Add textured OBJ model rendering
This commit is contained in:
117
src/texture.rs
117
src/texture.rs
@@ -1,8 +1,12 @@
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use anyhow::*;
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use eframe::egui_wgpu::{self, wgpu};
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use image::GenericImageView;
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#![allow(dead_code)]
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#[allow(dead_code)]
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use anyhow::*;
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use eframe::{
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egui,
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egui_wgpu::{self, wgpu},
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wgpu::util::DeviceExt,
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};
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use image::GenericImageView;
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pub struct Texture {
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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@@ -10,6 +14,51 @@ pub struct Texture {
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}
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impl Texture {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub fn create_depth_texture(
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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label: &str,
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) -> Self {
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let size = wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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};
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let desc = wgpu::TextureDescriptor {
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label: Some(label),
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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};
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let texture = device.create_texture(&desc);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::MipmapFilterMode::Nearest,
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compare: Some(wgpu::CompareFunction::LessEqual),
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lod_min_clamp: 0.0,
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lod_max_clamp: 200.0,
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..Default::default()
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});
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Self {
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texture,
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view,
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sampler,
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}
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}
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#[allow(dead_code)]
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pub fn from_bytes(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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@@ -26,8 +75,8 @@ impl Texture {
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img: &image::DynamicImage,
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label: Option<&str>,
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) -> Result<Self> {
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let rgba = img.to_rgba8();
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let dimensions = img.dimensions();
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let rgba = img.to_rgba8();
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let size = wgpu::Extent3d {
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width: dimensions.0,
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@@ -78,4 +127,62 @@ impl Texture {
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sampler,
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})
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}
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pub fn from_rgba8(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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rgba: &[u8],
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width: u32,
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height: u32,
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label: &str,
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) -> Result<Self> {
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let size = wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some(label),
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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wgpu::TexelCopyTextureInfo {
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aspect: wgpu::TextureAspect::All,
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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rgba,
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(4 * width),
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rows_per_image: Some(height),
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},
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size,
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);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::MipmapFilterMode::Nearest,
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..Default::default()
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});
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Ok(Self {
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texture,
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view,
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sampler,
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})
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}
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}
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