Add textured OBJ model rendering

This commit is contained in:
lenn
2026-06-25 17:41:18 +08:00
parent ec46e53c75
commit 156df50d33
14 changed files with 1777 additions and 20 deletions

17
Cargo.lock generated
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@@ -1301,10 +1301,12 @@ dependencies = [
"eframe",
"egui_extras",
"env_logger",
"fs_extra",
"glam",
"image",
"log",
"serialport",
"tobj",
]
[[package]]
@@ -1455,6 +1457,12 @@ dependencies = [
"percent-encoding",
]
[[package]]
name = "fs_extra"
version = "1.3.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "42703706b716c37f96a77aea830392ad231f44c9e9a67872fa5548707e11b11c"
[[package]]
name = "futures-core"
version = "0.3.32"
@@ -3908,6 +3916,15 @@ dependencies = [
"zerovec",
]
[[package]]
name = "tobj"
version = "4.0.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2da83817ac7401436633efc35c19edae9f326fa741fae775a1caa406de9db07c"
dependencies = [
"ahash",
]
[[package]]
name = "toml_datetime"
version = "1.1.1+spec-1.1.0"

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@@ -2,6 +2,7 @@
name = "eskin-model-player"
version = "0.5.0"
edition = "2024"
build = "build.rs"
[dependencies]
eframe = { version = "0.34.2", features = ["default", "wgpu", "__screenshot"] }
@@ -15,3 +16,8 @@ egui_extras = { version = "0.34.2", features = ["image"] }
crossbeam-channel = "0.5.15"
crc = "3.4.0"
log = "0.4.29"
tobj = "4.0.4"
[build-dependencies]
anyhow = "1.0.102"
fs_extra = "1.3.0"

33
build.rs Normal file
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@@ -0,0 +1,33 @@
use std::{env, fs, path::PathBuf};
use anyhow::Result;
use fs_extra::{copy_items, dir::CopyOptions};
fn main() -> Result<()> {
let manifest_dir = PathBuf::from(env::var("CARGO_MANIFEST_DIR")?);
let source_dir = manifest_dir.join("res");
let out_dir = PathBuf::from(env::var("OUT_DIR")?);
let resource_dir = out_dir.join("res");
let mut copy_options = CopyOptions::new();
copy_options.overwrite = true;
println!("cargo:rerun-if-changed={}", source_dir.display());
if resource_dir.exists() {
fs::remove_dir_all(&resource_dir)?;
}
if source_dir.exists() {
let items = fs::read_dir(&source_dir)?
.map(|entry| entry.map(|entry| entry.path()))
.collect::<Result<Vec<_>, _>>()?;
fs::create_dir_all(&resource_dir)?;
copy_items(&items, &resource_dir, &copy_options)?;
}
println!("cargo:rustc-env=RESOURCE_DIR={}", resource_dir.display());
Ok(())
}

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14
res/cube.mtl Normal file
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@@ -0,0 +1,14 @@
# Blender MTL File: 'cube.blend'
# Material Count: 1
newmtl Material.001
Ns 323.999994
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Bump cube-normal.png
map_Kd cube-diffuse.jpg

1143
res/cube.obj Normal file

File diff suppressed because it is too large Load Diff

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@@ -1,6 +1,3 @@
use eframe::{egui, egui_wgpu};
use std::sync::Arc;
use crate::connection::ConnectionManager;
use crate::recording::Recorder;
use crate::theme::{ONE_DARK_PRO, apply_fonts, apply_theme};
@@ -16,6 +13,8 @@ use crate::{
draw_scene_panel, draw_stats_panel,
},
};
use eframe::{egui, egui_wgpu};
use std::sync::Arc;
const DATA_LOG_EVERY_FRAMES: u64 = 30;
@@ -54,6 +53,7 @@ impl EskinDesktopApp {
.callback_resources
.insert(BackgroundRenderResources::new(
&wgpu_state.device,
&wgpu_state.queue,
&wgpu_state.target_format,
MATRIX_ROWS,
MATRIX_COLS,

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@@ -1,13 +1,15 @@
mod app;
mod connection;
mod matrix;
mod model;
mod recording;
mod render;
mod resources;
mod serial_core;
mod texture;
mod theme;
mod ui;
mod utils;
mod model;
use app::EskinDesktopApp;
use eframe::egui;

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@@ -1,9 +1,7 @@
use eframe::{
egui,
egui_wgpu::{self, wgpu},
wgpu::util::DeviceExt,
};
use eframe::egui_wgpu::wgpu;
use std::ops::Range;
use crate::texture;
pub trait Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
}
@@ -12,4 +10,137 @@ pub trait Vertex {
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ModelVertex {
pub position: [f32; 3],
pub tex_coords: [f32; 2],
pub normal: [f32; 3],
}
impl Vertex for ModelVertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
use core::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x2,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3,
},
],
}
}
}
pub struct Instance {
position: glam::Vec3,
rotation: glam::Quat,
}
impl Instance {
pub fn new(position: glam::Vec3, rotation: glam::Quat) -> Self {
Self { position, rotation }
}
pub fn to_raw(&self) -> InstanceRaw {
InstanceRaw {
model: (glam::Mat4::from_translation(self.position)
* glam::Mat4::from_quat(self.rotation))
.to_cols_array_2d(),
}
}
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct InstanceRaw {
#[allow(dead_code)]
model: [[f32; 4]; 4],
}
impl InstanceRaw {
pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
use core::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
// We need to switch from using a step mode of Vertex to Instance
// This means that our shaders will only change to use the next
// instance when the shader starts processing a new instance
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
// for each vec4. We don't have to do this in code though.
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 7,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 8,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
pub struct Model {
pub meshes: Vec<Mesh>,
pub materials: Vec<Material>,
}
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 trait DrawModel<'a> {
fn draw_mesh(&mut self, mesh: &'a Mesh);
fn draw_mesh_instanced(&mut self, mesh: &'a Mesh, instances: Range<u32>);
}
impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
where
'b: 'a,
{
fn draw_mesh(&mut self, mesh: &'b Mesh) {
self.draw_mesh_instanced(mesh, 0..1);
}
fn draw_mesh_instanced(&mut self, mesh: &'b Mesh, instances: Range<u32>) {
self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
self.draw_indexed(0..mesh.num_elements, 0, instances);
}
}

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@@ -1,11 +1,14 @@
use crate::{
matrix::{MatrixLayout, build_view_projection, glyph_world_position},
model::{Instance, InstanceRaw, Model, ModelVertex, Vertex},
resources,
};
use eframe::{
egui,
egui_wgpu::{self, wgpu},
wgpu::util::DeviceExt,
};
use crate::matrix::{MatrixLayout, build_view_projection, glyph_world_position};
pub const PRESSURE_CELL_COUNT: usize =
(crate::matrix::MATRIX_ROWS * crate::matrix::MATRIX_COLS) as usize;
pub type PressureFrame = [[f32; 2]; PRESSURE_CELL_COUNT];
@@ -65,6 +68,9 @@ pub struct BackgroundRenderResources {
background_pipeline: wgpu::RenderPipeline,
glyph_pipeline: wgpu::RenderPipeline,
dot_pipeline: wgpu::RenderPipeline,
model_pipeline: wgpu::RenderPipeline,
model: Option<Model>,
model_instance_buffer: wgpu::Buffer,
glyph_vertex_buffer: wgpu::Buffer,
glyph_instance_buffer: wgpu::Buffer,
glyph_instances: Vec<GlyphInstance>,
@@ -74,6 +80,7 @@ pub struct BackgroundRenderResources {
impl BackgroundRenderResources {
pub fn new(
device: &wgpu::Device,
_queue: &wgpu::Queue,
target_format: &wgpu::TextureFormat,
rows: u32,
cols: u32,
@@ -125,18 +132,72 @@ impl BackgroundRenderResources {
// source: wgpu::ShaderSource::Wgsl(include_str!("../static/wgsl/shader.wgsl").into()),
// });
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("model_texture_bind_group_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Pressure Matrix Pipeline Layout"),
bind_group_layouts: &[Some(&uniform_bind_group_layout)],
immediate_size: 0,
});
let model_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Hand Model Pipeline Layout"),
bind_group_layouts: &[
Some(&uniform_bind_group_layout),
Some(&texture_bind_group_layout),
],
immediate_size: 0,
});
let background_pipeline =
create_background_pipeline(device, target_format, &shader, &pipeline_layout);
let glyph_pipeline =
create_glyph_pipeline(device, target_format, &shader, &pipeline_layout);
let dot_pipeline =
create_dot_pipeline(device, target_format, &shader, &pipeline_layout);
let dot_pipeline = create_dot_pipeline(device, target_format, &shader, &pipeline_layout);
let model_pipeline =
create_model_pipeline(device, target_format, &shader, &model_pipeline_layout);
let model =
match resources::load_model("cube.obj", device, _queue, &texture_bind_group_layout) {
Ok(model) => Some(model),
Err(err) => {
log::warn!("failed to load cube.obj: {err:#}");
None
}
};
let model_instance = Instance::new(
glam::Vec3::new(0.0, -2.0, 12.0),
glam::Quat::from_rotation_y(0.65) * glam::Quat::from_rotation_x(-0.35),
)
.to_raw();
let model_instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Hand Model Instance Buffer"),
contents: bytemuck::cast_slice(&[model_instance]),
usage: wgpu::BufferUsages::VERTEX,
});
let glyph_vertices = [
GlyphVertex {
@@ -172,6 +233,9 @@ impl BackgroundRenderResources {
background_pipeline,
glyph_pipeline,
dot_pipeline,
model_pipeline,
model,
model_instance_buffer,
glyph_vertex_buffer,
glyph_instance_buffer,
glyph_instances,
@@ -217,6 +281,20 @@ impl BackgroundRenderResources {
render_pass.set_pipeline(&self.background_pipeline);
render_pass.draw(0..3, 0..1);
if let Some(model) = &self.model {
render_pass.set_pipeline(&self.model_pipeline);
render_pass.set_vertex_buffer(1, self.model_instance_buffer.slice(..));
for mesh in &model.meshes {
if let Some(material) = model.materials.get(mesh.material) {
render_pass.set_bind_group(1, &material.bind_group, &[]);
}
render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
render_pass
.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
render_pass.draw_indexed(0..mesh.num_elements, 0, 0..1);
}
}
// let marker_pipeline = match self.marker_mode {
// MarkerMode::Number => &self.glyph_pipeline,
// MarkerMode::Dot => &self.dot_pipeline,
@@ -296,6 +374,54 @@ fn create_glyph_pipeline(
})
}
fn create_model_pipeline(
device: &wgpu::Device,
target_format: &wgpu::TextureFormat,
shader: &wgpu::ShaderModule,
layout: &wgpu::PipelineLayout,
) -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Hand Model Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: shader,
entry_point: Some("vs_model"),
compilation_options: Default::default(),
buffers: &[ModelVertex::desc(), InstanceRaw::desc()],
},
fragment: Some(wgpu::FragmentState {
module: shader,
entry_point: Some("fs_model"),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: *target_format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview_mask: None,
cache: None,
})
}
fn create_dot_pipeline(
device: &wgpu::Device,
target_format: &wgpu::TextureFormat,

128
src/resources.rs Normal file
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@@ -0,0 +1,128 @@
use crate::{model, texture};
use eframe::wgpu;
use eframe::wgpu::util::DeviceExt;
use std::path::{Path, PathBuf};
fn resource_path(file_name: &str) -> PathBuf {
Path::new(env!("RESOURCE_DIR")).join(file_name)
}
pub fn load_string(file_name: &str) -> anyhow::Result<String> {
Ok(std::fs::read_to_string(resource_path(file_name))?)
}
pub fn load_binary(file_name: &str) -> anyhow::Result<Vec<u8>> {
Ok(std::fs::read(resource_path(file_name))?)
}
pub fn load_texture(
file_name: &str,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> anyhow::Result<texture::Texture> {
let data = load_binary(file_name)?;
texture::Texture::from_bytes(device, queue, &data, file_name)
}
pub fn load_model(
file_name: &str,
device: &wgpu::Device,
queue: &wgpu::Queue,
texture_bind_group_layout: &wgpu::BindGroupLayout,
) -> anyhow::Result<model::Model> {
let path = resource_path(file_name);
let (models, obj_materials) = tobj::load_obj(
&path,
&tobj::LoadOptions {
single_index: true,
triangulate: true,
..Default::default()
},
)?;
let mut materials = Vec::new();
for material in obj_materials? {
let diffuse_texture = match material.diffuse_texture.as_deref() {
Some(texture_path) => load_texture(texture_path, device, queue)?,
None => texture::Texture::from_rgba8(
device,
queue,
&[255, 255, 255, 255],
1,
1,
&material.name,
)?,
};
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some(&format!("{} Texture Bind Group", material.name)),
layout: texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
});
materials.push(model::Material {
name: material.name,
diffuse_texture,
bind_group,
});
}
let meshes = models
.into_iter()
.map(|m| {
let vertices = (0..m.mesh.positions.len() / 3)
.map(|i| model::ModelVertex {
position: [
m.mesh.positions[i * 3],
m.mesh.positions[i * 3 + 1],
m.mesh.positions[i * 3 + 2],
],
tex_coords: if m.mesh.texcoords.len() >= i * 2 + 2 {
[m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]]
} else {
[0.0, 0.0]
},
normal: if m.mesh.normals.len() >= i * 3 + 3 {
[
m.mesh.normals[i * 3],
m.mesh.normals[i * 3 + 1],
m.mesh.normals[i * 3 + 2],
]
} else {
[0.0, 1.0, 0.0]
},
})
.collect::<Vec<_>>();
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{} Vertex Buffer", m.name)),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{} Index Buffer", m.name)),
contents: bytemuck::cast_slice(&m.mesh.indices),
usage: wgpu::BufferUsages::INDEX,
});
model::Mesh {
name: m.name,
vertex_buffer,
index_buffer,
num_elements: m.mesh.indices.len() as u32,
material: m.mesh.material_id.unwrap_or(0),
}
})
.collect::<Vec<_>>();
Ok(model::Model { meshes, materials })
}

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

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@@ -8,6 +8,12 @@ struct MatrixUniform {
@group(0) @binding(0)
var<uniform> u: MatrixUniform;
@group(1) @binding(0)
var model_texture: texture_2d<f32>;
@group(1) @binding(1)
var model_sampler: sampler;
fn saturate(value: f32) -> f32 {
return clamp(value, 0.0, 1.0);
}
@@ -306,3 +312,47 @@ fn fs_dot(in: DotVertexOutput) -> @location(0) vec4f {
return vec4f(color, alpha);
}
// model
struct ModelVertexInput {
@location(0) position: vec3f,
@location(1) tex_coords: vec2f,
@location(2) normal: vec3f,
@location(5) model_0: vec4f,
@location(6) model_1: vec4f,
@location(7) model_2: vec4f,
@location(8) model_3: vec4f,
}
struct ModelVertexOutput {
@builtin(position) clip_position: vec4f,
@location(0) world_normal: vec3f,
@location(1) world_position: vec3f,
@location(2) tex_coords: vec2f,
}
@vertex
fn vs_model(vertex: ModelVertexInput) -> ModelVertexOutput {
let model = mat4x4f(vertex.model_0, vertex.model_1, vertex.model_2, vertex.model_3);
let world_position = model * vec4f(vertex.position, 1.0);
let normal_matrix = mat3x3f(model[0].xyz, model[1].xyz, model[2].xyz);
var out: ModelVertexOutput;
out.clip_position = u.view_proj * world_position;
out.world_position = world_position.xyz;
out.world_normal = normalize(normal_matrix * vertex.normal);
out.tex_coords = vec2f(vertex.tex_coords.x, 1.0 - vertex.tex_coords.y);
return out;
}
@fragment
fn fs_model(in: ModelVertexOutput) -> @location(0) vec4f {
let light_dir = normalize(vec3f(-0.35, 0.85, 0.45));
let normal = normalize(in.world_normal);
let diffuse = max(dot(normal, light_dir), 0.0);
let rim = pow(1.0 - saturate(abs(normal.y)), 2.0) * 0.16;
let base = textureSample(model_texture, model_sampler, in.tex_coords).rgb;
let color = base * (0.28 + diffuse * 0.72) + vec3f(0.14, 0.24, 0.32) * rim;
return vec4f(color, 1.0);
}