working on loading materials

master
mitchellhansen 4 years ago
parent e3c1ce7789
commit e5815ce0d6

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@ -4,6 +4,7 @@ const int MAX_LIGHTS = 10;
layout(location = 0) in vec3 v_Normal;
layout(location = 1) in vec4 v_Position;
layout(location = 2) in vec2 v_Uv;
layout(location = 0) out vec4 o_Target;

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@ -2,9 +2,11 @@
layout(location = 0) in vec4 a_Pos;
layout(location = 1) in vec4 a_Normal;
layout(location = 2) in vec2 a_Uv;
layout(location = 0) out vec3 v_Normal;
layout(location = 1) out vec4 v_Position;
layout(location = 2) out vec2 v_Uv;
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
@ -16,6 +18,7 @@ layout(set = 1, binding = 0) uniform Entity {
};
void main() {
v_Uv = a_Uv;
v_Normal = mat3(u_World) * vec3(a_Normal.xyz);
v_Position = u_World * vec4(a_Pos);
gl_Position = u_ViewProj * v_Position;

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@ -0,0 +1,13 @@
# Blender MTL File: 'None'
# Material Count: 1
newmtl Material
Ns 323.999994
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd 20200527_165845.jpg

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@ -1,22 +1,23 @@
use bytemuck::{Pod, Zeroable};
use nalgebra::Vector4;
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct Vertex {
pos: [f32; 4],
normal: [f32; 4],
uv: [f32; 2],
}
impl Vertex {
pub fn position(&self) -> Vector4<f32> {
Vector4::new(self.pos[0], self.pos[1], self.pos[2], self.pos[3])
}
pub fn from(pos: [f32; 3], nor: [f32; 3]) -> Vertex {
pub fn from(pos: [f32; 3], nor: [f32; 3], uv: [f32; 2]) -> Vertex {
Vertex {
pos: [pos[0], pos[1], pos[2], 1.0],
normal: [nor[0], nor[1], nor[2], 0.0],
uv: [0.0, 0.0],
}
}
}
@ -24,16 +25,21 @@ impl Vertex {
unsafe impl Pod for Vertex {}
unsafe impl Zeroable for Vertex {}
#[derive(Clone, Debug)]
pub struct RawMesh {
vertices: Vec<Vertex>,
normals: Vec<[u32; 3]>,
}
pub fn load_obj(obj_path: &str, mtl_path: Option<&str>) -> (Vec<Vertex>, Vec<u32>) {
pub fn load_obj(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
let (models, materials) = tobj::load_obj(mesh_path, false).expect("Failed to load file");
let (models, materials) = tobj::load_obj(obj_path, true).expect("Failed to load file");
println!("# of models: {}", models.len());
println!("# of materials: {}", materials.len());
let mut index_data : Vec<u32> = Vec::new();
let mut index_data: Vec<u32> = Vec::new();
let mut vertex_data = Vec::new();
for model in models {
@ -49,24 +55,30 @@ pub fn load_obj(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
next_face = end;
}
// Normals and texture coordinates are also loaded, but not printed in this example
assert!(mesh.positions.len() % 3 == 0);
assert!(mesh.texcoords.len() % 2 == 0);
for v in 0..mesh.positions.len() / 3 {
vertex_data.push(
Vertex::from([
mesh.positions[3 * v],
mesh.positions[3 * v + 1],
mesh.positions[3 * v + 2]
],
[
mesh.normals[3 * v],
mesh.normals[3 * v + 1],
mesh.normals[3 * v + 2]
],
));
let texcoords = if mesh.texcoords.len() == 0 {
[0.0, 0.0]
} else {
[mesh.texcoords[2 * v], mesh.texcoords[2 * v + 1]]
};
vertex_data.push(Vertex::from(
[
mesh.positions[3 * v],
mesh.positions[3 * v + 1],
mesh.positions[3 * v + 2],
],
[
mesh.normals[3 * v],
mesh.normals[3 * v + 1],
mesh.normals[3 * v + 2],
],
texcoords,
));
}
}
(vertex_data.to_vec(), index_data.to_vec())
}

@ -49,6 +49,7 @@ use crate::imgui_supp::extended_winit_imgui_support;
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
use crate::owned_event::{OwnedEvent, OwnedEventExtension};
use crate::physics::state::PhysicsState;
use std::fs;
mod camera;
mod components;
@ -83,6 +84,7 @@ ECS
input/io (yep!)
collision / physics (yep!)
entities & behaviours (got the entities!)
scripting!
*/
@ -156,6 +158,7 @@ fn main() {
// The renderer
let mut renderer = render::state::RenderState::init(&window, &mut imgui_context);
preload_meshes("./resources");
entity_loading(&mut world, &mut renderer);
resources.insert(renderer);
@ -305,6 +308,21 @@ fn main() {
});
}
pub fn preload_meshes(resources_path: &str) -> (){
println!("Preloading meshes...");
let paths = fs::read_dir(resources_path).unwrap();
for file in paths {
let file = file.unwrap().file_name();
let filename = file.to_str().unwrap();
if filename.ends_with(".obj") {
println!("Loading {:?} ...", filename);
}
}()
// I guess it's fine to have them loaded to the gpu
// But I also want to preserve the raw data
}
pub fn load_colliding_mesh_entity(world: &mut World, renderer: &mut render::state::RenderState, mesh_path: &str) {
let mut static_floor_body = RigidBodyBuilder::new_static()
@ -366,6 +384,11 @@ pub fn load_colliding_mesh_entity(world: &mut World, renderer: &mut render::stat
pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderState) {
let monkey_mesh =
renderer.load_mesh_to_buffer("./resources/monkey.obj", Some(wgpu::Color::GREEN));
let light_mesh =
renderer.load_mesh_to_buffer("./resources/light.obj", Some(wgpu::Color::BLACK));
let ball_mesh =
renderer.load_mesh_to_buffer("./resources/ball.obj", Some(wgpu::Color::BLUE));
let camera_ent: Entity = world.push((
Camera {
@ -380,8 +403,7 @@ pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderSta
CameraController::new(3.0, 1.0),
));
let light_mesh =
renderer.load_mesh_to_buffer("./resources/light.obj", Some(wgpu::Color::BLACK));
let light_entity: Entity = world.push((
Position {
@ -457,7 +479,6 @@ pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderSta
let ball_mesh = renderer.load_mesh_to_buffer("./resources/ball.obj", Some(wgpu::Color::BLUE));
let ball_mesh: Entity = world.push((
Position {

@ -110,7 +110,7 @@ impl RenderState {
/// Create a bare vertex & indices buffer
/// TODO I really should remove this / consolidate it
pub fn create_buffer(
fn create_buffer(
device: &wgpu::Device,
indices: Vec<u32>,
vertices: Vec<Vertex>,
@ -271,7 +271,7 @@ impl RenderState {
// Though the attr thing is still a macro. Which would cause issues if
// I wanted to get tricky with the 0,1 types
let vertex_size = mem::size_of::<Vertex>();
let vertex_attr = wgpu::vertex_attr_array![0 => Float4, 1 => Float4];
let vertex_attr = wgpu::vertex_attr_array![0 => Float4, 1 => Float4, 2 => Float2];
let vb_desc = wgpu::VertexBufferLayout {
array_stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,

@ -1 +1 @@
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