mirror of
https://codeberg.org/icewind/vbspview.git
synced 2026-06-03 18:24:09 +02:00
split off prop code
This commit is contained in:
parent
6b70a04675
commit
5def69f525
3 changed files with 148 additions and 139 deletions
143
src/bsp.rs
143
src/bsp.rs
|
|
@ -1,15 +1,11 @@
|
|||
use crate::prop::load_props;
|
||||
use crate::{Error, Loader};
|
||||
use cgmath::{vec4, Matrix, SquareMatrix};
|
||||
use cgmath::vec4;
|
||||
use std::collections::HashMap;
|
||||
use three_d::{
|
||||
Color, CpuMaterial, CpuMesh, CpuModel, CpuTexture, Mat4, Positions, TextureData, Vec2, Vec3,
|
||||
};
|
||||
use tracing::error;
|
||||
use vbsp::{Bsp, Face, Handle, StaticPropLump};
|
||||
use vmdl::mdl::{Mdl, TextureInfo};
|
||||
use vmdl::vtx::Vtx;
|
||||
use vmdl::vvd::Vvd;
|
||||
use vtf::vtf::VTF;
|
||||
use vbsp::{Bsp, Face, Handle};
|
||||
|
||||
pub fn load_map(data: &[u8], loader: &mut Loader) -> Result<Vec<CpuModel>, Error> {
|
||||
let (world, bsp) = load_world(data, loader)?;
|
||||
|
|
@ -17,7 +13,7 @@ pub fn load_map(data: &[u8], loader: &mut Loader) -> Result<Vec<CpuModel>, Error
|
|||
Ok(vec![world, props])
|
||||
}
|
||||
|
||||
fn apply_transform<C: Into<Vec3>>(coord: C, transform: Mat4) -> Vec3 {
|
||||
pub fn apply_transform<C: Into<Vec3>>(coord: C, transform: Mat4) -> Vec3 {
|
||||
let coord = coord.into();
|
||||
(transform * vec4(coord.x, coord.y, coord.z, 1.0)).truncate()
|
||||
}
|
||||
|
|
@ -123,137 +119,6 @@ fn model_to_model(model: Handle<vbsp::data::Model>, loader: &Loader) -> CpuModel
|
|||
}
|
||||
}
|
||||
|
||||
fn load_props<'a, I: Iterator<Item = Handle<'a, StaticPropLump>>>(
|
||||
loader: &Loader,
|
||||
props: I,
|
||||
) -> Result<CpuModel, Error> {
|
||||
let props: Vec<ModelData> = props
|
||||
.map(|prop| {
|
||||
let model = load_prop(loader, prop.model())?;
|
||||
let transform =
|
||||
Mat4::from_translation(map_coords(prop.origin)) * Mat4::from(prop.rotation());
|
||||
Ok::<_, Error>(ModelData {
|
||||
model,
|
||||
transform,
|
||||
skin: prop.skin,
|
||||
})
|
||||
})
|
||||
.collect::<Result<_, _>>()?;
|
||||
|
||||
let geometries = props.iter().flat_map(prop_to_meshes).collect();
|
||||
|
||||
let textures: HashMap<_, _> = props
|
||||
.iter()
|
||||
.flat_map(|prop| prop.model.textures())
|
||||
.map(|tex| (tex.name.as_str(), tex))
|
||||
.collect();
|
||||
let materials: Vec<_> = textures
|
||||
.into_values()
|
||||
.map(|tex| prop_texture_to_material(tex, loader))
|
||||
.collect();
|
||||
Ok(CpuModel {
|
||||
geometries,
|
||||
materials,
|
||||
})
|
||||
}
|
||||
|
||||
#[tracing::instrument(skip(loader))]
|
||||
fn load_prop(loader: &Loader, name: &str) -> Result<vmdl::Model, Error> {
|
||||
let mdl = Mdl::read(&loader.load(name)?)?;
|
||||
let vtx = Vtx::read(&loader.load(&name.replace(".mdl", ".dx90.vtx"))?)?;
|
||||
let vvd = Vvd::read(&loader.load(&name.replace(".mdl", ".vvd"))?)?;
|
||||
|
||||
Ok(vmdl::Model::from_parts(mdl, vtx, vvd))
|
||||
}
|
||||
|
||||
struct ModelData {
|
||||
model: vmdl::Model,
|
||||
transform: Mat4,
|
||||
skin: i32,
|
||||
}
|
||||
|
||||
fn prop_to_meshes(prop: &ModelData) -> impl Iterator<Item = CpuMesh> + '_ {
|
||||
let transform = prop.transform;
|
||||
let normal_transform = transform.invert().unwrap().transpose() * -1.0;
|
||||
let model = &prop.model;
|
||||
|
||||
let skin = match model.skin_tables().nth(prop.skin as usize) {
|
||||
Some(skin) => skin,
|
||||
None => {
|
||||
error!(index = prop.skin, "invalid skin index");
|
||||
model.skin_tables().next().unwrap()
|
||||
}
|
||||
};
|
||||
|
||||
model.meshes().map(move |mesh| {
|
||||
let texture = skin
|
||||
.texture(mesh.material_index())
|
||||
.expect("texture out of bounds");
|
||||
|
||||
let positions: Vec<Vec3> = mesh
|
||||
.vertices()
|
||||
.map(|vertex| map_coords(vertex.position))
|
||||
.map(|v| apply_transform(v, transform))
|
||||
.collect();
|
||||
let normals: Vec<Vec3> = mesh
|
||||
.vertices()
|
||||
.map(|vertex| map_coords(vertex.normal))
|
||||
.map(|v| apply_transform(v, normal_transform))
|
||||
.collect();
|
||||
let uvs: Vec<Vec2> = mesh
|
||||
.vertices()
|
||||
.map(|vertex| vertex.texture_coordinates.into())
|
||||
.collect();
|
||||
|
||||
CpuMesh {
|
||||
positions: Positions::F32(positions),
|
||||
normals: Some(normals),
|
||||
uvs: Some(uvs),
|
||||
material_name: Some(texture.into()),
|
||||
..Default::default()
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
fn prop_texture_to_material(texture: &TextureInfo, loader: &Loader) -> CpuMaterial {
|
||||
match load_texture(&texture.name, &texture.search_paths, loader) {
|
||||
Ok(texture) => CpuMaterial {
|
||||
albedo: Color::default(),
|
||||
name: texture.name.clone(),
|
||||
albedo_texture: Some(texture),
|
||||
..Default::default()
|
||||
},
|
||||
Err(_) => CpuMaterial {
|
||||
albedo: Color {
|
||||
r: 255,
|
||||
g: 0,
|
||||
b: 255,
|
||||
a: 255,
|
||||
},
|
||||
name: texture.name.clone(),
|
||||
..Default::default()
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
fn load_texture(name: &str, dirs: &[String], loader: &Loader) -> Result<CpuTexture, Error> {
|
||||
let dirs = dirs
|
||||
.iter()
|
||||
.map(|dir| format!("materials/{}", dir))
|
||||
.collect::<Vec<_>>();
|
||||
let path = format!("{}.vtf", name);
|
||||
let mut raw = loader.load_from_paths(&path, &dirs)?;
|
||||
let vtf = VTF::read(&mut raw)?;
|
||||
let image = vtf.highres_image.decode(0)?;
|
||||
Ok(CpuTexture {
|
||||
name: name.into(),
|
||||
data: TextureData::RgbaU8(image.into_rgba8().pixels().map(|pixel| pixel.0).collect()),
|
||||
height: vtf.header.height as u32,
|
||||
width: vtf.header.width as u32,
|
||||
..CpuTexture::default()
|
||||
})
|
||||
}
|
||||
|
||||
fn load_world(data: &[u8], loader: &mut Loader) -> Result<(CpuModel, Bsp), Error> {
|
||||
let bsp = Bsp::read(data)?;
|
||||
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ mod bsp;
|
|||
mod control;
|
||||
mod demo;
|
||||
mod loader;
|
||||
mod prop;
|
||||
mod renderer;
|
||||
mod ui;
|
||||
mod wrapping;
|
||||
|
|
|
|||
143
src/prop.rs
Normal file
143
src/prop.rs
Normal file
|
|
@ -0,0 +1,143 @@
|
|||
use crate::bsp::{apply_transform, map_coords};
|
||||
use crate::{Error, Loader};
|
||||
use cgmath::{Matrix, SquareMatrix};
|
||||
use std::collections::HashMap;
|
||||
use three_d::{
|
||||
Color, CpuMaterial, CpuMesh, CpuModel, CpuTexture, Mat4, Positions, TextureData, Vec2, Vec3,
|
||||
};
|
||||
use tracing::error;
|
||||
use vbsp::{Handle, StaticPropLump};
|
||||
use vmdl::mdl::{Mdl, TextureInfo};
|
||||
use vmdl::vtx::Vtx;
|
||||
use vmdl::vvd::Vvd;
|
||||
use vtf::vtf::VTF;
|
||||
|
||||
#[tracing::instrument(skip(loader))]
|
||||
pub fn load_prop(loader: &Loader, name: &str) -> Result<vmdl::Model, Error> {
|
||||
let mdl = Mdl::read(&loader.load(name)?)?;
|
||||
let vtx = Vtx::read(&loader.load(&name.replace(".mdl", ".dx90.vtx"))?)?;
|
||||
let vvd = Vvd::read(&loader.load(&name.replace(".mdl", ".vvd"))?)?;
|
||||
|
||||
Ok(vmdl::Model::from_parts(mdl, vtx, vvd))
|
||||
}
|
||||
pub fn load_props<'a, I: Iterator<Item = Handle<'a, StaticPropLump>>>(
|
||||
loader: &Loader,
|
||||
props: I,
|
||||
) -> Result<CpuModel, Error> {
|
||||
let props: Vec<PropData> = props
|
||||
.map(|prop| {
|
||||
let model = load_prop(loader, prop.model())?;
|
||||
let transform =
|
||||
Mat4::from_translation(map_coords(prop.origin)) * Mat4::from(prop.rotation());
|
||||
Ok::<_, Error>(PropData {
|
||||
model,
|
||||
transform,
|
||||
skin: prop.skin,
|
||||
})
|
||||
})
|
||||
.collect::<Result<_, _>>()?;
|
||||
|
||||
let geometries = props.iter().flat_map(prop_to_meshes).collect();
|
||||
|
||||
let textures: HashMap<_, _> = props
|
||||
.iter()
|
||||
.flat_map(|prop| prop.model.textures())
|
||||
.map(|tex| (tex.name.as_str(), tex))
|
||||
.collect();
|
||||
let materials: Vec<_> = textures
|
||||
.into_values()
|
||||
.map(|tex| prop_texture_to_material(tex, loader))
|
||||
.collect();
|
||||
Ok(CpuModel {
|
||||
geometries,
|
||||
materials,
|
||||
})
|
||||
}
|
||||
|
||||
struct PropData {
|
||||
model: vmdl::Model,
|
||||
transform: Mat4,
|
||||
skin: i32,
|
||||
}
|
||||
|
||||
fn prop_to_meshes(prop: &PropData) -> impl Iterator<Item = CpuMesh> + '_ {
|
||||
let transform = prop.transform;
|
||||
let normal_transform = transform.invert().unwrap().transpose() * -1.0;
|
||||
let model = &prop.model;
|
||||
|
||||
let skin = match model.skin_tables().nth(prop.skin as usize) {
|
||||
Some(skin) => skin,
|
||||
None => {
|
||||
error!(index = prop.skin, "invalid skin index");
|
||||
model.skin_tables().next().unwrap()
|
||||
}
|
||||
};
|
||||
|
||||
model.meshes().map(move |mesh| {
|
||||
let texture = skin
|
||||
.texture(mesh.material_index())
|
||||
.expect("texture out of bounds");
|
||||
|
||||
let positions: Vec<Vec3> = mesh
|
||||
.vertices()
|
||||
.map(|vertex| map_coords(vertex.position))
|
||||
.map(|v| apply_transform(v, transform))
|
||||
.collect();
|
||||
let normals: Vec<Vec3> = mesh
|
||||
.vertices()
|
||||
.map(|vertex| map_coords(vertex.normal))
|
||||
.map(|v| apply_transform(v, normal_transform))
|
||||
.collect();
|
||||
let uvs: Vec<Vec2> = mesh
|
||||
.vertices()
|
||||
.map(|vertex| vertex.texture_coordinates.into())
|
||||
.collect();
|
||||
|
||||
CpuMesh {
|
||||
positions: Positions::F32(positions),
|
||||
normals: Some(normals),
|
||||
uvs: Some(uvs),
|
||||
material_name: Some(texture.into()),
|
||||
..Default::default()
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
fn prop_texture_to_material(texture: &TextureInfo, loader: &Loader) -> CpuMaterial {
|
||||
match load_texture(&texture.name, &texture.search_paths, loader) {
|
||||
Ok(texture) => CpuMaterial {
|
||||
albedo: Color::default(),
|
||||
name: texture.name.clone(),
|
||||
albedo_texture: Some(texture),
|
||||
..Default::default()
|
||||
},
|
||||
Err(_) => CpuMaterial {
|
||||
albedo: Color {
|
||||
r: 255,
|
||||
g: 0,
|
||||
b: 255,
|
||||
a: 255,
|
||||
},
|
||||
name: texture.name.clone(),
|
||||
..Default::default()
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
fn load_texture(name: &str, dirs: &[String], loader: &Loader) -> Result<CpuTexture, Error> {
|
||||
let dirs = dirs
|
||||
.iter()
|
||||
.map(|dir| format!("materials/{}", dir))
|
||||
.collect::<Vec<_>>();
|
||||
let path = format!("{}.vtf", name);
|
||||
let mut raw = loader.load_from_paths(&path, &dirs)?;
|
||||
let vtf = VTF::read(&mut raw)?;
|
||||
let image = vtf.highres_image.decode(0)?;
|
||||
Ok(CpuTexture {
|
||||
name: name.into(),
|
||||
data: TextureData::RgbaU8(image.into_rgba8().pixels().map(|pixel| pixel.0).collect()),
|
||||
height: vtf.header.height as u32,
|
||||
width: vtf.header.width as u32,
|
||||
..CpuTexture::default()
|
||||
})
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue