use anyhow::*; use std::ops::Range; use std::path::Path; use wgpu::util::DeviceExt; use crate::texture; pub trait Vertex { fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a>; } #[repr(C)] #[derive(Copy, Clone, Debug)] pub struct ModelVertex { position: [f32; 3], tex_coords: [f32; 2], normal: [f32; 3], } unsafe impl bytemuck::Zeroable for ModelVertex {} unsafe impl bytemuck::Pod for ModelVertex {} impl Vertex for ModelVertex { fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> { use std::mem; wgpu::VertexBufferDescriptor { stride: mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::InputStepMode::Vertex, attributes: &[ wgpu::VertexAttributeDescriptor { offset: 0, shader_location: 0, format: wgpu::VertexFormat::Float3, }, wgpu::VertexAttributeDescriptor { offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, shader_location: 1, format: wgpu::VertexFormat::Float2, }, wgpu::VertexAttributeDescriptor { offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress, shader_location: 2, format: wgpu::VertexFormat::Float3, }, ], } } } pub struct Material { pub name: String, pub diffuse_texture: texture::Texture, pub bind_group: wgpu::BindGroup, } pub struct Mesh { pub name: String, pub vertex_buffer: wgpu::Buffer, pub index_buffer: wgpu::Buffer, pub num_elements: u32, pub material: usize, } pub struct Model { pub meshes: Vec, pub materials: Vec, } impl Model { pub fn load>( device: &wgpu::Device, queue: &wgpu::Queue, layout: &wgpu::BindGroupLayout, path: P, ) -> Result { let (obj_models, obj_materials) = tobj::load_obj(path.as_ref(), true)?; // 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::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 }) } } pub trait DrawModel<'a, 'b> where 'b: 'a, { fn draw_mesh( &mut self, mesh: &'b Mesh, material: &'b Material, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ); fn draw_mesh_instanced( &mut self, mesh: &'b Mesh, material: &'b Material, instances: Range, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ); fn draw_model( &mut self, model: &'b Model, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ); fn draw_model_instanced( &mut self, model: &'b Model, instances: Range, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ); } impl<'a, 'b> DrawModel<'a, 'b> for wgpu::RenderPass<'a> where 'b: 'a, { fn draw_mesh( &mut self, mesh: &'b Mesh, material: &'b Material, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ) { self.draw_mesh_instanced(mesh, material, 0..1, uniforms, light); } fn draw_mesh_instanced( &mut self, mesh: &'b Mesh, material: &'b Material, instances: Range, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ) { self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..)); self.set_index_buffer(mesh.index_buffer.slice(..)); self.set_bind_group(0, &material.bind_group, &[]); self.set_bind_group(1, &uniforms, &[]); self.set_bind_group(2, &light, &[]); self.draw_indexed(0..mesh.num_elements, 0, instances); } fn draw_model( &mut self, model: &'b Model, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ) { self.draw_model_instanced(model, 0..1, uniforms, light); } fn draw_model_instanced( &mut self, model: &'b Model, instances: Range, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ) { for mesh in &model.meshes { let material = &model.materials[mesh.material]; self.draw_mesh_instanced(mesh, material, instances.clone(), uniforms, light); } } } pub trait DrawLight<'a, 'b> where 'b: 'a, { fn draw_light_mesh( &mut self, mesh: &'b Mesh, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ); fn draw_light_mesh_instanced( &mut self, mesh: &'b Mesh, instances: Range, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ) where 'b: 'a; fn draw_light_model( &mut self, model: &'b Model, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ); fn draw_light_model_instanced( &mut self, model: &'b Model, instances: Range, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ); } impl<'a, 'b> DrawLight<'a, 'b> for wgpu::RenderPass<'a> where 'b: 'a, { fn draw_light_mesh( &mut self, mesh: &'b Mesh, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ) { self.draw_light_mesh_instanced(mesh, 0..1, uniforms, light); } fn draw_light_mesh_instanced( &mut self, mesh: &'b Mesh, instances: Range, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ) { self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..)); self.set_index_buffer(mesh.index_buffer.slice(..)); self.set_bind_group(0, uniforms, &[]); self.set_bind_group(1, light, &[]); self.draw_indexed(0..mesh.num_elements, 0, instances); } fn draw_light_model( &mut self, model: &'b Model, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ) { self.draw_light_model_instanced(model, 0..1, uniforms, light); } fn draw_light_model_instanced( &mut self, model: &'b Model, instances: Range, uniforms: &'b wgpu::BindGroup, light: &'b wgpu::BindGroup, ) { for mesh in &model.meshes { self.draw_light_mesh_instanced(mesh, instances.clone(), uniforms, light); } } }