vmdl/examples/view/main.rs
2023-12-29 19:17:51 +01:00

344 lines
12 KiB
Rust

#[path = "../common/error.rs"]
mod error;
#[path = "../common/materials.rs"]
mod material;
use crate::error::Error;
use crate::material::{load_material_fallback, MaterialData};
use image::GenericImageView;
use std::env::args_os;
use std::path::PathBuf;
use tf_asset_loader::Loader;
use thiserror::Error;
use three_d::*;
use vmdl::{Model, Vector};
#[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 source_model = Model::from_path(&path)?;
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, 2.0),
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 skin_count = source_model.skin_tables().count();
let cpu_models = (0..skin_count).map(|skin| model_to_model(&source_model, &loader, skin));
let ph_material = PhysicalMaterial {
albedo: Color {
r: 128,
g: 128,
b: 128,
a: 255,
},
..Default::default()
};
let models: Vec<three_d::Model<PhysicalMaterial>> = cpu_models
.map(|cpu_model| three_d::Model::new(&context, &cpu_model).expect("failed to load model"))
.collect();
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;
let mut skin_index = 0;
window.render_loop(move |mut frame_input| {
let model = &models[skin_index];
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.radio_value(&mut debug_type, DebugType::UV, "UV");
ui.label("View options");
ui.add(Slider::new(&mut skin_index, 0..=(skin_count - 1)).text("Skin"));
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(())
}
// 1 hammer unit is ~1.905cm
const UNIT_SCALE: f32 = 1.0 / (1.905 * 100.0);
pub fn map_coords<C: Into<Vec3>>(vec: C) -> Vec3 {
let vec = vec.into();
Vec3 {
x: vec.y * UNIT_SCALE,
y: vec.z * UNIT_SCALE,
z: vec.x * UNIT_SCALE,
}
}
fn model_to_model(model: &Model, loader: &Loader, skin: usize) -> CpuModel {
let bounds = model.bounding_box();
let offset = Vector {
x: -(bounds.1.x + bounds.0.x) / 2.0,
y: -(bounds.1.y + bounds.0.y) / 2.0,
z: -(bounds.1.z + bounds.0.z) / 2.0,
};
let skin = model.skin_tables().nth(skin).unwrap();
let transforms = model.root_transform();
let geometries = model
.meshes()
.map(|mesh| {
let texture = skin
.texture(mesh.material_index())
.expect("texture out of bounds");
let positions: Vec<Vec3> = mesh
.vertices()
.map(|vertex| map_coords(vertex.position + offset) * 10.0)
.map(|vertex: Vec3| (transforms * vertex.extend(1.0)).truncate())
.collect();
let normals: Vec<Vec3> = mesh.vertices().map(|vertex| vertex.normal.into()).collect();
let uvs: Vec<Vec2> = mesh
.vertices()
.map(|vertex| vertex.texture_coordinates.into())
.collect();
let tangents: Vec<Vec4> = mesh.tangents().map(Vec4::from).collect();
CpuMesh {
positions: Positions::F32(positions),
normals: Some(normals),
uvs: Some(uvs),
material_name: Some(texture.into()),
tangents: Some(tangents),
..Default::default()
}
})
.collect();
let materials = model
.textures()
.iter()
.map(|texture| load_material_fallback(&texture.name, model.texture_directories(), loader))
.map(convert_material)
.collect();
CpuModel {
materials,
geometries,
}
}
fn convert_material(material: MaterialData) -> CpuMaterial {
CpuMaterial {
albedo: Color::new(
material.color[0],
material.color[1],
material.color[2],
material.color[3],
),
name: material.name,
albedo_texture: material
.texture
.map(|tex| convert_texture(tex, material.translucent | material.alpha_test.is_some())),
alpha_cutout: material.alpha_test,
normal_texture: material.bump_map.map(|tex| convert_texture(tex, true)),
..CpuMaterial::default()
}
}
fn convert_texture(texture: material::TextureData, keep_alpha: bool) -> CpuTexture {
let width = texture.image.width();
let height = texture.image.height();
let data = if keep_alpha {
TextureData::RgbaU8(
texture
.image
.into_rgba8()
.pixels()
.map(|pixel| pixel.0)
.collect(),
)
} else {
TextureData::RgbU8(
texture
.image
.into_rgb8()
.pixels()
.map(|pixel| pixel.0)
.collect(),
)
};
CpuTexture {
data,
name: texture.name,
height,
width,
..CpuTexture::default()
}
}