141 lines
5.0 KiB
Rust
141 lines
5.0 KiB
Rust
#![allow(non_snake_case)]
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#![allow(dead_code)]
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use std::os::raw::c_void;
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use std::path::Path;
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use std::sync::Arc;
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use cgmath::{vec2, vec3};
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use image;
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use glow::*;
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use image::DynamicImage::*;
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use image::GenericImage;
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use tobj;
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mod mesh;
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use mesh::{ Mesh, Texture, Vertex };
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use crate::shader::shader;
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#[derive(Default)]
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pub struct Model {
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/* Model Data */
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pub meshes: Vec<Mesh>,
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pub textures_loaded: Vec<Texture>, // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
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directory: String,
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}
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impl Model {
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/// constructor, expects a filepath to a 3D model.
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pub fn new(path: &str, gl: std::sync::Arc<glow::Context>) -> Model {
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let mut model = Model::default();
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model.loadModel(path, Arc::clone(&gl));
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model
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}
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pub fn Draw(&self, shader: &shader) {
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for mesh in &self.meshes {
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unsafe { mesh.Draw(shader); }
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}
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}
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// loads a model from file and stores the resulting meshes in the meshes vector.
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fn loadModel(&mut self, path: &str, gl: Arc<glow::Context>) {
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let path = Path::new(path);
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// retrieve the directory path of the filepath
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self.directory = path.parent().unwrap_or_else(|| Path::new("")).to_str().unwrap().into();
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let obj = tobj::load_obj(path, true/*, &tobj::LoadOptions::default()*/);
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let (models, materials) = obj.unwrap();
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for model in models {
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let mesh = &model.mesh;
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let num_vertices = mesh.positions.len() / 3;
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// data to fill
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let mut vertices: Vec<Vertex> = Vec::with_capacity(num_vertices);
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let indices: Vec<u32> = mesh.indices.clone();
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let (p, n, t) = (&mesh.positions, &mesh.normals, &mesh.texcoords);
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for i in 0..num_vertices {
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vertices.push(Vertex {
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Position: vec3(p[i*3], p[i*3+1], p[i*3+2]),
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Normal: vec3(n[i*3], n[i*3+1], n[i*3+2]),
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TexCoords: vec2(t[i*2], t[i*2+1]),
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..Vertex::default()
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})
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}
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// process material
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let mut textures = Vec::new();
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if let Some(material_id) = mesh.material_id {
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let material = &materials[material_id];
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// 1. diffuse map
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if !material.diffuse_texture.is_empty() {
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let texture = self.loadMaterialTexture(&material.diffuse_texture, "texture_diffuse", Arc::clone(&gl));
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textures.push(texture);
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}
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// 2. specular map
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if !material.specular_texture.is_empty() {
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let texture = self.loadMaterialTexture(&material.specular_texture, "texture_specular", Arc::clone(&gl));
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textures.push(texture);
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}
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// 3. normal map
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if !material.normal_texture.is_empty() {
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let texture = self.loadMaterialTexture(&material.normal_texture, "texture_normal", Arc::clone(&gl));
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textures.push(texture);
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}
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// NOTE: no height maps
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}
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self.meshes.push(Mesh::new(vertices, indices, textures, Arc::clone(&gl)));
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}
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}
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fn loadMaterialTexture(&mut self, path: &str, typeName: &str, gl: Arc<glow::Context>) -> Texture {
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{
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let texture = self.textures_loaded.iter().find(|t| t.path == path);
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if let Some(texture) = texture {
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return texture.clone();
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}
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}
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let texture = Texture {
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id: unsafe { TextureFromFile(path, &self.directory, Arc::clone(&gl)) },
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type_: typeName.into(),
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path: path.into()
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};
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self.textures_loaded.push(texture.clone());
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texture
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}
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}
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unsafe fn TextureFromFile(path: &str, directory: &str, gl: Arc<glow::Context>) -> glow::NativeTexture {
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let filename = format!("{}/{}", directory, path);
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let mut textureID = gl.create_texture().unwrap();
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let img = image::open(&Path::new(&filename)).expect("Texture failed to load");
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let img = img.flipv();
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let format = match img {
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ImageLuma8(_) => glow::RED,
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ImageLumaA8(_) => glow::RG,
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ImageRgb8(_) => glow::RGB,
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ImageRgba8(_) => glow::RGBA,
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_ => panic!("really weird image type"),
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};
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let data = img.as_bytes();
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gl.bind_texture(glow::TEXTURE_2D, Some(textureID));
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gl.tex_image_2d(glow::TEXTURE_2D, 0, format as i32, img.width() as i32, img.height() as i32,
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0, format, glow::UNSIGNED_BYTE, Some(&data));
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gl.generate_mipmap(glow::TEXTURE_2D);
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gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_S, glow::REPEAT as i32);
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gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_WRAP_T, glow::REPEAT as i32);
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gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MIN_FILTER, glow::LINEAR_MIPMAP_LINEAR as i32);
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gl.tex_parameter_i32(glow::TEXTURE_2D, glow::TEXTURE_MAG_FILTER, glow::LINEAR as i32);
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textureID
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}
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