fixed tangent/bitangent comp and cargo fmt

pull/219/head
Ben Hansen 3 years ago
parent 3d1699a172
commit 70bf012641

@ -198,7 +198,7 @@ impl State {
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
}
}
#[allow(unused_variables)]
fn input(&mut self, event: &WindowEvent) -> bool {
false

@ -464,7 +464,8 @@ impl State {
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.uniform_staging.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
self.uniform_staging.camera.aspect =
self.sc_desc.width as f32 / self.sc_desc.height as f32;
}
}

@ -538,7 +538,7 @@ impl State {
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;

@ -746,12 +746,12 @@ impl State {
depth_pass,
}
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.depth_pass.resize(&self.device, &self.sc_desc);

@ -564,8 +564,11 @@ impl State {
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
// NEW!
self.depth_texture =
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
self.depth_texture = texture::Texture::create_depth_texture(
&self.device,
&self.sc_desc,
"depth_texture",
);
}
}

@ -477,8 +477,11 @@ impl State {
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.depth_texture =
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
self.depth_texture = texture::Texture::create_depth_texture(
&self.device,
&self.sc_desc,
"depth_texture",
);
}
}
fn input(&mut self, event: &WindowEvent) -> bool {

@ -595,8 +595,11 @@ impl State {
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.depth_texture =
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
self.depth_texture = texture::Texture::create_depth_texture(
&self.device,
&self.sc_desc,
"depth_texture",
);
}
}

@ -642,14 +642,17 @@ impl State {
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
if new_size.width > 0 && new_size.height > 0 {
self.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
self.size = new_size;
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.depth_texture =
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
self.depth_texture = texture::Texture::create_depth_texture(
&self.device,
&self.sc_desc,
"depth_texture",
);
}
}

@ -1,4 +1,5 @@
use anyhow::*;
use cgmath::InnerSpace;
use std::ops::Range;
use std::path::Path;
use tobj::LoadOptions;
@ -183,6 +184,7 @@ impl Model {
}
let indices = &m.mesh.indices;
let mut triangles_included = (0..vertices.len()).collect::<Vec<_>>();
// Calculate tangents and bitangets. We're going to
// use the triangles, so we need to loop through the
@ -220,13 +222,35 @@ impl Model {
let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * r;
// We'll use the same tangent/bitangent for each vertex in the triangle
vertices[c[0] as usize].tangent = tangent.into();
vertices[c[1] as usize].tangent = tangent.into();
vertices[c[2] as usize].tangent = tangent.into();
vertices[c[0] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[0] as usize].tangent)).into();
vertices[c[1] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[1] as usize].tangent)).into();
vertices[c[2] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[2] as usize].tangent)).into();
vertices[c[0] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[0] as usize].bitangent)).into();
vertices[c[1] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[1] as usize].bitangent)).into();
vertices[c[2] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[2] as usize].bitangent)).into();
// Used to average the tangents/bitangents
triangles_included[c[0] as usize] += 1;
triangles_included[c[1] as usize] += 1;
triangles_included[c[2] as usize] += 1;
}
vertices[c[0] as usize].bitangent = bitangent.into();
vertices[c[1] as usize].bitangent = bitangent.into();
vertices[c[2] as usize].bitangent = bitangent.into();
// Average the tangents/bitangents
for (i, n) in triangles_included.into_iter().enumerate() {
let denom = 1.0 / n as f32;
let mut v = &mut vertices[i];
v.tangent = (cgmath::Vector3::from(v.tangent) * denom)
.normalize()
.into();
v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom)
.normalize()
.into();
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {

@ -40,11 +40,7 @@ impl Camera {
Matrix4::look_to_rh(
self.position,
Vector3::new(
cos_pitch * cos_yaw,
sin_pitch,
cos_pitch * sin_yaw
).normalize(),
Vector3::new(cos_pitch * cos_yaw, sin_pitch, cos_pitch * sin_yaw).normalize(),
Vector3::unit_y(),
)
}

@ -528,8 +528,11 @@ impl State {
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.depth_texture =
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
self.depth_texture = texture::Texture::create_depth_texture(
&self.device,
&self.sc_desc,
"depth_texture",
);
}
}

@ -1,4 +1,5 @@
use anyhow::*;
use cgmath::InnerSpace;
use std::ops::Range;
use std::path::Path;
use tobj::LoadOptions;
@ -183,6 +184,7 @@ impl Model {
}
let indices = &m.mesh.indices;
let mut triangles_included = (0..vertices.len()).collect::<Vec<_>>();
// Calculate tangents and bitangets. We're going to
// use the triangles, so we need to loop through the
@ -220,13 +222,35 @@ impl Model {
let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * r;
// We'll use the same tangent/bitangent for each vertex in the triangle
vertices[c[0] as usize].tangent = tangent.into();
vertices[c[1] as usize].tangent = tangent.into();
vertices[c[2] as usize].tangent = tangent.into();
vertices[c[0] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[0] as usize].tangent)).into();
vertices[c[1] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[1] as usize].tangent)).into();
vertices[c[2] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[2] as usize].tangent)).into();
vertices[c[0] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[0] as usize].bitangent)).into();
vertices[c[1] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[1] as usize].bitangent)).into();
vertices[c[2] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[2] as usize].bitangent)).into();
// Used to average the tangents/bitangents
triangles_included[c[0] as usize] += 1;
triangles_included[c[1] as usize] += 1;
triangles_included[c[2] as usize] += 1;
}
vertices[c[0] as usize].bitangent = bitangent.into();
vertices[c[1] as usize].bitangent = bitangent.into();
vertices[c[2] as usize].bitangent = bitangent.into();
// Average the tangents/bitangents
for (i, n) in triangles_included.into_iter().enumerate() {
let denom = 1.0 / n as f32;
let mut v = &mut vertices[i];
v.tangent = (cgmath::Vector3::from(v.tangent) * denom)
.normalize()
.into();
v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom)
.normalize()
.into();
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {

@ -40,11 +40,7 @@ impl Camera {
Matrix4::look_to_rh(
self.position,
Vector3::new(
cos_pitch * cos_yaw,
sin_pitch,
cos_pitch * sin_yaw
).normalize(),
Vector3::new(cos_pitch * cos_yaw, sin_pitch, cos_pitch * sin_yaw).normalize(),
Vector3::unit_y(),
)
}

@ -525,8 +525,11 @@ impl State {
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.depth_texture =
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
self.depth_texture = texture::Texture::create_depth_texture(
&self.device,
&self.sc_desc,
"depth_texture",
);
}
}

@ -1,5 +1,5 @@
use anyhow::*;
use rayon::prelude::*;
use cgmath::InnerSpace;
use std::ops::Range;
use std::path::Path;
use tobj::LoadOptions;
@ -140,132 +140,138 @@ impl Model {
// We're assuming that the texture files are stored with the obj file
let containing_folder = path.as_ref().parent().context("Directory has no parent")?;
// UPDATED!
let materials = obj_materials
.par_iter()
.map(|mat| {
// We can also parallelize loading the textures!
let mut textures = [
(containing_folder.join(&mat.diffuse_texture), false),
(containing_folder.join(&mat.normal_texture), true),
]
.par_iter()
.map(|(texture_path, is_normal_map)| {
//
texture::Texture::load(device, queue, texture_path, *is_normal_map)
})
.collect::<Result<Vec<_>>>()?;
// Pop removes from the end of the list.
let normal_texture = textures.pop().unwrap();
let diffuse_texture = textures.pop().unwrap();
Ok(Material::new(
device,
&mat.name,
diffuse_texture,
normal_texture,
layout,
))
})
.collect::<Result<Vec<Material>>>()?;
// UPDATED!
let meshes = obj_models
.par_iter()
.map(|m| {
let mut vertices = (0..m.mesh.positions.len() / 3)
.into_par_iter()
.map(|i| {
ModelVertex {
position: [
m.mesh.positions[i * 3],
m.mesh.positions[i * 3 + 1],
m.mesh.positions[i * 3 + 2],
]
.into(),
tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]]
.into(),
normal: [
m.mesh.normals[i * 3],
m.mesh.normals[i * 3 + 1],
m.mesh.normals[i * 3 + 2],
]
.into(),
// We'll calculate these later
tangent: [0.0; 3].into(),
bitangent: [0.0; 3].into(),
}
})
.collect::<Vec<_>>();
let indices = &m.mesh.indices;
// Calculate tangents and bitangets. We're going to
// use the triangles, so we need to loop through the
// indices in chunks of 3
for c in indices.chunks(3) {
let v0 = vertices[c[0] as usize];
let v1 = vertices[c[1] as usize];
let v2 = vertices[c[2] as usize];
let pos0: cgmath::Vector3<_> = v0.position.into();
let pos1: cgmath::Vector3<_> = v1.position.into();
let pos2: cgmath::Vector3<_> = v2.position.into();
let uv0: cgmath::Vector2<_> = v0.tex_coords.into();
let uv1: cgmath::Vector2<_> = v1.tex_coords.into();
let uv2: cgmath::Vector2<_> = v2.tex_coords.into();
// Calculate the edges of the triangle
let delta_pos1 = pos1 - pos0;
let delta_pos2 = pos2 - pos0;
// This will give us a direction to calculate the
// tangent and bitangent
let delta_uv1 = uv1 - uv0;
let delta_uv2 = uv2 - uv0;
// Solving the following system of equations will
// give us the tangent and bitangent.
// delta_pos1 = delta_uv1.x * T + delta_u.y * B
// delta_pos2 = delta_uv2.x * T + delta_uv2.y * B
// Luckily, the place I found this equation provided
// the solution!
let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * r;
// We'll use the same tangent/bitangent for each vertex in the triangle
vertices[c[0] as usize].tangent = tangent.into();
vertices[c[1] as usize].tangent = tangent.into();
vertices[c[2] as usize].tangent = tangent.into();
vertices[c[0] as usize].bitangent = bitangent.into();
vertices[c[1] as usize].bitangent = bitangent.into();
vertices[c[2] as usize].bitangent = bitangent.into();
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Vertex Buffer", m.name)),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsage::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Index Buffer", m.name)),
contents: bytemuck::cast_slice(&m.mesh.indices),
usage: wgpu::BufferUsage::INDEX,
});
let mut materials = Vec::new();
for mat in obj_materials {
let diffuse_path = mat.diffuse_texture;
let diffuse_texture =
texture::Texture::load(device, queue, containing_folder.join(diffuse_path), false)?;
let normal_path = mat.normal_texture;
let normal_texture =
texture::Texture::load(device, queue, containing_folder.join(normal_path), true)?;
materials.push(Material::new(
device,
&mat.name,
diffuse_texture,
normal_texture,
layout,
));
}
Ok(Mesh {
name: m.name.clone(),
vertex_buffer,
index_buffer,
num_elements: m.mesh.indices.len() as u32,
material: m.mesh.material_id.unwrap_or(0),
})
})
.collect::<Result<Vec<_>>>()?;
let mut meshes = Vec::new();
for m in obj_models {
let mut vertices = Vec::new();
for i in 0..m.mesh.positions.len() / 3 {
vertices.push(ModelVertex {
position: [
m.mesh.positions[i * 3],
m.mesh.positions[i * 3 + 1],
m.mesh.positions[i * 3 + 2],
]
.into(),
tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]].into(),
normal: [
m.mesh.normals[i * 3],
m.mesh.normals[i * 3 + 1],
m.mesh.normals[i * 3 + 2],
]
.into(),
// We'll calculate these later
tangent: [0.0; 3].into(),
bitangent: [0.0; 3].into(),
});
}
let indices = &m.mesh.indices;
let mut triangles_included = (0..vertices.len()).collect::<Vec<_>>();
// Calculate tangents and bitangets. We're going to
// use the triangles, so we need to loop through the
// indices in chunks of 3
for c in indices.chunks(3) {
let v0 = vertices[c[0] as usize];
let v1 = vertices[c[1] as usize];
let v2 = vertices[c[2] as usize];
let pos0: cgmath::Vector3<_> = v0.position.into();
let pos1: cgmath::Vector3<_> = v1.position.into();
let pos2: cgmath::Vector3<_> = v2.position.into();
let uv0: cgmath::Vector2<_> = v0.tex_coords.into();
let uv1: cgmath::Vector2<_> = v1.tex_coords.into();
let uv2: cgmath::Vector2<_> = v2.tex_coords.into();
// Calculate the edges of the triangle
let delta_pos1 = pos1 - pos0;
let delta_pos2 = pos2 - pos0;
// This will give us a direction to calculate the
// tangent and bitangent
let delta_uv1 = uv1 - uv0;
let delta_uv2 = uv2 - uv0;
// Solving the following system of equations will
// give us the tangent and bitangent.
// delta_pos1 = delta_uv1.x * T + delta_u.y * B
// delta_pos2 = delta_uv2.x * T + delta_uv2.y * B
// Luckily, the place I found this equation provided
// the solution!
let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * r;
// We'll use the same tangent/bitangent for each vertex in the triangle
vertices[c[0] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[0] as usize].tangent)).into();
vertices[c[1] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[1] as usize].tangent)).into();
vertices[c[2] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[2] as usize].tangent)).into();
vertices[c[0] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[0] as usize].bitangent)).into();
vertices[c[1] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[1] as usize].bitangent)).into();
vertices[c[2] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[2] as usize].bitangent)).into();
// Used to average the tangents/bitangents
triangles_included[c[0] as usize] += 1;
triangles_included[c[1] as usize] += 1;
triangles_included[c[2] as usize] += 1;
}
// Average the tangents/bitangents
for (i, n) in triangles_included.into_iter().enumerate() {
let denom = 1.0 / n as f32;
let mut v = &mut vertices[i];
v.tangent = (cgmath::Vector3::from(v.tangent) * denom)
.normalize()
.into();
v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom)
.normalize()
.into();
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Vertex Buffer", path.as_ref())),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsage::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Index Buffer", path.as_ref())),
contents: bytemuck::cast_slice(&m.mesh.indices),
usage: wgpu::BufferUsage::INDEX,
});
meshes.push(Mesh {
name: m.name,
vertex_buffer,
index_buffer,
num_elements: m.mesh.indices.len() as u32,
material: m.mesh.material_id.unwrap_or(0),
});
}
Ok(Self { meshes, materials })
}

@ -40,11 +40,7 @@ impl Camera {
Matrix4::look_to_rh(
self.position,
Vector3::new(
cos_pitch * cos_yaw,
sin_pitch,
cos_pitch * sin_yaw
).normalize(),
Vector3::new(cos_pitch * cos_yaw, sin_pitch, cos_pitch * sin_yaw).normalize(),
Vector3::unit_y(),
)
}

@ -452,8 +452,11 @@ impl State {
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
self.depth_texture =
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
self.depth_texture = texture::Texture::create_depth_texture(
&self.device,
&self.sc_desc,
"depth_texture",
);
}
}

@ -40,11 +40,7 @@ impl Camera {
Matrix4::look_to_rh(
self.position,
Vector3::new(
cos_pitch * cos_yaw,
sin_pitch,
cos_pitch * sin_yaw
).normalize(),
Vector3::new(cos_pitch * cos_yaw, sin_pitch, cos_pitch * sin_yaw).normalize(),
Vector3::unit_y(),
)
}

@ -244,6 +244,7 @@ impl Model {
}
let indices = &m.mesh.indices;
let mut triangles_included = (0..vertices.len()).collect::<Vec<_>>();
// Calculate tangents and bitangets. We're going to
// use the triangles, so we need to loop through the
@ -274,24 +275,43 @@ impl Model {
// give us the tangent and bitangent.
// delta_pos1 = delta_uv1.x * T + delta_u.y * B
// delta_pos2 = delta_uv2.x * T + delta_uv2.y * B
// Luckily, the place I found this equation provided
// Luckily, the place I found this equation provided
// the solution!
let r = 1.0 / (delta_uv1 .x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * r;
// We'll use the same tangent/bitangent for each vertex in the triangle
vertices[c[0] as usize].tangent = tangent.into();
vertices[c[1] as usize].tangent = tangent.into();
vertices[c[2] as usize].tangent = tangent.into();
vertices[c[0] as usize].bitangent = bitangent.into();
vertices[c[1] as usize].bitangent = bitangent.into();
vertices[c[2] as usize].bitangent = bitangent.into();
// We'll use the same tangent/bitangent for each vertex in the triangle
vertices[c[0] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[0] as usize].tangent)).into();
vertices[c[1] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[1] as usize].tangent)).into();
vertices[c[2] as usize].tangent =
(tangent + cgmath::Vector3::from(vertices[c[2] as usize].tangent)).into();
vertices[c[0] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[0] as usize].bitangent)).into();
vertices[c[1] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[1] as usize].bitangent)).into();
vertices[c[2] as usize].bitangent =
(bitangent + cgmath::Vector3::from(vertices[c[2] as usize].bitangent)).into();
// Used to average the tangents/bitangents
triangles_included[c[0] as usize] += 1;
triangles_included[c[1] as usize] += 1;
triangles_included[c[2] as usize] += 1;
}
// ...
}
// Average the tangents/bitangents
for (i, n) in triangles_included.into_iter().enumerate() {
let denom = 1.0 / n as f32;
let mut v = &mut vertices[i];
v.tangent = (cgmath::Vector3::from(v.tangent) * denom)
.normalize()
.into();
v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom)
.normalize()
.into();
}
Ok(Self { meshes, materials })
}

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