update threed

This commit is contained in:
Robin Appelman 2022-12-06 16:21:03 +01:00
commit 89529579be
4 changed files with 133 additions and 102 deletions

View file

@ -15,9 +15,9 @@ bytemuck = { version = "1.12.3", features = ["derive"] }
cgmath = "0.18.0"
[dev-dependencies]
three-d = "0.10.2"
miette = { version = "4.7.1", features = ["fancy"] }
criterion = "0.3"
three-d = { version = "0.14.0", features = ["egui-gui"] }
miette = { version = "5.5.0", features = ["fancy"] }
criterion = "0.4.0"
iai = "0.1"
[[bench]]

View file

@ -4,7 +4,6 @@ use std::path::PathBuf;
use vmdl::mdl::Mdl;
use vmdl::vtx::Vtx;
use vmdl::vvd::Vvd;
use vmdl::Model;
fn main() -> Result<(), vmdl::ModelError> {
let mut args = args();
@ -14,9 +13,9 @@ fn main() -> Result<(), 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 _vtx = Vtx::read(&data)?;
let data = fs::read(path.with_extension("vvd"))?;
let vvd = Vvd::read(&data)?;
let _vvd = Vvd::read(&data)?;
dbg!(mdl.body_parts);
// let model = Model::from_parts(mdl, vtx, vvd);

View file

@ -16,6 +16,20 @@ enum Error {
Mdl(#[from] vmdl::ModelError),
#[error(transparent)]
IO(#[from] std::io::Error),
#[error(transparent)]
Render(#[from] RendererError),
}
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
#[allow(missing_docs)]
pub enum DebugType {
POSITION,
NORMAL,
COLOR,
DEPTH,
ORM,
UV,
NONE,
}
fn main() -> Result<(), Error> {
@ -32,26 +46,33 @@ fn main() -> Result<(), Error> {
max_size: Some((1920, 1080)),
..Default::default()
})
.unwrap();
let context = window.gl().unwrap();
.unwrap();
let context = window.gl();
let forward_pipeline = ForwardPipeline::new(&context).unwrap();
let mut camera = Camera::new_perspective(
&context,
window.viewport().unwrap(),
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,
)
.unwrap();
);
let mut control = OrbitControl::new(*camera.target(), 1.0, 100.0);
let mut gui = three_d::GUI::new(&context).unwrap();
let mut gui = three_d::GUI::new(&context);
let cpu_mesh = model_to_mesh(&model);
let material = PhysicalMaterial {
let ph_material = PhysicalMaterial {
albedo: Color {
r: 128,
g: 128,
b: 128,
a: 255,
},
..Default::default()
};
let material = CpuMaterial {
albedo: Color {
r: 128,
g: 128,
@ -61,25 +82,24 @@ fn main() -> Result<(), Error> {
..Default::default()
};
let mut model = three_d::Model::new_with_material(&context, &cpu_mesh, material)?;
model.set_transformation(Mat4::from_angle_x(degrees(-90.0)));
let model: three_d::Model<PhysicalMaterial> = three_d::Model::new(&context, &CpuModel {
materials: vec![material],
geometries: vec![cpu_mesh],
})?;
let mut lights = Lights {
ambient: Some(AmbientLight {
color: Color::WHITE,
intensity: 0.2,
..Default::default()
}),
directional: vec![
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 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 = lights.directional[0].intensity();
let mut directional_intensity = directional[0].intensity;
let mut depth_max = 30.0;
let mut fov = 60.0;
let mut debug_type = DebugType::NONE;
@ -88,26 +108,26 @@ fn main() -> Result<(), Error> {
let mut change = frame_input.first_frame;
let mut panel_width = frame_input.viewport.width;
change |= gui
.update(&mut frame_input, |gui_context| {
.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 lights.ambient.as_mut().unwrap().intensity, 0.0..=1.0)
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"),
);
lights.directional[0].set_intensity(directional_intensity);
lights.directional[1].set_intensity(directional_intensity);
directional[0].intensity = directional_intensity;
directional[1].intensity = directional_intensity;
if ui.checkbox(&mut shadows_enabled, "Shadows").clicked() {
if !shadows_enabled {
lights.directional[0].clear_shadow_map();
lights.directional[1].clear_shadow_map();
directional[0].clear_shadow_map();
directional[1].clear_shadow_map();
}
}
@ -129,8 +149,7 @@ fn main() -> Result<(), Error> {
ui.add(Label::new(format!("\tz: {}", camera.position().z)));
});
panel_width = gui_context.used_size().x as u32;
})
.unwrap();
});
let viewport = Viewport {
x: panel_width as i32,
@ -138,74 +157,77 @@ fn main() -> Result<(), Error> {
width: frame_input.viewport.width - panel_width,
height: frame_input.viewport.height,
};
change |= camera.set_viewport(viewport).unwrap();
change |= camera.set_viewport(viewport);
change |= control
.handle_events(&mut camera, &mut frame_input.events)
.unwrap();
.handle_events(&mut camera, &mut frame_input.events);
// Draw
{
camera
.set_perspective_projection(degrees(fov), camera.z_near(), camera.z_far())
.unwrap();
.set_perspective_projection(degrees(fov), camera.z_near(), camera.z_far());
if shadows_enabled {
lights.directional[0]
.generate_shadow_map(4.0, 1024, 1024, &[&model])
.unwrap();
lights.directional[1]
.generate_shadow_map(4.0, 1024, 1024, &[&model])
.unwrap();
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
Screen::write(&context, ClearState::default(), || {
match debug_type {
DebugType::NORMAL => {
model.render_with_material(
&NormalMaterial::from_physical_material(&model.material),
&camera,
&lights,
)?;
}
DebugType::DEPTH => {
let mut depth_material = DepthMaterial::default();
depth_material.max_distance = Some(depth_max);
model.render_with_material(&depth_material, &camera, &lights)?;
}
DebugType::ORM => {
model.render_with_material(
&ORMMaterial::from_physical_material(&model.material),
&camera,
&lights,
)?;
}
DebugType::POSITION => {
let position_material = PositionMaterial::default();
model.render_with_material(&position_material, &camera, &lights)?;
}
DebugType::UV => {
let uv_material = UVMaterial::default();
model.render_with_material(&uv_material, &camera, &lights)?;
}
DebugType::COLOR => {
model.render_with_material(
&ColorMaterial::from_physical_material(&model.material),
&camera,
&lights,
)?;
}
DebugType::NONE => forward_pipeline.render_pass(&camera, &[&model], &lights)?,
};
gui.render()?;
Ok(())
})
.unwrap();
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(())
}
@ -223,7 +245,7 @@ fn load(path: &Path) -> Result<Model, vmdl::ModelError> {
// 1 hammer unit is ~1.905cm
const UNIT_SCALE: f32 = 1.0 / (1.905 * 100.0);
fn model_to_mesh(model: &Model) -> CPUMesh {
fn model_to_mesh(model: &Model) -> CpuMesh {
let offset = model
.vertices()
.iter()
@ -236,19 +258,17 @@ fn model_to_mesh(model: &Model) -> CPUMesh {
z: -offset / 2.0,
};
let positions: Vec<f32> = model
let positions: Vec<Vec3> = model
.vertices()
.iter()
.flat_map(|vertex| {
(vertex.position + offset)
.iter()
.map(|pos| pos * UNIT_SCALE * 10.0)
.map(|vertex| {
((vertex.position + offset) * UNIT_SCALE * 10.0).into()
})
.collect();
let normals: Vec<f32> = model
let normals: Vec<Vec3> = model
.vertices()
.iter()
.flat_map(|vertex| vertex.normal.iter())
.map(|vertex| vertex.normal.into())
.collect();
let indices = Indices::U32(
model
@ -257,10 +277,10 @@ fn model_to_mesh(model: &Model) -> CPUMesh {
.collect(),
);
CPUMesh {
positions,
CpuMesh {
positions: Positions::F32(positions),
normals: Some(normals),
indices: Some(indices),
indices,
..Default::default()
}
}

View file

@ -3,7 +3,7 @@ use arrayvec::ArrayString;
use bytemuck::{Pod, Zeroable};
use std::fmt;
use std::fmt::{Display, Formatter};
use std::ops::Add;
use std::ops::{Add, Mul};
use cgmath::Vector3;
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
@ -74,6 +74,18 @@ impl Add<Vector> for Vector {
}
}
impl Mul<f32> for Vector {
type Output = Vector;
fn mul(self, rhs: f32) -> Self::Output {
Self {
x: self.x * rhs,
y: self.y * rhs,
z: self.z * rhs,
}
}
}
#[derive(Debug, Clone, Copy, Zeroable, Pod)]
#[repr(C)]
pub struct Quaternion {