doppler/src/gaia/model.rs

134 lines
4.6 KiB
Rust

#![allow(non_snake_case)]
#![allow(dead_code)]
use crate::gaia::assets_cache::AssetsCache;
use crate::gaia::mesh::{Mesh, Texture, Vertex};
use crate::gaia::shader::Shader;
use crate::gaia::utils::*;
use cgmath::{vec2, vec3};
use log::{info, trace, warn};
use std::path::Path;
use tobj;
#[derive(Clone)]
pub struct Model {
/* Model Data */
pub meshes: Vec<Mesh>,
pub textures_loaded: Vec<Texture>, // stores all the textures loaded so far, optimization to make sure textures aren't loaded more than once.
directory: String,
}
impl Model {
/// constructor, expects a filepath to a 3D model.
pub fn new_ext(path: &str, diff_texture: Option<&str>, cache: &mut AssetsCache) -> Model {
let pathObj = Path::new(path);
let mut model = Model {
meshes: Vec::<Mesh>::new(),
textures_loaded: Vec::<Texture>::new(),
directory: pathObj
.parent()
.unwrap_or_else(|| Path::new(""))
.to_str()
.unwrap()
.into(),
};
model.load_model(path, diff_texture, cache);
model
}
pub fn new(path: &str, cache: &mut AssetsCache) -> Model {
Model::new_ext(path, None, cache)
}
pub fn Draw(&self, shader: &Shader) {
for mesh in &self.meshes {
unsafe {
mesh.Draw(shader);
}
}
}
// loads a model from file and stores the resulting meshes in the meshes vector.
fn load_model(&mut self, path: &str, diffuse_path: Option<&str>, cache: &mut AssetsCache) {
let path = Path::new(path);
// println!("Started loading model from path: {}", path.display());
// retrieve the directory path of the filepath
self.directory = path
.parent()
.unwrap_or_else(|| Path::new(""))
.to_str()
.unwrap()
.into();
let obj = tobj::load_obj(path, true);
let (models, materials) = obj.unwrap();
for model in models {
let mesh = &model.mesh;
let num_vertices = mesh.positions.len() / 3;
// data to fill
let mut vertices: Vec<Vertex> = Vec::with_capacity(num_vertices);
let indices: Vec<u32> = mesh.indices.clone();
let (p, n, t) = (&mesh.positions, &mesh.normals, &mesh.texcoords);
for i in 0..num_vertices {
vertices.push(Vertex {
position: vec3(p[i * 3], p[i * 3 + 1], p[i * 3 + 2]),
normal: vec3(n[i * 3], n[i * 3 + 1], n[i * 3 + 2]),
text_coords: vec2(t[i * 2], t[i * 2 + 1]),
..Vertex::default()
})
}
// process material
let mut textures = Vec::new();
if let Some(material_id) = mesh.material_id {
let material = &materials[material_id];
// 1. diffuse map
if !material.diffuse_texture.is_empty() {
let texture = cache.get_material_texture(
&self.directory,
&material.diffuse_texture,
"texture_diffuse",
);
textures.push(texture);
}
// 2. specular map
if !material.specular_texture.is_empty() {
let texture = cache.get_material_texture(
&self.directory,
&material.specular_texture,
"texture_specular",
);
textures.push(texture);
}
// 3. normal map
if !material.normal_texture.is_empty() {
let texture = cache.get_material_texture(
&self.directory,
&material.normal_texture,
"texture_normal",
);
textures.push(texture);
}
// NOTE: no height maps
} else if diffuse_path.is_some() {
// println!("Loading {}", &diffuse_path.unwrap());
let texture = cache.get_material_texture(
&self.directory,
&diffuse_path.unwrap(),
"texture_diffuse",
);
textures.push(texture);
} else {
warn!("There are no materials for: {}", path.display());
}
self.meshes.push(Mesh::new(vertices, indices, textures));
}
info!("Finished loading model");
}
}