wip(rendering): obj model loading

This commit is contained in:
Chance 2025-04-18 15:53:56 -04:00 committed by BitSyndicate
parent 749e51e074
commit 7142350362
Signed by untrusted user: bitsyndicate
GPG key ID: 443E4198D6BBA6DE
5 changed files with 154 additions and 17 deletions

22
Pumpkin.mtl Normal file
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@ -0,0 +1,22 @@
# Blender 4.2.3 LTS MTL File: 'None'
# www.blender.org
newmtl Material.001
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 1
newmtl Material.003
Ns 0.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.500000
d 1.000000
illum 1

BIN
Pumpkin.obj (Stored with Git LFS) Normal file

Binary file not shown.

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@ -22,12 +22,8 @@ impl Camera {
}
}
#[rustfmt::skip]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.5,
0.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0, 1.0,
);
unsafe impl bytemuck::Pod for CameraUniform {}

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@ -1,12 +1,12 @@
use crate::model::parse_obj;
use bytemuck::bytes_of;
use image::EncodableLayout;
use std::collections::BTreeMap;
use std::sync::Arc;
use tobj::LoadOptions;
use tracing::info;
use wgpu::util::DeviceExt;
use wgpu::{
Backends, BufferUsages, FragmentState, IndexFormat, Instance, InstanceDescriptor,
PipelineCompilationOptions,
};
use wgpu::{Backends, BufferUsages, Device, FragmentState, IndexFormat, Instance, InstanceDescriptor, PipelineCompilationOptions};
use winit::application::ApplicationHandler;
use winit::event::{ElementState, MouseButton};
use winit::event_loop::{ActiveEventLoop, EventLoop};
@ -15,6 +15,7 @@ use winit::platform::android::activity::AndroidApp;
use winit::window::{Window, WindowAttributes, WindowId};
use zlog::LogLevel;
use zlog::config::LoggerConfig;
pub mod camera;
pub mod model;
pub mod texture;
@ -39,10 +40,14 @@ struct WgpuRenderer<'surface> {
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
diffuse_bind_group: wgpu::BindGroup,
depth_texture: wgpu::Texture,
depth_texture_view: wgpu::TextureView,
camera: camera::Camera,
camera_uniform: camera::CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
index_count: u32,
}
impl WgpuRenderer<'_> {
@ -65,17 +70,24 @@ impl WgpuRenderer<'_> {
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
occlusion_query_set: None,
timestamp_writes: None,
});
rpass.set_pipeline(&self.render_pipeline);
rpass.set_bind_group(0, &self.diffuse_bind_group, &[]);
rpass.set_bind_group(0, &self.diffuse_bind_group, &[]);
rpass.set_bind_group(1, &self.camera_bind_group, &[]);
rpass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
rpass.set_index_buffer(self.index_buffer.slice(..), IndexFormat::Uint32);
rpass.draw_indexed(0..INDICIES.len() as u32, 0, 0..1);
rpass.draw_indexed(0..self.index_count, 0, 0..1);
}
self.queue.submit(Some(encoder.finish()));
surface_texture.present()
@ -160,6 +172,8 @@ impl Vertex {
}
}
static ICON: &[u8] = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/assets/Badge.png"));
static PUMPKIN: &[u8] = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/Pumpkin.obj"));
impl WgpuState {
fn new() -> Self {
let backends = Backends::PRIMARY;
@ -277,7 +291,13 @@ impl WgpuState {
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
@ -314,16 +334,33 @@ impl WgpuState {
};
surface.configure(&device, &surface_config);
let pumpkin = tobj::load_obj("Pumpkin.obj", &tobj::GPU_LOAD_OPTIONS).unwrap();
let (vertices, indices) = parse_obj(&pumpkin.0);
let (depth_texture, depth_texture_view) =
create_depth_texture(&device, surface_config.width, surface_config.height);
let materials = pumpkin.1.unwrap();
let diffuse_texture =
texture::Texture::from_bytes(&device, &queue, ICON, "zenyx-icon").unwrap();
let model = tobj::load_obj_buf(
&mut PUMPKIN.as_bytes(),
&LoadOptions {
triangulate: true,
single_index: true,
..Default::default()
},
|_| Ok(Default::default()),
)
.unwrap();
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex buffer"),
contents: bytemuck::cast_slice(VERTICES.as_ref()),
contents: bytemuck::cast_slice(vertices.as_ref()),
usage: BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index buffer"),
contents: bytemuck::cast_slice(&INDICIES),
contents: bytemuck::cast_slice(indices.as_ref()),
usage: BufferUsages::INDEX,
});
@ -352,7 +389,7 @@ impl WgpuState {
aspect: surface_config.width as f32 / surface_config.height as f32,
fovy: 45.0,
znear: 0.1,
zfar: 100.0,
zfar: 1000.0,
};
let mut camera_uniform = camera::CameraUniform::default();
@ -374,10 +411,12 @@ impl WgpuState {
});
let render_pipeline = device.create_render_pipeline(&pipeline_descriptor);
WgpuRenderer {
surface,
surface_config,
diffuse_bind_group,
depth_texture,
render_pipeline,
device,
vertex_buffer,
@ -387,9 +426,40 @@ impl WgpuState {
camera_uniform,
camera_buffer,
camera_bind_group,
index_count: indices.len() as u32,
depth_texture_view,
}
}
}
fn create_depth_texture(
device: &wgpu::Device,
width: u32,
height: u32,
) -> (wgpu::Texture, wgpu::TextureView) {
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {
label: Some("Depth Texture"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
(texture, view)
}
static VERTICES: [Vertex; 4] = {
[
Vertex {
@ -465,6 +535,9 @@ impl ApplicationHandler for App<'_> {
let mut new_config = window_ctx.renderer.surface_config.clone();
new_config.width = size.width;
new_config.height = size.height;
let (depth_texture, depth_view) = create_depth_texture(&window_ctx.renderer.device, size.width, size.height);
window_ctx.renderer.depth_texture = depth_texture;
window_ctx.renderer.depth_texture_view = depth_view;
window_ctx
.renderer

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@ -1,4 +1,8 @@
use crate::Vertex;
use crate::texture::Texture;
use cgmath::{Vector2, Vector3, Zero};
use tobj::Model;
pub struct Material {
pub name: String,
pub diffuse_texture: Texture,
@ -12,3 +16,42 @@ pub struct Mesh {
pub num_elements: u32,
pub material: usize,
}
pub fn parse_obj(obj: &Vec<Model>) -> (Vec<Vertex>, Vec<u32>) {
let mut combined_vertices = Vec::new();
let mut combined_indices = Vec::new();
let mut vertex_offset = 0;
for object in obj {
let mesh: &_ = &object.mesh;
let vertices: Vec<Vertex> = (0..mesh.positions.len() / 3)
.map(|i| Vertex {
position: Vector3::from([
mesh.positions[i * 3],
mesh.positions[i * 3 + 1],
mesh.positions[i * 3 + 2],
]),
color: cgmath::Vector3::from([1.0, 1.0, 1.0]),
normal: if !mesh.normals.is_empty() {
Vector3::from([
mesh.normals[i * 3],
mesh.normals[i * 3 + 1],
mesh.normals[i * 3 + 2],
])
} else {
Vector3::zero()
},
tex_coords: if !mesh.texcoords.is_empty() {
Vector2::from([mesh.texcoords[i * 2], mesh.texcoords[i * 2 + 1]])
} else {
Vector2::zero()
},
})
.collect();
combined_vertices.extend(vertices);
combined_indices.extend(mesh.indices.iter().map(|&index| index + vertex_offset));
vertex_offset += (mesh.positions.len() as u32) / 3;
}
(combined_vertices, combined_indices)
}