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learn-wgpu/code/beginner/tutorial9-models/src/loader.rs

144 lines
4.5 KiB
Rust

use std::{path::{Path, PathBuf}, io::{BufReader, Cursor}};
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 cfg!(not(target_arch = "wasm32")) && !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 async 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 res = reqwest::get(path).await?;
let bytes = res.bytes().await?;
let reader = imgage::io::Reader::new(Cursor::new(bytes));
let img = reader.decode()?;
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 })
}
}