broken normal maps

This commit is contained in:
Lauri Räsänen 2022-10-04 01:30:50 +03:00
parent 89789d5f4a
commit 19c5434d0f
7 changed files with 193 additions and 60 deletions

View file

@ -24,11 +24,12 @@ pub async fn load_binary(file_name: &str) -> anyhow::Result<Vec<u8>> {
pub async fn load_texture(
file_name: &str,
is_normal_map: bool,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> anyhow::Result<Texture> {
let data = load_binary(file_name).await?;
Texture::from_bytes(device, queue, &data, file_name)
return Texture::from_bytes(device, queue, &data, file_name, is_normal_map);
}
pub async fn load_model(
@ -57,33 +58,22 @@ pub async fn load_model(
let mut materials = Vec::new();
for m in obj_materials? {
let diffuse_texture = load_texture(&m.diffuse_texture, device, queue).await?;
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: None,
});
let diffuse_texture = load_texture(&m.diffuse_texture, true, device, queue).await?;
let normal_texture = load_texture(&m.normal_texture, false, device, queue).await?;
materials.push(Material {
name: m.name,
materials.push(Material::new(
device,
&m.name,
diffuse_texture,
bind_group,
})
normal_texture,
layout,
));
}
let meshes = models
.into_iter()
.map(|m| {
let vertices = (0..m.mesh.positions.len() / 3)
let mut vertices = (0..m.mesh.positions.len() / 3)
.map(|i| ModelVertex {
position: [
m.mesh.positions[i * 3],
@ -96,9 +86,56 @@ pub async fn load_model(
m.mesh.normals[i * 3 + 1],
m.mesh.normals[i * 3 + 2],
],
tangent: [0.0; 3],
bitangent: [0.0; 3],
})
.collect::<Vec<_>>();
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();
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Vertex Buffer", file_name)),
contents: bytemuck::cast_slice(&vertices),
@ -110,13 +147,13 @@ pub async fn load_model(
usage: wgpu::BufferUsages::INDEX,
});
Mesh {
return Mesh {
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),
}
};
})
.collect::<Vec<_>>();