wgpu-renderer/src/core/resources.rs

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use std::io::{BufReader, Cursor};
use wgpu::util::DeviceExt;
use crate::core::model::{Material, Mesh, Model, ModelVertex};
use crate::core::texture::Texture;
pub async fn load_string(file_name: &str) -> anyhow::Result<String> {
let path = std::path::Path::new(env!("OUT_DIR"))
.join("res")
.join(file_name);
let txt = std::fs::read_to_string(path)?;
return Ok(txt);
}
pub async fn load_binary(file_name: &str) -> anyhow::Result<Vec<u8>> {
let path = std::path::Path::new(env!("OUT_DIR"))
.join("res")
.join(file_name);
let data = std::fs::read(path)?;
return Ok(data);
}
pub async fn load_texture(
file_name: &str,
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is_normal_map: bool,
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device: &wgpu::Device,
queue: &wgpu::Queue,
) -> anyhow::Result<Texture> {
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println!("load_texture {}", file_name);
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let data = load_binary(file_name).await?;
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return Texture::from_bytes(device, queue, &data, file_name, is_normal_map);
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}
pub async fn load_model(
file_name: &str,
device: &wgpu::Device,
queue: &wgpu::Queue,
layout: &wgpu::BindGroupLayout,
) -> anyhow::Result<Model> {
let obj_text = load_string(file_name).await?;
let obj_cursor = Cursor::new(obj_text);
let mut obj_reader = BufReader::new(obj_cursor);
let (models, obj_materials) = tobj::load_obj_buf_async(
&mut obj_reader,
&tobj::LoadOptions {
triangulate: true,
single_index: true,
..Default::default()
},
|p| async move {
let mat_text = load_string(&p).await.unwrap();
tobj::load_mtl_buf(&mut BufReader::new(Cursor::new(mat_text)))
},
)
.await?;
let mut materials = Vec::new();
for m in obj_materials? {
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let diffuse_texture_result = load_texture(&m.diffuse_texture, false, device, queue).await;
let normal_texture_result = load_texture(&m.normal_texture, true, device, queue).await;
let diffuse_texture: Texture;
let normal_texture: Texture;
if diffuse_texture_result.is_err() {
diffuse_texture = load_texture("gray.png", false, device, queue).await?;
} else {
diffuse_texture = diffuse_texture_result?;
}
if normal_texture_result.is_err() {
normal_texture = load_texture("gray.png", true, device, queue).await?;
} else {
normal_texture = normal_texture_result?;
}
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materials.push(Material::new(
device,
&m.name,
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diffuse_texture,
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normal_texture,
layout,
));
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}
let meshes = models
.into_iter()
.map(|m| {
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let mut vertices = (0..m.mesh.positions.len() / 3)
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.map(|i| ModelVertex {
position: [
m.mesh.positions[i * 3],
m.mesh.positions[i * 3 + 1],
m.mesh.positions[i * 3 + 2],
],
tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]],
normal: [
m.mesh.normals[i * 3],
m.mesh.normals[i * 3 + 1],
m.mesh.normals[i * 3 + 2],
],
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tangent: [0.0; 3],
bitangent: [0.0; 3],
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})
.collect::<Vec<_>>();
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let indices = &m.mesh.indices;
let mut triangles_included = vec![0; vertices.len()];
// tangents and bitangents from triangles
for chunk in indices.chunks(3) {
let v0 = vertices[chunk[0] as usize];
let v1 = vertices[chunk[1] as usize];
let v2 = vertices[chunk[2] as usize];
let pos0: cgmath::Vector3<f32> = v0.position.into();
let pos1: cgmath::Vector3<f32> = v1.position.into();
let pos2: cgmath::Vector3<f32> = v2.position.into();
let uv0: cgmath::Vector2<f32> = v0.tex_coords.into();
let uv1: cgmath::Vector2<f32> = v1.tex_coords.into();
let uv2: cgmath::Vector2<f32> = v2.tex_coords.into();
let delta_pos1 = pos1 - pos0;
let delta_pos2 = pos2 - pos0;
let delta_uv1 = uv1 - uv0;
let delta_uv2 = uv2 - uv0;
let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * -r;
for i in 0..3 {
let sz = chunk[i] as usize;
vertices[sz].tangent =
(tangent + cgmath::Vector3::from(vertices[sz].tangent)).into();
vertices[sz].bitangent =
(bitangent + cgmath::Vector3::from(vertices[sz].bitangent)).into();
triangles_included[sz] += 1;
}
}
// Average the tangents/bitangents
for (i, n) in triangles_included.into_iter().enumerate() {
let denom = 1.0 / n as f32;
let mut v = &mut vertices[i];
v.tangent = (cgmath::Vector3::from(v.tangent) * denom).into();
v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom).into();
}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Vertex Buffer", file_name)),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Index Buffer", file_name)),
contents: bytemuck::cast_slice(&m.mesh.indices),
usage: wgpu::BufferUsages::INDEX,
});
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return Mesh {
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name: file_name.to_string(),
vertex_buffer,
index_buffer,
num_elements: m.mesh.indices.len() as u32,
material: m.mesh.material_id.unwrap_or(0),
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};
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})
.collect::<Vec<_>>();
return Ok(Model { meshes, materials });
}