model-converter/src/renderer.rs

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Rust
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use glium::draw_parameters::DepthTest;
use glium::texture::{
RawImage2d,
Texture2d,
};
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use glium::index::{
NoIndices,
PrimitiveType
};
use glium::{
Program,
Display,
VertexBuffer,
Frame,
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DrawParameters,
Depth,
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};
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use image;
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use model::{Model, Vertex};
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use math::vector::Vector3;
pub struct RenderMaterial {
texture: Option<Texture2d>,
}
impl RenderMaterial {
pub fn new() -> RenderMaterial {
RenderMaterial {
texture: None
}
}
pub fn from_texture_name(path: &str, display: &Display) -> RenderMaterial {
let image = image::open(path);
if let Ok(image) = image {
let image = image.to_rgba();
let dim = image.dimensions();
let image = RawImage2d::from_raw_rgba_reversed(&image.into_raw(), dim);
RenderMaterial {
texture: Texture2d::new(display, image).ok()
}
} else {
RenderMaterial {
texture: None
}
}
}
}
pub struct Camera {
position: Vector3<f32>,
target: Vector3<f32>,
up: Vector3<f32>,
}
impl Camera {
pub fn new(position: Vector3<f32>, target: Vector3<f32>, up: Vector3<f32>) -> Camera {
Camera {
position: position,
target: target,
up: up,
}
}
pub fn get_view_matrix(&self) -> [[f32; 4]; 4] {
let f = {
let f = self.target - self.position;
let len = f[0] * f[0] + f[1] * f[1] + f[2] * f[2];
let len = len.sqrt();
[f[0] / len, f[1] / len, f[2] / len]
};
let s = [self.up[1] * f[2] - self.up[2] * f[1],
self.up[2] * f[0] - self.up[0] * f[2],
self.up[0] * f[1] - self.up[1] * f[0]];
let s_norm = {
let len = s[0] * s[0] + s[1] * s[1] + s[2] * s[2];
let len = len.sqrt();
[s[0] / len, s[1] / len, s[2] / len]
};
let u = [f[1] * s_norm[2] - f[2] * s_norm[1],
f[2] * s_norm[0] - f[0] * s_norm[2],
f[0] * s_norm[1] - f[1] * s_norm[0]];
let p = [-self.position[0] * s_norm[0] - self.position[1] * s_norm[1] - self.position[2] * s_norm[2],
-self.position[0] * u[0] - self.position[1] * u[1] - self.position[2] * u[2],
-self.position[0] * f[0] - self.position[1] * f[1] - self.position[2] * f[2]];
[
[s_norm[0], u[0], f[0], 0.0],
[s_norm[1], u[1], f[1], 0.0],
[s_norm[2], u[2], f[2], 0.0],
[p[0], p[1], p[2], 1.0],
]
}
}
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pub struct Renderer<'a> {
display: Display,
program: Program,
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models: Vec<(&'a Model, Vec<(RenderMaterial, VertexBuffer<Vertex>)>)>,
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}
impl<'a> Renderer<'a> {
pub fn new(display: Display) -> Renderer<'a> {
let program = Program::from_source(
&display,
include_str!("../assets/shaders/shader.vert"),
include_str!("../assets/shaders/shader.frag"),
None
).unwrap();
Renderer {
display: display,
program: program,
models: vec![],
}
}
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pub fn get_perspective_matrix(&self, dimensions: (u32, u32)) -> [[f32; 4]; 4] {
let (width, height) = dimensions;
let aspect_ratio = height as f32 / width as f32;
let fov = 3.141592 / 3.0;
let zfar = 1024.0;
let znear = 0.1;
use num::Float;
let f = 1.0 / (fov / 2.0).tan();
[
[f * aspect_ratio , 0.0, 0.0 , 0.0],
[ 0.0 , f , 0.0 , 0.0],
[ 0.0 , 0.0, (zfar+znear)/(zfar-znear) , 1.0],
[ 0.0 , 0.0, -(2.0*zfar*znear)/(zfar-znear), 0.0],
]
}
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pub fn add_model(&mut self, model: &'a Model) {
let mut buffers = vec![];
for part in &model.parts {
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let material = if let Some(ref material_name) = part.material_name {
if let Some(material) = model.materials.get(material_name) {
if let Some(path) = material.textures.get("map_Kd") {
RenderMaterial::from_texture_name(path, &self.display)
} else {
RenderMaterial::new()
}
} else {
RenderMaterial::new()
}
} else {
RenderMaterial::new()
};
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let shape = part.build_shape(&model.vertices, &model.texture_coordinates, &model.normals);
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buffers.push((material, VertexBuffer::new(&self.display, &shape).unwrap()));
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}
self.models.push((model, buffers));
}
pub fn draw(&self) -> Frame {
self.display.draw()
}
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pub fn render(&self, camera: &Camera, target: &mut Frame) {
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use glium::Surface;
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target.clear_color_and_depth((0.0, 0.0, 1.0, 1.0), 1.0);
let params = DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
write: true,
.. Default::default()
},
.. Default::default()
};
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for &(_, ref buffers) in &self.models {
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for &(ref material, ref buffer) in buffers {
let perspective = self.get_perspective_matrix(target.get_dimensions());
let view = camera.get_view_matrix();
if let &Some(ref texture) = &material.texture {
target.draw(
buffer,
NoIndices(PrimitiveType::TrianglesList),
&self.program,
&uniform!(
tex: texture,
perspective: perspective,
view: view,
),
&params,
).unwrap();
} else {
target.draw(
buffer,
NoIndices(PrimitiveType::TrianglesList),
&self.program,
&uniform!(
perspective: perspective,
view: view,
),
&params,
).unwrap();
};
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}
}
}
}