Files
eskin-player/src/model.rs
2026-06-26 16:59:58 +08:00

196 lines
6.1 KiB
Rust

use eframe::egui_wgpu::wgpu;
use std::ops::Range;
use crate::texture;
pub trait Vertex {
fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct ModelVertex {
pub position: [f32; 3],
pub tex_coords: [f32; 2],
pub normal: [f32; 3],
pub color: [f32; 4],
pub tangent: [f32; 4],
}
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,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 3,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 4,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
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)
* glam::Mat4::from_scale(glam::Vec3::splat(128.0)))
.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>,
}
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
pub enum AlphaMode {
Opaque,
Mask,
Blend,
}
impl AlphaMode {
pub fn as_str(self) -> &'static str {
match self {
Self::Opaque => "OPAQUE",
Self::Mask => "MASK",
Self::Blend => "BLEND",
}
}
pub fn shader_value(self) -> f32 {
match self {
Self::Opaque => 0.0,
Self::Mask => 1.0,
Self::Blend => 2.0,
}
}
}
pub struct Material {
pub name: String,
pub alpha_mode: AlphaMode,
pub alpha_cutoff: f32,
pub base_color_factor: [f32; 4],
pub double_sided: bool,
pub base_color_texture: texture::Texture,
pub metallic_roughness_texture: texture::Texture,
pub normal_texture: texture::Texture,
pub occlusion_texture: texture::Texture,
pub emissive_texture: texture::Texture,
pub params_buffer: wgpu::Buffer,
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 center: [f32; 3],
}
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);
}
}