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use std::path::Path;
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use std::ops::Range;
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use crate::texture;
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pub trait Vertex {
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fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a>;
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug)]
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pub struct ModelVertex {
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position: [f32; 3],
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tex_coords: [f32; 2],
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normal: [f32; 3],
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}
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impl Vertex for ModelVertex {
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fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
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use std::mem;
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wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float3,
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},
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wgpu::VertexAttributeDescriptor {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float2,
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},
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wgpu::VertexAttributeDescriptor {
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offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
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shader_location: 2,
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format: wgpu::VertexFormat::Float3,
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},
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]
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}
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}
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}
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pub struct Material {
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pub name: String,
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pub diffuse_texture: texture::Texture,
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pub bind_group: wgpu::BindGroup,
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}
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pub struct Mesh {
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pub name: String,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub num_elements: u32,
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pub material: Option<usize>,
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}
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pub struct Model {
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pub meshes: Vec<Mesh>,
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pub materials: Vec<Material>,
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}
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impl Model {
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pub fn load<P: AsRef<Path>>(device: &wgpu::Device, layout: &wgpu::BindGroupLayout, path: P) -> Result<(Self, Vec<wgpu::CommandBuffer>), failure::Error> {
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let (obj_models, obj_materials) = tobj::load_obj(path.as_ref())?;
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// We're assuming that the texture files are stored with the obj file
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let containing_folder = path.as_ref().parent().unwrap();
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// Our `Texure` struct currently returns a `CommandBuffer` when it's created so we need to collect those and return them.
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let mut command_buffers = Vec::new();
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let mut materials = Vec::new();
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for mat in obj_materials {
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let diffuse_path = mat.diffuse_texture;
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let (diffuse_texture, cmds) = texture::Texture::load(&device, containing_folder.join(diffuse_path))?;
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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]
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});
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materials.push(Material {
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name: mat.name,
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diffuse_texture,
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bind_group,
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});
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command_buffers.push(cmds);
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}
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let mut meshes = Vec::new();
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for m in obj_models {
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let mut vertices = Vec::new();
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for i in 0..m.mesh.positions.len() / 3 {
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vertices.push(ModelVertex {
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position: [
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m.mesh.positions[i * 3],
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m.mesh.positions[i * 3 + 1],
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m.mesh.positions[i * 3 + 2],
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],
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tex_coords: [
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m.mesh.texcoords[i * 2],
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m.mesh.texcoords[i * 2 + 1],
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],
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normal: [
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m.mesh.normals[i * 3],
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m.mesh.normals[i * 3 + 1],
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m.mesh.normals[i * 3 + 2],
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],
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});
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}
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let vertex_buffer = device
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.create_buffer_mapped(vertices.len(), wgpu::BufferUsage::VERTEX)
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.fill_from_slice(&vertices);
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let index_buffer = device
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.create_buffer_mapped(m.mesh.indices.len(), wgpu::BufferUsage::INDEX)
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.fill_from_slice(&m.mesh.indices);
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meshes.push(Mesh {
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name: m.name,
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vertex_buffer,
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index_buffer,
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num_elements: m.mesh.indices.len() as u32,
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material: m.mesh.material_id,
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});
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}
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Ok((Self { meshes, materials, }, command_buffers))
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}
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}
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pub trait DrawModel {
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fn draw_mesh(&mut self, mesh: &Mesh, material: Option<&Material>);
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fn draw_mesh_instanced(&mut self, mesh: &Mesh, material: Option<&Material>, instances: Range<u32>);
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}
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impl<'a> DrawModel for wgpu::RenderPass<'a> {
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fn draw_mesh(&mut self, mesh: &Mesh, material: Option<&Material>) {
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self.draw_mesh_instanced(mesh, material, 0..1);
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}
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fn draw_mesh_instanced(&mut self, mesh: &Mesh, material: Option<&Material>, instances: Range<u32>) {
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self.set_vertex_buffers(0, &[(&mesh.vertex_buffer, 0)]);
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self.set_index_buffer(&mesh.index_buffer, 0);
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if material.is_some() {
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let bind_group = &material.unwrap().bind_group;
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self.set_bind_group(0, bind_group, &[]);
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}
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self.draw_indexed(0..mesh.num_elements, 0, instances);
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}
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}
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