mirror of
https://codeberg.org/icewind/vbspview.git
synced 2026-06-03 10:14:10 +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
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@ -1,15 +1,11 @@
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use crate::prop::load_props;
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use crate::{Error, Loader};
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use crate::{Error, Loader};
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use cgmath::{vec4, Matrix, SquareMatrix};
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use cgmath::vec4;
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use std::collections::HashMap;
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use std::collections::HashMap;
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use three_d::{
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use three_d::{
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Color, CpuMaterial, CpuMesh, CpuModel, CpuTexture, Mat4, Positions, TextureData, Vec2, Vec3,
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Color, CpuMaterial, CpuMesh, CpuModel, CpuTexture, Mat4, Positions, TextureData, Vec2, Vec3,
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};
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};
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use tracing::error;
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use vbsp::{Bsp, Face, Handle};
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use vbsp::{Bsp, Face, Handle, StaticPropLump};
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use vmdl::mdl::{Mdl, TextureInfo};
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use vmdl::vtx::Vtx;
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use vmdl::vvd::Vvd;
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use vtf::vtf::VTF;
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pub fn load_map(data: &[u8], loader: &mut Loader) -> Result<Vec<CpuModel>, Error> {
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pub fn load_map(data: &[u8], loader: &mut Loader) -> Result<Vec<CpuModel>, Error> {
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let (world, bsp) = load_world(data, loader)?;
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let (world, bsp) = load_world(data, loader)?;
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@ -17,7 +13,7 @@ pub fn load_map(data: &[u8], loader: &mut Loader) -> Result<Vec<CpuModel>, Error
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Ok(vec![world, props])
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Ok(vec![world, props])
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}
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}
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fn apply_transform<C: Into<Vec3>>(coord: C, transform: Mat4) -> Vec3 {
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pub fn apply_transform<C: Into<Vec3>>(coord: C, transform: Mat4) -> Vec3 {
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let coord = coord.into();
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let coord = coord.into();
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(transform * vec4(coord.x, coord.y, coord.z, 1.0)).truncate()
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(transform * vec4(coord.x, coord.y, coord.z, 1.0)).truncate()
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}
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}
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@ -123,137 +119,6 @@ fn model_to_model(model: Handle<vbsp::data::Model>, loader: &Loader) -> CpuModel
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}
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}
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}
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}
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fn load_props<'a, I: Iterator<Item = Handle<'a, StaticPropLump>>>(
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loader: &Loader,
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props: I,
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) -> Result<CpuModel, Error> {
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let props: Vec<ModelData> = props
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.map(|prop| {
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let model = load_prop(loader, prop.model())?;
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let transform =
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Mat4::from_translation(map_coords(prop.origin)) * Mat4::from(prop.rotation());
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Ok::<_, Error>(ModelData {
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model,
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transform,
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skin: prop.skin,
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})
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})
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.collect::<Result<_, _>>()?;
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let geometries = props.iter().flat_map(prop_to_meshes).collect();
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let textures: HashMap<_, _> = props
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.iter()
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.flat_map(|prop| prop.model.textures())
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.map(|tex| (tex.name.as_str(), tex))
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.collect();
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let materials: Vec<_> = textures
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.into_values()
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.map(|tex| prop_texture_to_material(tex, loader))
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.collect();
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Ok(CpuModel {
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geometries,
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materials,
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})
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}
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#[tracing::instrument(skip(loader))]
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fn load_prop(loader: &Loader, name: &str) -> Result<vmdl::Model, Error> {
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let mdl = Mdl::read(&loader.load(name)?)?;
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let vtx = Vtx::read(&loader.load(&name.replace(".mdl", ".dx90.vtx"))?)?;
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let vvd = Vvd::read(&loader.load(&name.replace(".mdl", ".vvd"))?)?;
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Ok(vmdl::Model::from_parts(mdl, vtx, vvd))
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}
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struct ModelData {
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model: vmdl::Model,
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transform: Mat4,
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skin: i32,
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}
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fn prop_to_meshes(prop: &ModelData) -> impl Iterator<Item = CpuMesh> + '_ {
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let transform = prop.transform;
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let normal_transform = transform.invert().unwrap().transpose() * -1.0;
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let model = &prop.model;
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let skin = match model.skin_tables().nth(prop.skin as usize) {
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Some(skin) => skin,
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None => {
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error!(index = prop.skin, "invalid skin index");
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model.skin_tables().next().unwrap()
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}
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};
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model.meshes().map(move |mesh| {
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let texture = skin
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.texture(mesh.material_index())
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.expect("texture out of bounds");
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let positions: Vec<Vec3> = mesh
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.vertices()
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.map(|vertex| map_coords(vertex.position))
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.map(|v| apply_transform(v, transform))
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.collect();
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let normals: Vec<Vec3> = mesh
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.vertices()
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.map(|vertex| map_coords(vertex.normal))
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.map(|v| apply_transform(v, normal_transform))
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.collect();
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let uvs: Vec<Vec2> = mesh
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.vertices()
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.map(|vertex| vertex.texture_coordinates.into())
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.collect();
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CpuMesh {
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positions: Positions::F32(positions),
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normals: Some(normals),
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uvs: Some(uvs),
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material_name: Some(texture.into()),
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..Default::default()
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}
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})
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}
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fn prop_texture_to_material(texture: &TextureInfo, loader: &Loader) -> CpuMaterial {
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match load_texture(&texture.name, &texture.search_paths, loader) {
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Ok(texture) => CpuMaterial {
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albedo: Color::default(),
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name: texture.name.clone(),
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albedo_texture: Some(texture),
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..Default::default()
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},
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Err(_) => CpuMaterial {
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albedo: Color {
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r: 255,
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g: 0,
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b: 255,
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a: 255,
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},
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name: texture.name.clone(),
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..Default::default()
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},
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}
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}
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fn load_texture(name: &str, dirs: &[String], loader: &Loader) -> Result<CpuTexture, Error> {
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let dirs = dirs
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.iter()
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.map(|dir| format!("materials/{}", dir))
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.collect::<Vec<_>>();
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let path = format!("{}.vtf", name);
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let mut raw = loader.load_from_paths(&path, &dirs)?;
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let vtf = VTF::read(&mut raw)?;
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let image = vtf.highres_image.decode(0)?;
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Ok(CpuTexture {
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name: name.into(),
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data: TextureData::RgbaU8(image.into_rgba8().pixels().map(|pixel| pixel.0).collect()),
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height: vtf.header.height as u32,
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width: vtf.header.width as u32,
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..CpuTexture::default()
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})
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}
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fn load_world(data: &[u8], loader: &mut Loader) -> Result<(CpuModel, Bsp), Error> {
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fn load_world(data: &[u8], loader: &mut Loader) -> Result<(CpuModel, Bsp), Error> {
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let bsp = Bsp::read(data)?;
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let bsp = Bsp::read(data)?;
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@ -2,6 +2,7 @@ mod bsp;
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mod control;
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mod control;
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mod demo;
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mod demo;
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mod loader;
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mod loader;
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mod prop;
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mod renderer;
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mod renderer;
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mod ui;
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mod ui;
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mod wrapping;
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mod wrapping;
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143
src/prop.rs
Normal file
143
src/prop.rs
Normal file
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@ -0,0 +1,143 @@
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use crate::bsp::{apply_transform, map_coords};
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use crate::{Error, Loader};
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use cgmath::{Matrix, SquareMatrix};
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use std::collections::HashMap;
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use three_d::{
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Color, CpuMaterial, CpuMesh, CpuModel, CpuTexture, Mat4, Positions, TextureData, Vec2, Vec3,
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};
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use tracing::error;
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use vbsp::{Handle, StaticPropLump};
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use vmdl::mdl::{Mdl, TextureInfo};
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use vmdl::vtx::Vtx;
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use vmdl::vvd::Vvd;
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use vtf::vtf::VTF;
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#[tracing::instrument(skip(loader))]
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pub fn load_prop(loader: &Loader, name: &str) -> Result<vmdl::Model, Error> {
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let mdl = Mdl::read(&loader.load(name)?)?;
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let vtx = Vtx::read(&loader.load(&name.replace(".mdl", ".dx90.vtx"))?)?;
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let vvd = Vvd::read(&loader.load(&name.replace(".mdl", ".vvd"))?)?;
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Ok(vmdl::Model::from_parts(mdl, vtx, vvd))
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}
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pub fn load_props<'a, I: Iterator<Item = Handle<'a, StaticPropLump>>>(
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loader: &Loader,
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props: I,
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) -> Result<CpuModel, Error> {
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let props: Vec<PropData> = props
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.map(|prop| {
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let model = load_prop(loader, prop.model())?;
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let transform =
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Mat4::from_translation(map_coords(prop.origin)) * Mat4::from(prop.rotation());
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Ok::<_, Error>(PropData {
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model,
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transform,
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skin: prop.skin,
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})
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})
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.collect::<Result<_, _>>()?;
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let geometries = props.iter().flat_map(prop_to_meshes).collect();
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let textures: HashMap<_, _> = props
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.iter()
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.flat_map(|prop| prop.model.textures())
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.map(|tex| (tex.name.as_str(), tex))
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.collect();
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let materials: Vec<_> = textures
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.into_values()
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.map(|tex| prop_texture_to_material(tex, loader))
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.collect();
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Ok(CpuModel {
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geometries,
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materials,
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})
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}
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struct PropData {
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model: vmdl::Model,
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transform: Mat4,
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skin: i32,
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}
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fn prop_to_meshes(prop: &PropData) -> impl Iterator<Item = CpuMesh> + '_ {
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let transform = prop.transform;
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let normal_transform = transform.invert().unwrap().transpose() * -1.0;
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let model = &prop.model;
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let skin = match model.skin_tables().nth(prop.skin as usize) {
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Some(skin) => skin,
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None => {
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error!(index = prop.skin, "invalid skin index");
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model.skin_tables().next().unwrap()
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}
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};
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model.meshes().map(move |mesh| {
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let texture = skin
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.texture(mesh.material_index())
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.expect("texture out of bounds");
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let positions: Vec<Vec3> = mesh
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.vertices()
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.map(|vertex| map_coords(vertex.position))
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.map(|v| apply_transform(v, transform))
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.collect();
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let normals: Vec<Vec3> = mesh
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.vertices()
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.map(|vertex| map_coords(vertex.normal))
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.map(|v| apply_transform(v, normal_transform))
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.collect();
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let uvs: Vec<Vec2> = mesh
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.vertices()
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.map(|vertex| vertex.texture_coordinates.into())
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.collect();
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CpuMesh {
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positions: Positions::F32(positions),
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normals: Some(normals),
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uvs: Some(uvs),
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material_name: Some(texture.into()),
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..Default::default()
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}
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})
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}
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fn prop_texture_to_material(texture: &TextureInfo, loader: &Loader) -> CpuMaterial {
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match load_texture(&texture.name, &texture.search_paths, loader) {
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Ok(texture) => CpuMaterial {
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albedo: Color::default(),
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name: texture.name.clone(),
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albedo_texture: Some(texture),
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..Default::default()
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},
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Err(_) => CpuMaterial {
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albedo: Color {
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r: 255,
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g: 0,
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b: 255,
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a: 255,
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},
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name: texture.name.clone(),
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..Default::default()
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},
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}
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}
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fn load_texture(name: &str, dirs: &[String], loader: &Loader) -> Result<CpuTexture, Error> {
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let dirs = dirs
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.iter()
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.map(|dir| format!("materials/{}", dir))
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.collect::<Vec<_>>();
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let path = format!("{}.vtf", name);
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let mut raw = loader.load_from_paths(&path, &dirs)?;
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let vtf = VTF::read(&mut raw)?;
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let image = vtf.highres_image.decode(0)?;
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Ok(CpuTexture {
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name: name.into(),
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data: TextureData::RgbaU8(image.into_rgba8().pixels().map(|pixel| pixel.0).collect()),
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height: vtf.header.height as u32,
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width: vtf.header.width as u32,
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..CpuTexture::default()
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})
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}
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