Files
wgpu-renderer/Source/Model.rs
2021-11-05 12:36:09 -03:00

140 lines
4.6 KiB
Rust

use crate::Texture;
use crate::{Material, Mesh, Vertex};
use anyhow::Result;
use bytemuck::{Pod, Zeroable};
use std::path::Path;
use tobj::LoadOptions;
use wgpu::util::DeviceExt;
pub struct Model {
pub meshes: Vec<Mesh>,
pub materials: Vec<Material>,
}
impl Model {
pub fn load<P: AsRef<Path>>(
device: &wgpu::Device,
queue: &wgpu::Queue,
layout: &wgpu::BindGroupLayout,
path: P,
) -> Result<Self> {
let (obj_models, obj_materials) = tobj::load_obj(
path.as_ref(),
&LoadOptions {
triangulate: true,
single_index: true,
..Default::default()
},
)?;
let obj_materials = obj_materials?;
// We're assuming that the texture files are stored with the obj file
let containing_folder = path.as_ref().parent().expect("Directory has no parent");
let mut materials = Vec::new();
for mat in obj_materials {
let diffuse_path = mat.diffuse_texture;
let diffuse_texture =
Texture::load(device, queue, containing_folder.join(diffuse_path))?;
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,
});
materials.push(Material {
name: mat.name,
diffuse_texture,
bind_group,
});
}
let mut meshes = Vec::new();
for m in obj_models {
let mut vertices = Vec::new();
for i in 0..m.mesh.positions.len() / 3 {
vertices.push(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],
],
});
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Vertex Buffer", path.as_ref())),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Index Buffer", path.as_ref())),
contents: bytemuck::cast_slice(&m.mesh.indices),
usage: wgpu::BufferUsages::INDEX,
});
meshes.push(Mesh {
name: m.name,
vertex_buffer,
index_buffer,
num_elements: m.mesh.indices.len() as u32,
material: m.mesh.material_id.unwrap_or(0),
});
}
Ok(Self { meshes, materials })
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
pub struct ModelVertex {
position: [f32; 3],
tex_coords: [f32; 2],
normal: [f32; 3],
}
impl Vertex for ModelVertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3,
},
],
}
}
}