split off prop code

This commit is contained in:
Robin Appelman 2023-12-10 20:13:49 +01:00
commit 5def69f525
3 changed files with 148 additions and 139 deletions

View file

@ -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)?;

View file

@ -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
View 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()
})
}