update vdf and special case eye textures for now

This commit is contained in:
Robin Appelman 2023-12-11 20:34:13 +01:00
commit 9e2ca40d29
4 changed files with 237 additions and 80 deletions

View file

@ -1,6 +1,8 @@
mod loader;
mod material;
use crate::loader::{LoadError, Loader};
use crate::material::load_material_fallback;
use std::env::args_os;
use std::fs;
use std::path::{Path, PathBuf};
@ -11,10 +13,9 @@ 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 {
pub enum Error {
#[error(transparent)]
Three(#[from] Box<dyn std::error::Error>),
#[error(transparent)]
@ -27,6 +28,8 @@ enum Error {
Loader(#[from] LoadError),
#[error(transparent)]
Vtf(#[from] vtf::Error),
#[error("{0}")]
Other(&'static str),
}
#[derive(Debug, Copy, Clone, PartialEq, Eq)]
@ -306,30 +309,7 @@ fn model_to_model(model: &Model, loader: &Loader, skin: usize) -> CpuModel {
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()
}
}
}
})
.map(|texture| load_material_fallback(&texture.name, model.texture_directories(), loader))
.collect();
CpuModel {
@ -337,21 +317,3 @@ fn model_to_model(model: &Model, loader: &Loader, skin: usize) -> CpuModel {
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()
})
}