));
|
||||
obj.indices.iter()
|
||||
.zip(gltf.indices.iter())
|
||||
.for_each(|(&a, &b)| assert_eq!(a, b));
|
||||
obj.normals.iter()
|
||||
.zip(gltf.normals.iter())
|
||||
.for_each(|(&a, &b)| assert_eq!(a, b));
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
pub mod gltf_loader;
|
||||
pub mod mesh_loader;
|
||||
mod obj_loader;
|
||||
@@ -1,4 +1,4 @@
|
||||
pub mod mesh;
|
||||
pub mod material;
|
||||
|
||||
pub use mesh::*;
|
||||
pub mod model_loader;
|
||||
pub mod gltf_loader;
|
||||
mod obj_loader;
|
||||
pub mod common;
|
||||
@@ -0,0 +1,49 @@
|
||||
use anyhow::Result;
|
||||
use std::collections::HashMap;
|
||||
use std::path::Path;
|
||||
use crate::assets::loaders::common::{MaterialLoadInfo, MeshLoadInfo, TextureLoadInfo};
|
||||
|
||||
/// A trait for loading a model from a given path.
|
||||
pub trait LoadModel {
|
||||
/// Loads a model from the given path, returning a [`ModelLoadInformation`] if successful.
|
||||
fn load_model(&self, path: &Path, options: ModelLoadOptions) -> Result<ModelLoadInfo>;
|
||||
}
|
||||
|
||||
/// The options applicable to loading a model.
|
||||
#[derive(Default, Copy, Clone, Debug)]
|
||||
pub struct ModelLoadOptions {
|
||||
/// Whether to load the full mesh.
|
||||
pub load_mesh: bool,
|
||||
/// Whether to load all materials from the file.
|
||||
pub load_materials: bool,
|
||||
/// Whether to load all textures from the file.
|
||||
pub load_textures: bool,
|
||||
}
|
||||
|
||||
/// Contains the information about the mesh, materials, and textures that this model has loaded.
|
||||
/// Each type of information will only be loaded if the caller indicates that they should be.
|
||||
pub struct ModelLoadInfo {
|
||||
/// The loaded mesh, if applicable.
|
||||
pub mesh: Option<MeshLoadInfo>,
|
||||
/// The list of loaded materials, if applicable.
|
||||
pub materials: Option<Vec<MaterialLoadInfo>>,
|
||||
/// The list of loaded textures, if applicable.
|
||||
pub textures: Option<Vec<TextureLoadInfo>>,
|
||||
}
|
||||
|
||||
/// A model loader struct that handles loading model information for various file types.
|
||||
pub struct ModelLoader {
|
||||
/// The list of loaders, keyed by file type extension.
|
||||
loaders: HashMap<String, Box<dyn LoadModel>>
|
||||
}
|
||||
|
||||
impl ModelLoader {
|
||||
/// Creates a new `ModelLoader` instance.
|
||||
pub fn new() -> Self {
|
||||
let mut loaders = HashMap::new();
|
||||
|
||||
Self {
|
||||
loaders,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,11 +1,11 @@
|
||||
use crate::assets::loaders::mesh_loader::{MeshFileLoader, MeshInfo, Submesh};
|
||||
use crate::assets::loaders::mesh_loader::{LoadMesh, MeshLoadInfo, Submesh};
|
||||
use std::path::Path;
|
||||
use wavefront::Obj;
|
||||
|
||||
pub struct ObjLoader;
|
||||
|
||||
impl MeshFileLoader for ObjLoader {
|
||||
fn load_mesh(&self, path: &Path) -> anyhow::Result<MeshInfo> {
|
||||
impl LoadMesh for ObjLoader {
|
||||
fn load_mesh(&self, path: &Path) -> anyhow::Result<MeshLoadInfo> {
|
||||
let obj_info = Obj::from_file(path).expect("Couldn't read wavefront file");
|
||||
|
||||
let index_list = obj_info
|
||||
@@ -25,7 +25,7 @@ impl MeshFileLoader for ObjLoader {
|
||||
index_count: index_list.len(),
|
||||
}];
|
||||
|
||||
Ok(MeshInfo {
|
||||
Ok(MeshLoadInfo {
|
||||
vertices: obj_info.positions().to_vec(),
|
||||
normals: obj_info.normals().to_vec(),
|
||||
indices: index_list,
|
||||
@@ -1,4 +1,4 @@
|
||||
use crate::assets::loaders::material::mat_loader::MaterialInfo;
|
||||
use crate::assets::loaders::mat_loader::MaterialLoadInfo;
|
||||
use std::collections::HashMap;
|
||||
|
||||
pub struct MaterialRegistry {
|
||||
@@ -36,11 +36,11 @@ pub struct Material {
|
||||
pub base_color_texture: Option<String>,
|
||||
}
|
||||
|
||||
impl From<MaterialInfo> for Material {
|
||||
impl From<MaterialLoadInfo> for Material {
|
||||
/// Converts loader output into a storable `Material`. `MaterialInfo::roughness_map` has no
|
||||
/// equivalent here yet - glTF packs it with the metallic map, and there's no texture loading
|
||||
/// in place to make use of either.
|
||||
fn from(info: MaterialInfo) -> Self {
|
||||
fn from(info: MaterialLoadInfo) -> Self {
|
||||
Self {
|
||||
base_color: info.uniforms.base_color,
|
||||
metallic: info.uniforms.metalness_factor,
|
||||
|
||||
+3
-3
@@ -1,4 +1,4 @@
|
||||
use crate::assets::loaders::mesh_loader::MeshInfo;
|
||||
use crate::assets::loaders::mesh_loader::MeshLoadInfo;
|
||||
use crate::gpu::vertex3::Vertex3;
|
||||
use std::collections::HashMap;
|
||||
use std::sync::Arc;
|
||||
@@ -84,7 +84,7 @@ impl MeshRegistry {
|
||||
/// material has actually been registered under that id yet.
|
||||
fn append_mesh(
|
||||
mesh_id: &str,
|
||||
info: MeshInfo,
|
||||
info: MeshLoadInfo,
|
||||
verts: &mut Vec<Vertex3>,
|
||||
indices: &mut Vec<u32>,
|
||||
) -> MeshHandle {
|
||||
@@ -136,7 +136,7 @@ impl MeshRegistry {
|
||||
/// This is far less efficient than batching a whole scene through [`Self::load_scene`], since
|
||||
/// every call reallocates and re-uploads the full vertex/index buffers - fine for loading a
|
||||
/// handful of models up front, not for anything performance-sensitive.
|
||||
pub fn register_mesh(&mut self, mesh_id: String, info: MeshInfo) {
|
||||
pub fn register_mesh(&mut self, mesh_id: String, info: MeshLoadInfo) {
|
||||
let handle = Self::append_mesh(
|
||||
&mesh_id,
|
||||
info,
|
||||
|
||||
@@ -4,3 +4,4 @@ pub mod material;
|
||||
pub mod mesh;
|
||||
pub mod render_batch;
|
||||
pub mod scene;
|
||||
pub mod texture;
|
||||
@@ -0,0 +1,33 @@
|
||||
use std::collections::HashMap;
|
||||
use std::sync::Arc;
|
||||
use vulkano::image::view::ImageView;
|
||||
use vulkano::image::sampler::Sampler;
|
||||
|
||||
/// A texture handle that contains the texture's [`ImageView`] and [`Sampler`].
|
||||
pub struct TextureHandle {
|
||||
/// The texture's [`ImageView`].
|
||||
pub image_view: Arc<ImageView>,
|
||||
/// The [`Sampler`] associated with the image. This may be a shared sampler,
|
||||
/// as they do not contain image-specific information.
|
||||
pub sampler: Arc<Sampler>
|
||||
}
|
||||
|
||||
pub struct TextureRegistry {
|
||||
textures: HashMap<String, TextureHandle>,
|
||||
}
|
||||
|
||||
impl TextureRegistry {
|
||||
pub fn new() -> Self {
|
||||
TextureRegistry {
|
||||
textures: HashMap::new(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn register(&mut self, id: String, texture: TextureHandle) {
|
||||
self.textures.insert(id, texture);
|
||||
}
|
||||
|
||||
pub fn get(&self, id: &str) -> Option<&TextureHandle> {
|
||||
self.textures.get(id)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
use vulkano::buffer::BufferContents;
|
||||
|
||||
/// Mirrors the `MaterialPushConstants` block in `triangle_frag.glsl`. Pushed once per submesh
|
||||
/// draw call, since each submesh may use a different material.
|
||||
#[derive(BufferContents, Debug, Clone, Copy)]
|
||||
#[repr(C)]
|
||||
pub struct MaterialPushConstants {
|
||||
pub base_color: [f32; 4],
|
||||
}
|
||||
Reference in new issue
Block a user