material handling

This commit is contained in:
Robin Appelman 2023-12-11 18:06:59 +01:00
commit eb3df01eb6
7 changed files with 172 additions and 99 deletions

View file

@ -1,10 +1,9 @@
use crate::material::load_material_fallback;
use crate::prop::load_props;
use crate::{Error, Loader};
use cgmath::vec4;
use std::collections::HashMap;
use three_d::{
Color, CpuMaterial, CpuMesh, CpuModel, CpuTexture, Mat4, Positions, TextureData, Vec2, Vec3,
};
use three_d::{CpuMesh, CpuModel, Mat4, Positions, Vec2, Vec3};
use vbsp::{Bsp, Face, Handle};
pub fn load_map(data: &[u8], loader: &mut Loader) -> Result<Vec<CpuModel>, Error> {
@ -84,32 +83,7 @@ fn model_to_model(model: Handle<vbsp::data::Model>, loader: &Loader) -> CpuModel
.values()
.map(|face| {
let texture = face.first().unwrap().texture();
let tex_file = format!("materials/{}.vtf", texture.name().to_lowercase());
let vtf_data = loader.load(&tex_file).ok();
let texture_data = vtf_data.and_then(|mut vtf_data| {
let vtf = vtf::from_bytes(&mut vtf_data).ok()?;
let image = vtf.highres_image.decode(0).ok()?;
Some(CpuTexture {
name: texture.name().into(),
data: TextureData::RgbaU8(
image.into_rgba8().pixels().map(|pixel| pixel.0).collect(),
),
height: texture.texture_data().height as u32,
width: texture.texture_data().width as u32,
..CpuTexture::default()
})
});
let color = if texture_data.is_some() {
Color::default()
} else {
Color::new(255, 0, 255, 255)
};
CpuMaterial {
albedo: color,
albedo_texture: texture_data,
name: texture.name().into(),
..Default::default()
}
load_material_fallback(texture.name(), &["".into()], loader)
})
.collect();

View file

@ -3,7 +3,7 @@ use std::fmt::{Debug, Formatter};
use std::fs;
use std::path::PathBuf;
use steamlocate::SteamDir;
use tracing::{debug, error};
use tracing::{debug, error, info};
use vbsp::Packfile;
use vpk::VPK;
@ -89,8 +89,8 @@ impl Loader {
return Ok(data);
}
}
error!("Failed to find {} in vpk", name);
Err(Error::Other("Can't find file in vpks"))
info!("Failed to find {} in vpk", name);
Err(Error::ResourceNotFound(name.to_string()))
}
pub fn load_from_paths(&self, name: &str, paths: &[String]) -> Result<Vec<u8>, Error> {
@ -100,6 +100,6 @@ impl Loader {
}
}
error!("Failed to find {} in vpk paths: {}", name, paths.join(", "));
Err(Error::Other("Can't find file in vpks"))
Err(Error::ResourceNotFound(name.to_string()))
}
}

View file

@ -2,6 +2,7 @@ mod bsp;
mod control;
mod demo;
mod loader;
mod material;
mod prop;
mod renderer;
mod ui;
@ -9,6 +10,7 @@ mod wrapping;
use clap::Parser;
use std::fs;
use std::string::FromUtf8Error;
use crate::bsp::load_map;
use crate::control::{Control, DemoCamera};
@ -45,6 +47,8 @@ pub enum Error {
#[error(transparent)]
Vtf(#[from] vtf::Error),
#[error(transparent)]
Vdf(#[from] steamy_vdf::Error),
#[error(transparent)]
Mdl(#[from] vmdl::ModelError),
#[error(transparent)]
Demo(#[from] tf_demo_parser::ParseError),
@ -54,6 +58,10 @@ pub enum Error {
Window(#[from] WindowError),
#[error(transparent)]
Render(#[from] RendererError),
#[error(transparent)]
String(#[from] FromUtf8Error),
#[error("resource {0} not found in vpks or pack")]
ResourceNotFound(String),
}
impl From<&'static str> for Error {

127
src/material.rs Normal file
View file

@ -0,0 +1,127 @@
use crate::loader::Loader;
use crate::Error;
use std::io::Cursor;
use steamy_vdf::{Entry, Table};
use three_d::{Color, CpuMaterial, CpuTexture, TextureData};
use tracing::error;
use vtf::vtf::VTF;
pub fn load_material_fallback(name: &str, search_dirs: &[String], loader: &Loader) -> CpuMaterial {
match load_material(name, search_dirs, loader) {
Ok(material) => material,
Err(e) => {
error!(
material = name,
error = ?e,
"failed to load material, falling back"
);
CpuMaterial {
albedo: Color {
r: 255,
g: 0,
b: 255,
a: 255,
},
name: name.into(),
..Default::default()
}
}
}
}
pub fn load_material(
name: &str,
search_dirs: &[String],
loader: &Loader,
) -> Result<CpuMaterial, Error> {
let dirs = search_dirs
.iter()
.map(|dir| {
format!(
"materials/{}",
dir.to_ascii_lowercase().trim_start_matches("/")
)
})
.collect::<Vec<_>>();
let path = format!("{}.vmt", name.to_ascii_lowercase());
let raw = loader.load_from_paths(&path, &dirs)?;
let vmt = parse_vdf(raw)?;
let vmt = resolve_vmt_patch(vmt, loader)?;
let table = vmt
.values()
.next()
.expect("empty vmt")
.as_table()
.expect("vmt not a table");
let base_texture = table
.iter()
.find_map(|(key, value)| (key.to_ascii_lowercase() == "$basetexture").then_some(value))
.expect("no $basetexture")
.as_value()
.expect("$basetexture not a value")
.to_string()
.to_ascii_lowercase()
.replace('\\', "/")
.replace('\t', "/t");
let texture = load_texture(base_texture.as_str(), loader)?;
Ok(CpuMaterial {
name: name.into(),
albedo: Color::WHITE,
albedo_texture: Some(texture),
..CpuMaterial::default()
})
}
fn parse_vdf(bytes: Vec<u8>) -> Result<Table, Error> {
let mut reader = steamy_vdf::read(Cursor::new(&bytes))?;
Table::load(&mut reader).map_err(|e| {
error!(
source = String::from_utf8_lossy(&bytes).to_string(),
"failed to parse vmt"
);
e.into()
})
}
fn load_texture(name: &str, loader: &Loader) -> Result<CpuTexture, Error> {
let path = format!(
"materials/{}.vtf",
name.trim_end_matches(".vtf").trim_start_matches("/")
);
let mut raw = loader.load(&path)?;
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 resolve_vmt_patch(vmt: Table, loader: &Loader) -> Result<Table, Error> {
if vmt.len() != 1 {
panic!("vmt with more than 1 item?");
}
if let Some(Entry::Table(patch)) = vmt.get("patch") {
let include = patch
.get("include")
.expect("no include in patch")
.as_value()
.expect("include is not a value")
.to_string();
let _replace = patch
.get("replace")
.expect("no replace in patch")
.as_table()
.expect("replace is not a table");
let included_raw = loader.load(&include.to_ascii_lowercase())?;
// todo actually patch
parse_vdf(included_raw)
} else {
Ok(vmt)
}
}

View file

@ -1,16 +1,14 @@
use crate::bsp::{apply_transform, map_coords};
use crate::material::load_material_fallback;
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 three_d::{CpuMaterial, CpuMesh, CpuModel, Mat4, Positions, Vec2, Vec3};
use tracing::warn;
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> {
@ -68,7 +66,7 @@ fn prop_to_meshes(prop: &PropData) -> impl Iterator<Item = CpuMesh> + '_ {
let skin = match model.skin_tables().nth(prop.skin as usize) {
Some(skin) => skin,
None => {
error!(index = prop.skin, "invalid skin index");
warn!(index = prop.skin, "invalid skin index");
model.skin_tables().next().unwrap()
}
};
@ -104,40 +102,5 @@ fn prop_to_meshes(prop: &PropData) -> impl Iterator<Item = CpuMesh> + '_ {
}
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()
})
load_material_fallback(&texture.name, &texture.search_paths, loader)
}