texture wip

This commit is contained in:
Robin Appelman 2023-12-10 00:43:19 +01:00
commit 7948e6ba5b
8 changed files with 1180 additions and 67 deletions

97
examples/view/loader.rs Normal file
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use std::fmt::{Debug, Formatter};
use std::fs;
use std::path::PathBuf;
use steamlocate::SteamDir;
use thiserror::Error;
use tracing::{debug, error, info};
use vpk::VPK;
#[derive(Debug, Error)]
pub enum LoadError {
#[error("{0}")]
Other(&'static str),
#[error(transparent)]
IO(#[from] std::io::Error),
}
impl From<&'static str> for LoadError {
fn from(e: &'static str) -> Self {
LoadError::Other(e)
}
}
pub struct Loader {
tf_dir: PathBuf,
download: PathBuf,
vpks: Vec<VPK>,
}
impl Debug for Loader {
fn fmt(&self, f: &mut Formatter<'_>) -> std::fmt::Result {
f.debug_struct("Loader")
.field("tf_dir", &self.tf_dir)
.finish_non_exhaustive()
}
}
impl Loader {
pub fn new() -> Result<Self, LoadError> {
let tf_dir = SteamDir::locate()
.ok_or("Can't find steam directory")?
.app(&440)
.ok_or("Can't find tf2 directory")?
.path
.join("tf");
let download = tf_dir.join("download");
let vpks = tf_dir
.read_dir()?
.filter_map(|item| item.ok())
.filter_map(|item| Some(item.path().to_str()?.to_string()))
.filter(|path| path.ends_with("dir.vpk"))
.map(|path| vpk::from_path(&path))
.filter_map(|res| res.ok())
.collect();
Ok(Loader {
tf_dir,
download,
vpks,
})
}
#[tracing::instrument]
pub fn load(&self, name: &str) -> Result<Vec<u8>, LoadError> {
debug!("loading {}", name);
if name.ends_with("bsp") {
let path = self.tf_dir.join(name);
if path.exists() {
debug!("found in tf2 dir");
return Ok(fs::read(path)?);
}
let path = self.download.join(name);
if path.exists() {
debug!("found in download dir");
return Ok(fs::read(path)?);
}
}
for vpk in self.vpks.iter() {
if let Some(entry) = vpk.tree.get(name) {
let data = entry.get()?.into_owned();
debug!("got {} bytes from vpk", data.len());
return Ok(data);
}
}
info!("Failed to find {} in vpk", name);
Err(LoadError::Other("Can't find file in vpks"))
}
pub fn load_from_paths(&self, name: &str, paths: &[String]) -> Result<Vec<u8>, LoadError> {
for path in paths {
if let Ok(data) = self.load(&format!("{}{}", path, name)) {
return Ok(data);
}
}
error!("Failed to find {} in vpk paths: {}", name, paths.join(", "));
Err(LoadError::Other("Can't find file in vpks"))
}
}

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examples/view/main.rs Normal file
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mod loader;
use crate::loader::{LoadError, Loader};
use std::env::args_os;
use std::fs;
use std::path::{Path, PathBuf};
use thiserror::Error;
use three_d::*;
use tracing::error;
use vmdl::mdl::Mdl;
use vmdl::vtx::Vtx;
use vmdl::vvd::Vvd;
use vmdl::{Model, Vector};
use vtf::vtf::VTF;
#[derive(Debug, Error)]
enum Error {
#[error(transparent)]
Three(#[from] Box<dyn std::error::Error>),
#[error(transparent)]
Mdl(#[from] vmdl::ModelError),
#[error(transparent)]
IO(#[from] std::io::Error),
#[error(transparent)]
Render(#[from] RendererError),
#[error(transparent)]
Loader(#[from] LoadError),
#[error(transparent)]
Vtf(#[from] vtf::Error),
}
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
#[allow(missing_docs)]
pub enum DebugType {
POSITION,
NORMAL,
COLOR,
DEPTH,
ORM,
UV,
NONE,
}
fn main() -> Result<(), Error> {
miette::set_panic_hook();
tracing_subscriber::fmt::init();
let mut args = args_os();
let _ = args.next();
let path = PathBuf::from(args.next().expect("No demo file provided"));
let model = load(&path).unwrap();
let window = Window::new(WindowSettings {
title: path.display().to_string(),
min_size: (512, 512),
max_size: Some((1920, 1080)),
..Default::default()
})
.unwrap();
let context = window.gl();
let mut camera = Camera::new_perspective(
window.viewport(),
vec3(2.0, 2.0, 5.0),
vec3(0.0, 0.0, 0.0),
vec3(0.0, 1.0, 0.0),
degrees(90.0),
0.01,
300.0,
);
let mut control = OrbitControl::new(*camera.target(), 1.0, 100.0);
let mut gui = three_d::GUI::new(&context);
let loader = Loader::new().expect("loader");
let cpu_model = model_to_model(&model, &loader);
let ph_material = PhysicalMaterial {
albedo: Color {
r: 128,
g: 128,
b: 128,
a: 255,
},
..Default::default()
};
let model: three_d::Model<PhysicalMaterial> = three_d::Model::new(&context, &cpu_model)?;
let mut directional = [
DirectionalLight::new(&context, 1.0, Color::WHITE, &vec3(1.0, -1.0, 0.0)),
DirectionalLight::new(&context, 1.0, Color::WHITE, &vec3(1.0, 1.0, 0.0)),
];
let mut ambient = AmbientLight {
color: Color::WHITE,
intensity: 0.2,
..Default::default()
};
// main loop
let mut shadows_enabled = true;
let mut directional_intensity = directional[0].intensity;
let mut depth_max = 30.0;
let mut fov = 60.0;
let mut debug_type = DebugType::NONE;
window.render_loop(move |mut frame_input| {
let mut change = frame_input.first_frame;
let mut panel_width = frame_input.viewport.width;
change |= gui.update(
&mut frame_input.events,
frame_input.accumulated_time,
frame_input.viewport,
frame_input.device_pixel_ratio,
|gui_context| {
use three_d::egui::*;
SidePanel::left("side_panel").show(gui_context, |ui| {
ui.heading("Debug Panel");
ui.label("Light options");
ui.add(
Slider::new(&mut ambient.intensity, 0.0..=1.0).text("Ambient intensity"),
);
ui.add(
Slider::new(&mut directional_intensity, 0.0..=1.0)
.text("Directional intensity"),
);
directional[0].intensity = directional_intensity;
directional[1].intensity = directional_intensity;
if ui.checkbox(&mut shadows_enabled, "Shadows").clicked() {
if !shadows_enabled {
directional[0].clear_shadow_map();
directional[1].clear_shadow_map();
}
}
ui.label("Debug options");
ui.radio_value(&mut debug_type, DebugType::NONE, "None");
ui.radio_value(&mut debug_type, DebugType::POSITION, "Position");
ui.radio_value(&mut debug_type, DebugType::NORMAL, "Normal");
ui.radio_value(&mut debug_type, DebugType::COLOR, "Color");
ui.radio_value(&mut debug_type, DebugType::DEPTH, "Depth");
ui.radio_value(&mut debug_type, DebugType::ORM, "ORM");
ui.label("View options");
ui.add(Slider::new(&mut depth_max, 1.0..=30.0).text("Depth max"));
ui.add(Slider::new(&mut fov, 45.0..=90.0).text("FOV"));
ui.label("Position");
ui.add(Label::new(format!("\tx: {}", camera.position().x)));
ui.add(Label::new(format!("\ty: {}", camera.position().y)));
ui.add(Label::new(format!("\tz: {}", camera.position().z)));
});
panel_width = gui_context.used_size().x as u32;
},
);
let viewport = Viewport {
x: panel_width as i32,
y: 0,
width: frame_input.viewport.width - panel_width,
height: frame_input.viewport.height,
};
change |= camera.set_viewport(viewport);
change |= control.handle_events(&mut camera, &mut frame_input.events);
// Draw
{
camera.set_perspective_projection(degrees(fov), camera.z_near(), camera.z_far());
if shadows_enabled {
directional[0].generate_shadow_map(1024, model.iter().map(|gm| &gm.geometry));
directional[1].generate_shadow_map(1024, model.iter().map(|gm| &gm.geometry));
}
let lights = &[&ambient as &dyn Light, &directional[0], &directional[1]];
// Light pass
let screen = frame_input.screen();
let target = screen.clear(ClearState::default());
match debug_type {
DebugType::NORMAL => target.render_with_material(
&NormalMaterial::from_physical_material(&ph_material),
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
),
DebugType::DEPTH => {
let mut depth_material = DepthMaterial::default();
depth_material.max_distance = Some(depth_max);
target.render_with_material(
&depth_material,
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
)
}
DebugType::ORM => target.render_with_material(
&ORMMaterial::from_physical_material(&ph_material),
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
),
DebugType::POSITION => {
let position_material = PositionMaterial::default();
target.render_with_material(
&position_material,
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
)
}
DebugType::UV => {
let uv_material = UVMaterial::default();
target.render_with_material(
&uv_material,
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
)
}
DebugType::COLOR => target.render_with_material(
&ColorMaterial::from_physical_material(&ph_material),
&camera,
model.iter().map(|gm| &gm.geometry),
lights,
),
DebugType::NONE => target.render(&camera, &model, lights),
}
.write(|| gui.render());
}
let _ = change;
FrameOutput::default()
});
Ok(())
}
fn load(path: &Path) -> Result<Model, vmdl::ModelError> {
let data = fs::read(path)?;
let mdl = Mdl::read(&data)?;
let data = fs::read(path.with_extension("dx90.vtx"))?;
let vtx = Vtx::read(&data)?;
let data = fs::read(path.with_extension("vvd"))?;
let vvd = Vvd::read(&data)?;
Ok(Model::from_parts(mdl, vtx, vvd))
}
// 1 hammer unit is ~1.905cm
const UNIT_SCALE: f32 = 1.0 / (1.905 * 100.0);
fn model_to_model(model: &Model, loader: &Loader) -> CpuModel {
let offset = model
.vertices()
.iter()
.map(|vert| vert.position.y)
.max_by(|a, b| a.total_cmp(b))
.unwrap();
let offset = Vector {
x: 0.0,
y: -offset / 2.0,
z: 0.0,
};
let positions: Vec<Vec3> = model
.vertices()
.iter()
.map(|vertex| ((vertex.position + offset) * UNIT_SCALE * 10.0).into())
.collect();
let normals: Vec<Vec3> = model
.vertices()
.iter()
.map(|vertex| vertex.normal.into())
.collect();
let uvs: Vec<Vec2> = model
.vertices()
.iter()
.map(|vertex| vertex.texture_coordinates.into())
.collect();
let texture_names = model.textures();
let geometries = model
.meshes()
.map(|mesh| {
let indices = Indices::U32(
mesh.vertex_strip_indices()
.flat_map(|strip| strip.map(|index| index as u32))
.collect(),
);
CpuMesh {
positions: Positions::F32(positions.clone()),
normals: Some(normals.clone()),
uvs: Some(uvs.clone()),
material_name: Some(
texture_names
.get(mesh.material_index() as usize)
.expect("texture out of bounds")
.name
.clone(),
),
indices,
..Default::default()
}
})
.collect();
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) => {
error!("{:#}", e);
CpuMaterial {
albedo: Color {
r: 255,
g: 0,
b: 255,
a: 255,
},
name: texture.name.clone(),
..Default::default()
}
}
}
})
.collect();
CpuModel {
materials,
geometries,
}
}
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()
})
}