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https://github.com/guilhermewerner/wgpu-renderer
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3d model loading
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139
Source/Model.rs
Normal file
139
Source/Model.rs
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@ -0,0 +1,139 @@
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use crate::Texture;
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use crate::{Material, Mesh, Vertex};
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use anyhow::Result;
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use bytemuck::{Pod, Zeroable};
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use std::path::Path;
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use tobj::LoadOptions;
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use wgpu::util::DeviceExt;
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pub struct Model {
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pub meshes: Vec<Mesh>,
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pub materials: Vec<Material>,
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}
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impl Model {
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pub fn load<P: AsRef<Path>>(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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layout: &wgpu::BindGroupLayout,
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path: P,
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) -> Result<Self> {
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let (obj_models, obj_materials) = tobj::load_obj(
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path.as_ref(),
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&LoadOptions {
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triangulate: true,
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single_index: true,
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..Default::default()
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},
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)?;
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let obj_materials = obj_materials?;
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// We're assuming that the texture files are stored with the obj file
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let containing_folder = path.as_ref().parent().expect("Directory has no parent");
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let mut materials = Vec::new();
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for mat in obj_materials {
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let diffuse_path = mat.diffuse_texture;
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let diffuse_texture =
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Texture::load(device, queue, containing_folder.join(diffuse_path))?;
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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],
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label: None,
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});
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materials.push(Material {
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name: mat.name,
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diffuse_texture,
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bind_group,
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});
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}
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let mut meshes = Vec::new();
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for m in obj_models {
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let mut vertices = Vec::new();
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for i in 0..m.mesh.positions.len() / 3 {
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vertices.push(ModelVertex {
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position: [
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m.mesh.positions[i * 3],
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m.mesh.positions[i * 3 + 1],
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m.mesh.positions[i * 3 + 2],
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],
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tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]],
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normal: [
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m.mesh.normals[i * 3],
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m.mesh.normals[i * 3 + 1],
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m.mesh.normals[i * 3 + 2],
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],
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});
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}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Vertex Buffer", path.as_ref())),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Index Buffer", path.as_ref())),
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contents: bytemuck::cast_slice(&m.mesh.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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meshes.push(Mesh {
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name: m.name,
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vertex_buffer,
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index_buffer,
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num_elements: m.mesh.indices.len() as u32,
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material: m.mesh.material_id.unwrap_or(0),
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});
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}
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Ok(Self { meshes, materials })
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, Pod, Zeroable)]
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pub struct ModelVertex {
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position: [f32; 3],
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tex_coords: [f32; 2],
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normal: [f32; 3],
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}
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impl Vertex for ModelVertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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}
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}
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