dedup materials

This commit is contained in:
Robin Appelman 2023-12-10 19:32:36 +01:00
commit 6b70a04675
3 changed files with 81 additions and 85 deletions

View file

@ -2,21 +2,19 @@ use crate::{Error, Loader};
use cgmath::{vec4, Matrix, SquareMatrix};
use std::collections::HashMap;
use three_d::{
Color, CpuMaterial, CpuMesh, CpuModel, CpuTexture, Indices, Mat4, Positions, TextureData, Vec2,
Vec3,
Color, CpuMaterial, CpuMesh, CpuModel, CpuTexture, Mat4, Positions, TextureData, Vec2, Vec3,
};
use tracing::error;
use vbsp::{Bsp, Face, Handle, StaticPropLump};
use vmdl::mdl::Mdl;
use vmdl::mdl::{Mdl, TextureInfo};
use vmdl::vtx::Vtx;
use vmdl::vvd::Vvd;
use vtf::vtf::VTF;
pub fn load_map(data: &[u8], loader: &mut Loader) -> Result<Vec<CpuModel>, Error> {
let (cpu_model, bsp) = load_world(data, loader)?;
let mut props = load_props(loader, bsp.static_props())?;
props.insert(0, cpu_model);
Ok(props)
let (world, bsp) = load_world(data, loader)?;
let props = load_props(loader, bsp.static_props())?;
Ok(vec![world, props])
}
fn apply_transform<C: Into<Vec3>>(coord: C, transform: Mat4) -> Vec3 {
@ -128,21 +126,35 @@ 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<Vec<CpuModel>, Error> {
let props = props.map(|prop| {
let model = load_prop(loader, prop.model())?;
let transform =
Mat4::from_translation(map_coords(prop.origin)) * Mat4::from(prop.rotation());
Ok(ModelData {
model,
transform,
skin: prop.skin,
) -> 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<_, _>>()?;
props
.map(|res| res.map(|prop| prop_to_model(prop, loader)))
.collect::<Result<_, Error>>()
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))]
@ -160,10 +172,10 @@ struct ModelData {
skin: i32,
}
fn prop_to_model(prop: ModelData, loader: &Loader) -> CpuModel {
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 model = &prop.model;
let skin = match model.skin_tables().nth(prop.skin as usize) {
Some(skin) => skin,
@ -173,70 +185,54 @@ fn prop_to_model(prop: ModelData, loader: &Loader) -> CpuModel {
}
};
let geometries = model
.meshes()
.map(|mesh| {
let texture = skin
.texture(mesh.material_index())
.expect("texture out of bounds");
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| Vec2 {
x: vertex.texture_coordinates[0],
y: vertex.texture_coordinates[1],
})
.collect();
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()
}
})
.collect();
CpuMesh {
positions: Positions::F32(positions),
normals: Some(normals),
uvs: Some(uvs),
material_name: Some(texture.into()),
..Default::default()
}
})
}
let materials = model
.textures()
.iter()
.map(|texture| {
let dirs = model.texture_directories();
match load_texture(&texture.name, dirs, loader) {
Ok(texture) => CpuMaterial {
albedo: Color::default(),
name: texture.name.clone(),
albedo_texture: Some(texture),
..Default::default()
},
Err(e) => CpuMaterial {
albedo: Color {
r: 255,
g: 0,
b: 255,
a: 255,
},
name: texture.name.clone(),
..Default::default()
},
}
})
.collect();
CpuModel {
materials,
geometries,
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()
},
}
}