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https://codeberg.org/icewind/vmdl.git
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use new material loading
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parent
655c4a561f
commit
585a485031
10 changed files with 266 additions and 491 deletions
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@ -1,33 +1,20 @@
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#[path = "../common/error.rs"]
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mod error;
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#[path = "../common/loader.rs"]
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mod loader;
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#[path = "../common/materials.rs"]
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mod material;
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use crate::loader::{LoadError, Loader};
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use crate::material::load_material_fallback;
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use crate::error::Error;
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use crate::loader::Loader;
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use crate::material::{load_material_fallback, MaterialData};
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use image::GenericImageView;
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use std::env::args_os;
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use std::path::PathBuf;
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use thiserror::Error;
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use three_d::*;
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use tracing::error;
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use vmdl::{Model, Vector};
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#[derive(Debug, Error)]
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pub enum Error {
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#[error(transparent)]
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Three(#[from] Box<dyn std::error::Error>),
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#[error(transparent)]
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Mdl(#[from] vmdl::ModelError),
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#[error(transparent)]
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IO(#[from] std::io::Error),
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#[error(transparent)]
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Render(#[from] RendererError),
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#[error(transparent)]
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Loader(#[from] LoadError),
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#[error(transparent)]
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Vtf(#[from] vtf::Error),
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#[error("{0}")]
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Other(&'static str),
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}
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#[derive(Debug, Copy, Clone, PartialEq, Eq)]
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#[allow(missing_docs)]
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pub enum DebugType {
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@ -294,6 +281,7 @@ fn model_to_model(model: &Model, loader: &Loader, skin: usize) -> CpuModel {
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.textures()
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.iter()
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.map(|texture| load_material_fallback(&texture.name, model.texture_directories(), loader))
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.map(convert_material)
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.collect();
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CpuModel {
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@ -301,3 +289,51 @@ fn model_to_model(model: &Model, loader: &Loader, skin: usize) -> CpuModel {
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geometries,
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}
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}
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fn convert_material(material: MaterialData) -> CpuMaterial {
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CpuMaterial {
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albedo: Color::new(
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material.color[0],
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material.color[1],
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material.color[2],
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material.color[3],
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),
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name: material.name,
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albedo_texture: material
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.texture
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.map(|tex| convert_texture(tex, material.translucent | material.alpha_test.is_some())),
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alpha_cutout: material.alpha_test,
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normal_texture: material.bump_map.map(|tex| convert_texture(tex, true)),
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..CpuMaterial::default()
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}
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}
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fn convert_texture(texture: material::TextureData, keep_alpha: bool) -> CpuTexture {
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let width = texture.image.width();
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let height = texture.image.height();
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let data = if keep_alpha {
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TextureData::RgbaU8(
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texture
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.image
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.into_rgba8()
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.pixels()
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.map(|pixel| pixel.0)
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.collect(),
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)
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} else {
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TextureData::RgbU8(
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texture
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.image
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.into_rgb8()
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.pixels()
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.map(|pixel| pixel.0)
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.collect(),
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)
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};
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CpuTexture {
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data,
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name: texture.name,
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height,
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width,
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..CpuTexture::default()
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}
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}
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