Use hand texture as render background

This commit is contained in:
lenn
2026-06-26 16:59:58 +08:00
parent 0b658d11c5
commit b3fa3c8341
13 changed files with 1962 additions and 1375180 deletions

View File

@@ -1,8 +1,26 @@
use crate::{model, texture};
use crate::{
model::{self, AlphaMode},
texture::{self, TextureColorSpace, TextureSamplerDescriptor},
};
use anyhow::{Context, bail};
use eframe::wgpu;
use eframe::wgpu::util::DeviceExt;
use glam::{Mat3, Mat4, Vec2, Vec3};
use std::path::{Path, PathBuf};
const WHITE_TEXTURE: &[u8; 4] = &[255, 255, 255, 255];
const BLACK_TEXTURE: &[u8; 4] = &[0, 0, 0, 255];
const FLAT_NORMAL_TEXTURE: &[u8; 4] = &[128, 128, 255, 255];
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct MaterialParams {
base_color: [f32; 4],
metallic_roughness: [f32; 4],
emissive_alpha: [f32; 4],
flags: [f32; 4],
}
fn resource_path(file_name: &str) -> PathBuf {
Path::new(env!("RESOURCE_DIR")).join(file_name)
}
@@ -29,6 +47,26 @@ pub fn load_model(
device: &wgpu::Device,
queue: &wgpu::Queue,
texture_bind_group_layout: &wgpu::BindGroupLayout,
) -> anyhow::Result<model::Model> {
match Path::new(file_name)
.extension()
.and_then(|extension| extension.to_str())
.map(str::to_ascii_lowercase)
.as_deref()
{
Some("obj") => load_obj_model(file_name, device, queue, texture_bind_group_layout),
Some("gltf") | Some("glb") => {
load_gltf_model(file_name, device, queue, texture_bind_group_layout)
}
_ => bail!("unsupported model format: {file_name}"),
}
}
fn load_obj_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(
@@ -42,44 +80,93 @@ pub fn load_model(
let mut materials = Vec::new();
for material in obj_materials? {
let diffuse_texture = match material.diffuse_texture.as_deref() {
let base_color = material
.diffuse
.map(|diffuse| [diffuse[0], diffuse[1], diffuse[2], 1.0])
.unwrap_or([1.0, 1.0, 1.0, 1.0]);
let base_color_texture = match material.diffuse_texture.as_deref() {
Some(texture_path) => load_texture(texture_path, device, queue)?,
None => texture::Texture::from_rgba8(
None => default_texture(
device,
queue,
&[255, 255, 255, 255],
1,
1,
&material.name,
TextureColorSpace::Srgb,
WHITE_TEXTURE,
)?,
};
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),
},
],
});
let material_textures = MaterialTextures {
base_color_texture,
metallic_roughness_texture: default_texture(
device,
queue,
&format!("{} metallic-roughness", material.name),
TextureColorSpace::Linear,
WHITE_TEXTURE,
)?,
normal_texture: default_texture(
device,
queue,
&format!("{} normal", material.name),
TextureColorSpace::Linear,
FLAT_NORMAL_TEXTURE,
)?,
occlusion_texture: default_texture(
device,
queue,
&format!("{} occlusion", material.name),
TextureColorSpace::Linear,
WHITE_TEXTURE,
)?,
emissive_texture: default_texture(
device,
queue,
&format!("{} emissive", material.name),
TextureColorSpace::Srgb,
BLACK_TEXTURE,
)?,
};
let params = MaterialParams {
base_color,
metallic_roughness: [0.0, 0.5, 1.0, 1.0],
emissive_alpha: [0.0, 0.0, 0.0, 0.0],
flags: [0.5, 0.0, 0.0, 0.0],
};
log_material_debug(
materials.len(),
&material.name,
AlphaMode::Opaque,
0.5,
base_color[3],
false,
);
materials.push(create_material(
device,
texture_bind_group_layout,
material.name,
material_textures,
params,
AlphaMode::Opaque,
0.5,
base_color,
false,
));
}
materials.push(model::Material {
name: material.name,
diffuse_texture,
bind_group,
});
if materials.is_empty() {
materials.push(create_color_material(
"default",
[1.0, 1.0, 1.0, 1.0],
device,
queue,
texture_bind_group_layout,
)?);
}
let meshes = models
.into_iter()
.map(|m| {
let vertices = (0..m.mesh.positions.len() / 3)
let mut vertices = (0..m.mesh.positions.len() / 3)
.map(|i| model::ModelVertex {
position: [
m.mesh.positions[i * 3],
@@ -87,7 +174,7 @@ pub fn load_model(
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]]
[m.mesh.texcoords[i * 2], 1.0 - m.mesh.texcoords[i * 2 + 1]]
} else {
[0.0, 0.0]
},
@@ -100,8 +187,11 @@ pub fn load_model(
} else {
[0.0, 1.0, 0.0]
},
color: [1.0, 1.0, 1.0, 1.0],
tangent: [1.0, 0.0, 0.0, 1.0],
})
.collect::<Vec<_>>();
generate_tangents(&mut vertices, &m.mesh.indices);
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{} Vertex Buffer", m.name)),
@@ -120,9 +210,798 @@ pub fn load_model(
index_buffer,
num_elements: m.mesh.indices.len() as u32,
material: m.mesh.material_id.unwrap_or(0),
center: mesh_center(&vertices),
}
})
.collect::<Vec<_>>();
Ok(model::Model { meshes, materials })
}
fn load_gltf_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 (document, buffers, images) =
gltf::import(&path).with_context(|| format!("failed to import {file_name}"))?;
let mut materials = Vec::new();
for material in document.materials() {
materials.push(create_gltf_material(
&material,
&images,
device,
queue,
texture_bind_group_layout,
)?);
}
let default_material = materials.len();
materials.push(create_color_material(
"default",
[1.0, 1.0, 1.0, 1.0],
device,
queue,
texture_bind_group_layout,
)?);
let mut meshes = Vec::new();
let scene = document
.default_scene()
.or_else(|| document.scenes().next())
.context("glTF has no scene")?;
for node in scene.nodes() {
append_gltf_node_meshes(
&node,
Mat4::IDENTITY,
&buffers,
device,
&mut meshes,
default_material,
)?;
}
Ok(model::Model { meshes, materials })
}
struct MaterialTextures {
base_color_texture: texture::Texture,
metallic_roughness_texture: texture::Texture,
normal_texture: texture::Texture,
occlusion_texture: texture::Texture,
emissive_texture: texture::Texture,
}
fn create_gltf_material(
material: &gltf::Material<'_>,
images: &[gltf::image::Data],
device: &wgpu::Device,
queue: &wgpu::Queue,
texture_bind_group_layout: &wgpu::BindGroupLayout,
) -> anyhow::Result<model::Material> {
let pbr = material.pbr_metallic_roughness();
let name = material.name().unwrap_or("gltf_material");
let normal_info = material.normal_texture();
let occlusion_info = material.occlusion_texture();
let material_textures = MaterialTextures {
base_color_texture: texture_from_gltf_texture(
pbr.base_color_texture().map(|info| info.texture()),
images,
device,
queue,
&format!("{name} baseColor"),
TextureColorSpace::Srgb,
WHITE_TEXTURE,
)?,
metallic_roughness_texture: texture_from_gltf_texture(
pbr.metallic_roughness_texture().map(|info| info.texture()),
images,
device,
queue,
&format!("{name} metallicRoughness"),
TextureColorSpace::Linear,
WHITE_TEXTURE,
)?,
normal_texture: texture_from_gltf_texture(
normal_info.as_ref().map(|info| info.texture()),
images,
device,
queue,
&format!("{name} normal"),
TextureColorSpace::Linear,
FLAT_NORMAL_TEXTURE,
)?,
occlusion_texture: texture_from_gltf_texture(
occlusion_info.as_ref().map(|info| info.texture()),
images,
device,
queue,
&format!("{name} occlusion"),
TextureColorSpace::Linear,
WHITE_TEXTURE,
)?,
emissive_texture: texture_from_gltf_texture(
material.emissive_texture().map(|info| info.texture()),
images,
device,
queue,
&format!("{name} emissive"),
TextureColorSpace::Srgb,
BLACK_TEXTURE,
)?,
};
let alpha_mode = match material.alpha_mode() {
gltf::material::AlphaMode::Opaque => AlphaMode::Opaque,
gltf::material::AlphaMode::Mask => AlphaMode::Mask,
gltf::material::AlphaMode::Blend => AlphaMode::Blend,
};
let normal_scale = normal_info.as_ref().map(|info| info.scale()).unwrap_or(1.0);
let occlusion_strength = occlusion_info
.as_ref()
.map(|info| info.strength())
.unwrap_or(1.0);
let emissive_factor = material.emissive_factor();
let base_color_factor = pbr.base_color_factor();
let alpha_cutoff = material.alpha_cutoff().unwrap_or(0.5);
let double_sided = material.double_sided();
let params = MaterialParams {
base_color: base_color_factor,
metallic_roughness: [
pbr.metallic_factor(),
pbr.roughness_factor(),
normal_scale,
occlusion_strength,
],
emissive_alpha: [
emissive_factor[0],
emissive_factor[1],
emissive_factor[2],
alpha_mode.shader_value(),
],
flags: [
alpha_cutoff,
0.0,
if normal_info.is_some() { 1.0 } else { 0.0 },
if double_sided { 1.0 } else { 0.0 },
],
};
log_material_debug(
material.index().unwrap_or(usize::MAX),
name,
alpha_mode,
alpha_cutoff,
base_color_factor[3],
double_sided,
);
Ok(create_material(
device,
texture_bind_group_layout,
name.to_owned(),
material_textures,
params,
alpha_mode,
alpha_cutoff,
base_color_factor,
double_sided,
))
}
fn create_color_material(
name: &str,
color: [f32; 4],
device: &wgpu::Device,
queue: &wgpu::Queue,
texture_bind_group_layout: &wgpu::BindGroupLayout,
) -> anyhow::Result<model::Material> {
let material_textures = MaterialTextures {
base_color_texture: default_texture(
device,
queue,
name,
TextureColorSpace::Srgb,
WHITE_TEXTURE,
)?,
metallic_roughness_texture: default_texture(
device,
queue,
&format!("{name} metallic-roughness"),
TextureColorSpace::Linear,
WHITE_TEXTURE,
)?,
normal_texture: default_texture(
device,
queue,
&format!("{name} normal"),
TextureColorSpace::Linear,
FLAT_NORMAL_TEXTURE,
)?,
occlusion_texture: default_texture(
device,
queue,
&format!("{name} occlusion"),
TextureColorSpace::Linear,
WHITE_TEXTURE,
)?,
emissive_texture: default_texture(
device,
queue,
&format!("{name} emissive"),
TextureColorSpace::Srgb,
BLACK_TEXTURE,
)?,
};
let params = MaterialParams {
base_color: color,
metallic_roughness: [1.0, 1.0, 1.0, 1.0],
emissive_alpha: [0.0, 0.0, 0.0, 0.0],
flags: [0.5, 0.0, 0.0, 0.0],
};
log_material_debug(usize::MAX, name, AlphaMode::Opaque, 0.5, color[3], false);
Ok(create_material(
device,
texture_bind_group_layout,
name.to_owned(),
material_textures,
params,
AlphaMode::Opaque,
0.5,
color,
false,
))
}
fn create_material(
device: &wgpu::Device,
texture_bind_group_layout: &wgpu::BindGroupLayout,
name: String,
textures: MaterialTextures,
params: MaterialParams,
alpha_mode: AlphaMode,
alpha_cutoff: f32,
base_color_factor: [f32; 4],
double_sided: bool,
) -> model::Material {
let params_buffer = create_material_params_buffer(device, &name, params);
let bind_group = create_texture_bind_group(
device,
texture_bind_group_layout,
&name,
&textures,
&params_buffer,
);
model::Material {
name,
alpha_mode,
alpha_cutoff,
base_color_factor,
double_sided,
base_color_texture: textures.base_color_texture,
metallic_roughness_texture: textures.metallic_roughness_texture,
normal_texture: textures.normal_texture,
occlusion_texture: textures.occlusion_texture,
emissive_texture: textures.emissive_texture,
params_buffer,
bind_group,
}
}
fn default_texture(
device: &wgpu::Device,
queue: &wgpu::Queue,
label: &str,
color_space: TextureColorSpace,
rgba: &[u8; 4],
) -> anyhow::Result<texture::Texture> {
texture::Texture::from_rgba8_with_sampler(
device,
queue,
rgba,
1,
1,
label,
color_space,
TextureSamplerDescriptor::default(),
)
}
fn create_material_params_buffer(
device: &wgpu::Device,
name: &str,
params: MaterialParams,
) -> wgpu::Buffer {
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!("{name} Material Params Buffer")),
contents: bytemuck::cast_slice(&[params]),
usage: wgpu::BufferUsages::UNIFORM,
})
}
fn create_texture_bind_group(
device: &wgpu::Device,
texture_bind_group_layout: &wgpu::BindGroupLayout,
name: &str,
textures: &MaterialTextures,
params_buffer: &wgpu::Buffer,
) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some(&format!("{name} Texture Bind Group")),
layout: texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&textures.base_color_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&textures.base_color_texture.sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: params_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(
&textures.metallic_roughness_texture.view,
),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::Sampler(
&textures.metallic_roughness_texture.sampler,
),
},
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::TextureView(&textures.normal_texture.view),
},
wgpu::BindGroupEntry {
binding: 6,
resource: wgpu::BindingResource::Sampler(&textures.normal_texture.sampler),
},
wgpu::BindGroupEntry {
binding: 7,
resource: wgpu::BindingResource::TextureView(&textures.occlusion_texture.view),
},
wgpu::BindGroupEntry {
binding: 8,
resource: wgpu::BindingResource::Sampler(&textures.occlusion_texture.sampler),
},
wgpu::BindGroupEntry {
binding: 9,
resource: wgpu::BindingResource::TextureView(&textures.emissive_texture.view),
},
wgpu::BindGroupEntry {
binding: 10,
resource: wgpu::BindingResource::Sampler(&textures.emissive_texture.sampler),
},
],
})
}
fn texture_from_gltf_texture(
gltf_texture: Option<gltf::Texture<'_>>,
images: &[gltf::image::Data],
device: &wgpu::Device,
queue: &wgpu::Queue,
label: &str,
color_space: TextureColorSpace,
fallback_rgba: &[u8; 4],
) -> anyhow::Result<texture::Texture> {
let Some(gltf_texture) = gltf_texture else {
return default_texture(device, queue, label, color_space, fallback_rgba);
};
let image_index = gltf_texture.source().index();
let image = images
.get(image_index)
.with_context(|| format!("glTF texture references missing image {image_index}"))?;
let rgba = gltf_image_to_rgba8(image)?;
let sampler = gltf_sampler_descriptor(&gltf_texture.sampler());
texture::Texture::from_rgba8_with_sampler(
device,
queue,
&rgba,
image.width,
image.height,
&format!("{label} image {image_index} {color_space:?}"),
color_space,
sampler,
)
}
fn gltf_sampler_descriptor(sampler: &gltf::texture::Sampler<'_>) -> TextureSamplerDescriptor {
use gltf::texture::{MagFilter, MinFilter};
let mag_filter = match sampler.mag_filter().unwrap_or(MagFilter::Linear) {
MagFilter::Nearest => wgpu::FilterMode::Nearest,
MagFilter::Linear => wgpu::FilterMode::Linear,
};
let (min_filter, mipmap_filter) = match sampler.min_filter().unwrap_or(MinFilter::Linear) {
MinFilter::Nearest | MinFilter::NearestMipmapNearest | MinFilter::NearestMipmapLinear => {
(wgpu::FilterMode::Nearest, wgpu::MipmapFilterMode::Nearest)
}
MinFilter::Linear | MinFilter::LinearMipmapNearest => {
(wgpu::FilterMode::Linear, wgpu::MipmapFilterMode::Nearest)
}
MinFilter::LinearMipmapLinear => (wgpu::FilterMode::Linear, wgpu::MipmapFilterMode::Linear),
};
TextureSamplerDescriptor {
address_mode_u: gltf_wrap_mode(sampler.wrap_s()),
address_mode_v: gltf_wrap_mode(sampler.wrap_t()),
mag_filter,
min_filter,
mipmap_filter,
}
}
fn gltf_wrap_mode(mode: gltf::texture::WrappingMode) -> wgpu::AddressMode {
use gltf::texture::WrappingMode;
match mode {
WrappingMode::ClampToEdge => wgpu::AddressMode::ClampToEdge,
WrappingMode::MirroredRepeat => wgpu::AddressMode::MirrorRepeat,
WrappingMode::Repeat => wgpu::AddressMode::Repeat,
}
}
fn append_gltf_node_meshes(
node: &gltf::Node<'_>,
parent_transform: Mat4,
buffers: &[gltf::buffer::Data],
device: &wgpu::Device,
meshes: &mut Vec<model::Mesh>,
default_material: usize,
) -> anyhow::Result<()> {
let local_transform = Mat4::from_cols_array_2d(&node.transform().matrix());
let world_transform = parent_transform * local_transform;
if let Some(gltf_mesh) = node.mesh() {
let node_name = node.name().unwrap_or("gltf_node");
let mesh_index = gltf_mesh.index();
let mesh_name = node
.name()
.or_else(|| gltf_mesh.name())
.unwrap_or("gltf_mesh");
for (primitive_index, primitive) in gltf_mesh.primitives().enumerate() {
append_gltf_primitive_mesh(
mesh_name,
primitive_index,
&primitive,
world_transform,
buffers,
device,
meshes,
default_material,
node_name,
mesh_index,
)?;
}
}
for child in node.children() {
append_gltf_node_meshes(
&child,
world_transform,
buffers,
device,
meshes,
default_material,
)?;
}
Ok(())
}
fn append_gltf_primitive_mesh(
mesh_name: &str,
primitive_index: usize,
primitive: &gltf::Primitive<'_>,
world_transform: Mat4,
buffers: &[gltf::buffer::Data],
device: &wgpu::Device,
meshes: &mut Vec<model::Mesh>,
default_material: usize,
node_name: &str,
mesh_index: usize,
) -> anyhow::Result<()> {
let reader = primitive.reader(|buffer| Some(&buffers[buffer.index()]));
let positions = reader
.read_positions()
.with_context(|| format!("{mesh_name} primitive {primitive_index} has no positions"))?
.collect::<Vec<_>>();
let normals = reader
.read_normals()
.map(|iter| iter.collect::<Vec<_>>())
.unwrap_or_else(|| vec![[0.0, 1.0, 0.0]; positions.len()]);
let tex_coords = reader
.read_tex_coords(0)
.map(|coords| coords.into_f32().collect::<Vec<_>>())
.unwrap_or_else(|| vec![[0.0, 0.0]; positions.len()]);
let colors = reader
.read_colors(0)
.map(|colors| colors.into_rgba_f32().collect::<Vec<_>>())
.unwrap_or_else(|| vec![[1.0, 1.0, 1.0, 1.0]; positions.len()]);
let tangents = reader.read_tangents().map(|iter| iter.collect::<Vec<_>>());
let has_tangents = tangents.is_some();
let tangents = tangents.unwrap_or_else(|| vec![[1.0, 0.0, 0.0, 1.0]; positions.len()]);
let normal_transform = Mat3::from_mat4(world_transform.inverse().transpose());
let mut vertices = positions
.iter()
.enumerate()
.map(|(index, position)| {
let world_position = world_transform
.transform_point3(Vec3::from_array(*position))
.to_array();
let world_normal = normal_transform
.mul_vec3(Vec3::from_array(
normals.get(index).copied().unwrap_or([0.0, 1.0, 0.0]),
))
.normalize_or_zero()
.to_array();
let tangent = tangents.get(index).copied().unwrap_or([1.0, 0.0, 0.0, 1.0]);
let world_tangent = normal_transform
.mul_vec3(Vec3::new(tangent[0], tangent[1], tangent[2]))
.normalize_or_zero();
model::ModelVertex {
position: world_position,
tex_coords: tex_coords.get(index).copied().unwrap_or([0.0, 0.0]),
normal: world_normal,
color: colors.get(index).copied().unwrap_or([1.0, 1.0, 1.0, 1.0]),
tangent: [
world_tangent.x,
world_tangent.y,
world_tangent.z,
tangent[3],
],
}
})
.collect::<Vec<_>>();
let indices = reader
.read_indices()
.map(|indices| indices.into_u32().collect::<Vec<_>>())
.unwrap_or_else(|| (0..vertices.len() as u32).collect());
let center = mesh_center(&vertices);
if !has_tangents {
generate_tangents(&mut vertices, &indices);
}
log_primitive_material_debug(
node_name,
mesh_index,
primitive_index,
&primitive.material(),
default_material,
);
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!(
"{mesh_name} Primitive {primitive_index} Vertex Buffer"
)),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(&format!(
"{mesh_name} Primitive {primitive_index} Index Buffer"
)),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
meshes.push(model::Mesh {
name: format!("{mesh_name}_{primitive_index}"),
vertex_buffer,
index_buffer,
num_elements: indices.len() as u32,
material: primitive.material().index().unwrap_or(default_material),
center,
});
Ok(())
}
fn mesh_center(vertices: &[model::ModelVertex]) -> [f32; 3] {
if vertices.is_empty() {
return [0.0, 0.0, 0.0];
}
let sum = vertices.iter().fold(Vec3::ZERO, |sum, vertex| {
sum + Vec3::from_array(vertex.position)
});
(sum / vertices.len() as f32).to_array()
}
fn log_material_debug(
index: usize,
name: &str,
alpha_mode: AlphaMode,
alpha_cutoff: f32,
base_color_factor_alpha: f32,
double_sided: bool,
) {
log::warn!(
"material index={index} name=\"{name}\" alpha_mode={} alpha_cutoff={alpha_cutoff:.3} base_color_factor_alpha={base_color_factor_alpha:.3} double_sided={double_sided} selected_pipeline={}",
alpha_mode.as_str(),
selected_pipeline_label(alpha_mode, double_sided),
);
}
fn log_primitive_material_debug(
node_name: &str,
mesh_index: usize,
primitive_index: usize,
material: &gltf::Material<'_>,
default_material: usize,
) {
let pbr = material.pbr_metallic_roughness();
let material_index = material.index().unwrap_or(default_material);
let material_name = material.name().unwrap_or("default");
log::warn!(
"primitive node=\"{node_name}\" mesh_index={mesh_index} primitive_index={primitive_index} material_index={material_index} material_name=\"{material_name}\" baseColorFactor={:?} metallicFactor={:.3} roughnessFactor={:.3} alphaMode={:?}",
pbr.base_color_factor(),
pbr.metallic_factor(),
pbr.roughness_factor(),
material.alpha_mode(),
);
}
fn selected_pipeline_label(alpha_mode: AlphaMode, double_sided: bool) -> String {
format!(
"{}_{}",
alpha_mode.as_str(),
if double_sided {
"DOUBLE_SIDED"
} else {
"SINGLE_SIDED"
}
)
}
fn generate_tangents(vertices: &mut [model::ModelVertex], indices: &[u32]) {
let mut accumulated = vec![Vec3::ZERO; vertices.len()];
for triangle in indices.chunks_exact(3) {
let [i0, i1, i2] = [
triangle[0] as usize,
triangle[1] as usize,
triangle[2] as usize,
];
if i0 >= vertices.len() || i1 >= vertices.len() || i2 >= vertices.len() {
continue;
}
let p0 = Vec3::from_array(vertices[i0].position);
let p1 = Vec3::from_array(vertices[i1].position);
let p2 = Vec3::from_array(vertices[i2].position);
let uv0 = Vec2::from_array(vertices[i0].tex_coords);
let uv1 = Vec2::from_array(vertices[i1].tex_coords);
let uv2 = Vec2::from_array(vertices[i2].tex_coords);
let delta_pos1 = p1 - p0;
let delta_pos2 = p2 - p0;
let delta_uv1 = uv1 - uv0;
let delta_uv2 = uv2 - uv0;
let determinant = delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x;
if determinant.abs() < 1e-6 {
continue;
}
let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) / determinant;
accumulated[i0] += tangent;
accumulated[i1] += tangent;
accumulated[i2] += tangent;
}
for (vertex, tangent) in vertices.iter_mut().zip(accumulated) {
let normal = Vec3::from_array(vertex.normal).normalize_or_zero();
let tangent = (tangent - normal * normal.dot(tangent)).normalize_or_zero();
let tangent = if tangent.length_squared() > 0.0 {
tangent
} else {
fallback_tangent(normal)
};
vertex.tangent = [tangent.x, tangent.y, tangent.z, 1.0];
}
}
fn fallback_tangent(normal: Vec3) -> Vec3 {
let axis = if normal.y.abs() < 0.9 {
Vec3::Y
} else {
Vec3::X
};
normal.cross(axis).normalize_or_zero()
}
fn gltf_image_to_rgba8(image: &gltf::image::Data) -> anyhow::Result<Vec<u8>> {
use gltf::image::Format;
match image.format {
Format::R8G8B8A8 => Ok(image.pixels.clone()),
Format::R8G8B8 => {
let mut rgba = Vec::with_capacity((image.width * image.height * 4) as usize);
for rgb in image.pixels.chunks_exact(3) {
rgba.extend_from_slice(&[rgb[0], rgb[1], rgb[2], 255]);
}
Ok(rgba)
}
Format::R8 => {
let mut rgba = Vec::with_capacity((image.width * image.height * 4) as usize);
for value in &image.pixels {
rgba.extend_from_slice(&[*value, *value, *value, 255]);
}
Ok(rgba)
}
Format::R8G8 => {
let mut rgba = Vec::with_capacity((image.width * image.height * 4) as usize);
for rg in image.pixels.chunks_exact(2) {
rgba.extend_from_slice(&[rg[0], rg[1], 0, 255]);
}
Ok(rgba)
}
Format::R16 => rgba_from_chunks(&image.pixels, 1, 2, read_u16_component),
Format::R16G16 => rgba_from_chunks(&image.pixels, 2, 2, read_u16_component),
Format::R16G16B16 => rgba_from_chunks(&image.pixels, 3, 2, read_u16_component),
Format::R16G16B16A16 => rgba_from_chunks(&image.pixels, 4, 2, read_u16_component),
Format::R32G32B32FLOAT => rgba_from_chunks(&image.pixels, 3, 4, read_f32_component),
Format::R32G32B32A32FLOAT => rgba_from_chunks(&image.pixels, 4, 4, read_f32_component),
}
}
fn rgba_from_chunks(
pixels: &[u8],
channels: usize,
component_width: usize,
read_component: fn(&[u8]) -> u8,
) -> anyhow::Result<Vec<u8>> {
let pixel_width = channels * component_width;
if pixel_width == 0 || pixels.len() % pixel_width != 0 {
bail!("invalid glTF image byte length for {channels} channels");
}
let mut rgba = Vec::with_capacity((pixels.len() / pixel_width) * 4);
for pixel in pixels.chunks_exact(pixel_width) {
let r = read_component(&pixel[0..component_width]);
let g = if channels > 1 {
read_component(&pixel[component_width..component_width * 2])
} else {
r
};
let b = if channels > 2 {
read_component(&pixel[component_width * 2..component_width * 3])
} else {
r
};
let a = if channels > 3 {
read_component(&pixel[component_width * 3..component_width * 4])
} else {
255
};
rgba.extend_from_slice(&[r, g, b, a]);
}
Ok(rgba)
}
fn read_u16_component(bytes: &[u8]) -> u8 {
let value = u16::from_ne_bytes([bytes[0], bytes[1]]);
(value / 257) as u8
}
fn read_f32_component(bytes: &[u8]) -> u8 {
let value = f32::from_ne_bytes([bytes[0], bytes[1], bytes[2], bytes[3]]);
(value.clamp(0.0, 1.0) * 255.0).round() as u8
}