experimenting with loader on tutorial9

web2
Ben Hansen 2 years ago
parent 16d82909e3
commit cbce0a546e

@ -10,6 +10,7 @@ use winit::{
mod model;
mod texture;
mod loader;
use model::{DrawModel, Vertex};
@ -381,13 +382,13 @@ impl State {
});
let res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
let obj_model = model::Model::load(
let loader = loader::Loader::new(res_dir).unwrap();
let obj_model = loader.load_model(
&device,
&queue,
&texture_bind_group_layout,
res_dir.join("cube.obj"),
)
.unwrap();
"cube.obj",
).unwrap();
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("shader.wgsl"),

@ -0,0 +1,134 @@
use std::{path::{Path, PathBuf}};
use anyhow::Context;
use wgpu::util::DeviceExt;
use crate::{texture::{Texture, self}, model::{Model, Mesh, ModelVertex, Material}};
pub struct Loader {
base_path: PathBuf,
}
impl Loader {
pub fn new<P: AsRef<Path>>(path: P) -> anyhow::Result<Self> {
let base_path: PathBuf = path.as_ref().to_path_buf();
if !base_path.exists() {
anyhow::bail!("Supplied path does not exist: {:?}", base_path);
} else {
Ok(Self {
base_path
})
}
}
pub fn get_full_path(&self, path: impl AsRef<Path>) -> PathBuf {
let path = path.as_ref();
if path.is_absolute() {
path.to_path_buf()
} else {
self.base_path.join(path)
}
}
pub fn load_texture(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
path: impl AsRef<Path>
) -> anyhow::Result<Texture> {
let path = self.get_full_path(path);
let img = image::open(&path)?;
Texture::from_image(device, queue, &img, path.to_str())
}
pub fn load_model(
&self,
device: &wgpu::Device,
queue: &wgpu::Queue,
layout: &wgpu::BindGroupLayout,
path: impl AsRef<Path>,
) -> anyhow::Result<Model> {
let path = self.get_full_path(path);
let (obj_models, obj_materials) = tobj::load_obj(
&path,
&tobj::LoadOptions {
triangulate: true,
single_index: true,
..Default::default()
},
)?;
let obj_materials = obj_materials?;
let containing_folder = path.parent().context("Directory has no parent")?;
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))?;
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: None,
});
materials.push(Material {
name: mat.name,
diffuse_texture,
bind_group,
});
}
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],
],
tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]],
normal: [
m.mesh.normals[i * 3],
m.mesh.normals[i * 3 + 1],
m.mesh.normals[i * 3 + 2],
],
});
}
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Vertex Buffer", &path)),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{:?} Index Buffer", &path)),
contents: bytemuck::cast_slice(&m.mesh.indices),
usage: wgpu::BufferUsages::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(Model { meshes, materials })
}
}

@ -13,9 +13,9 @@ pub trait Vertex {
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ModelVertex {
position: [f32; 3],
tex_coords: [f32; 2],
normal: [f32; 3],
pub position: [f32; 3],
pub tex_coords: [f32; 2],
pub normal: [f32; 3],
}
impl Vertex for ModelVertex {
@ -64,98 +64,6 @@ pub struct Model {
pub materials: Vec<Material>,
}
impl Model {
pub fn load<P: AsRef<Path>>(
device: &wgpu::Device,
queue: &wgpu::Queue,
layout: &wgpu::BindGroupLayout,
path: P,
) -> Result<Self> {
let (obj_models, obj_materials) = tobj::load_obj(
path.as_ref(),
&LoadOptions {
triangulate: true,
single_index: true,
..Default::default()
},
)?;
let obj_materials = obj_materials?;
// 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")?;
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))?;
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: None,
});
materials.push(Material {
name: mat.name,
diffuse_texture,
bind_group,
});
}
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],
],
tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]],
normal: [
m.mesh.normals[i * 3],
m.mesh.normals[i * 3 + 1],
m.mesh.normals[i * 3 + 2],
],
});
}
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::BufferUsages::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::BufferUsages::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 })
}
}
pub trait DrawModel<'a> {
fn draw_mesh(
&mut self,

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