Merge branch 'render'

This commit is contained in:
Thomas Forgione 2018-04-10 15:14:25 +02:00
commit c8c9e12ea9
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12 changed files with 493 additions and 40 deletions

3
.gitignore vendored
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@ -1,5 +1,4 @@
/target/
**/*.rs.bk
Cargo.lock
assets
assets/models

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@ -6,6 +6,7 @@ authors = ["Thomas Forgione <thomas@tforgione.fr>"]
[dependencies]
num = "*"
glium = "*"
image = "*"
verbose-log = { git = "https://gitea.tforgione.fr/dash-3d/verbose-log" }
byteorder = "*"

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@ -1,22 +1,22 @@
varying vec3 fNormal;
varying vec4 fFrontColor;
vec3 ambientLight = vec3(0.2,0.2,0.2);
vec3 directionnalLight = normalize(vec3(10,5,7));
vec3 directionnalLightFactor = vec3(0.5,0.5,0.5);
#version 140
uniform sampler2D tex;
in vec3 v_normal;
in vec2 v_tex_coords;
out vec4 color;
vec3 ambientLight = vec3(0.3,0.3,0.3);
vec3 directionnalLight = normalize(vec3(10,5,7));
vec3 directionnalLightFactor = vec3(0.6,0.6,0.6);
void main() {
vec3 lambertComponent = dot(directionnalLight, v_normal) * directionnalLightFactor;
lambertComponent = max(vec3(0.0, 0.0, 0.0), lambertComponent);
vec3 ambientFactor = ambientLight;
vec3 lambertFactor = max(vec3(0.0,0.0,0.0), dot(directionnalLight, fNormal) * directionnalLightFactor);
vec4 noTexColor = vec4(ambientFactor + lambertFactor, 1.0);
vec4 color = texture2D(tex, gl_TexCoord[0].st);
vec4 fragColor = noTexColor * color;
gl_FragColor = fragColor * fFrontColor;
vec4 factor = vec4(ambientLight + lambertComponent, 1.0);
color = factor * texture(tex, v_tex_coords);
}

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@ -1,12 +1,18 @@
varying vec3 fNormal;
varying vec4 fTexCoord;
varying vec4 fFrontColor;
#version 140
uniform mat4 perspective;
uniform mat4 view;
in vec3 vertex;
in vec2 tex_coords;
in vec3 normal;
out vec2 v_tex_coords;
out vec3 v_normal;
void main() {
v_normal = transpose(inverse(mat3(view))) * normal;
v_tex_coords = tex_coords;
fNormal = gl_Normal;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
fFrontColor = gl_Color;
gl_Position = perspective * view * vec4(vertex, 1.0);
}

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@ -1,6 +1,7 @@
#![warn(missing_docs)]
extern crate num;
extern crate image;
#[macro_use] extern crate verbose_log;
#[macro_use] extern crate glium;

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@ -33,6 +33,12 @@ macro_rules! make_vector {
}
}
impl<T> Into<[T; $number]> for $name<T> {
fn into(self) -> [T; $number] {
self.data
}
}
impl<T: Copy + Clone> Into<($( $t ) ,* )> for $name<T> {
fn into(self) -> ($( $t ) ,* ) {
( $( self.data[$y] ), *)
@ -62,6 +68,11 @@ macro_rules! make_vector {
pub fn $x(&self) -> T {
self.data[$y]
}
/// Get a mut ref to the coordinate of the vector.
pub fn $x_mut(&mut self) -> &mut T {
&mut self.data[$y]
}
)*
}

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@ -8,6 +8,15 @@ use parser::{parse, ParserError};
use math::vector::{Vector2, Vector3};
use math::bounding_box::BoundingBox3;
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct Vertex {
vertex: [f64; 3],
tex_coords: [f64; 2],
normal: [f64; 3],
}
implement_vertex!(Vertex, vertex, tex_coords, normal);
#[derive(Copy, Clone, PartialEq)]
/// The indices needed for each vertex of a face.
pub struct FaceVertex {
@ -154,6 +163,23 @@ impl Part {
f.material_name = self.material_name.clone();
self.faces.push(f);
}
pub fn build_shape(&self, vertices: &Vec<Vector3<f64>>, tex_coords: &Vec<Vector2<f64>>, normals: &Vec<Vector3<f64>>) -> Vec<Vertex> {
let mut shape = vec![];
for face in &self.faces {
for &&v in &[&face.a, &face.b, &face.c] {
shape.push(Vertex {
vertex: vertices[v.vertex].into(),
tex_coords: tex_coords[v.texture_coordinate.unwrap()].into(),
normal: normals[v.normal.unwrap()].into(),
});
}
}
shape
}
}
/// A 3D model.

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@ -1,42 +1,54 @@
extern crate glium;
extern crate model_converter;
use glium::Display;
use glium::glutin;
use glium::glutin::{
EventsLoop,
WindowBuilder,
ContextBuilder,
};
use glium::glutin::Event;
use glium::glutin::WindowEvent;
use glium::glutin::VirtualKeyCode;
use model_converter::math::vector::Vector3;
use model_converter::parser::{parse, parse_into_model};
use model_converter::renderer::Renderer;
use model_converter::renderer::controls::OrbitControls;
use model_converter::renderer::camera::Camera;
fn main() {
let mut model = parse("./assets/models/cube/cube.mtl").unwrap();
parse_into_model("./assets/models/cube/cube.obj", &mut model).unwrap();
let mut events_loop = EventsLoop::new();
let window = WindowBuilder::new();
let context = ContextBuilder::new();
let context = glutin::ContextBuilder::new().with_depth_buffer(24);
let display = Display::new(window, context, &events_loop).unwrap();
let program = glium::Program::from_source(
&display,
include_str!("../../assets/shaders/shader.vert"),
include_str!("../../assets/shaders/shader.frag"),
None
).unwrap();
let mut closed = false;
let mut renderer = Renderer::new(display);
renderer.add_model(&model);
let mut camera = Camera::new(
Vector3::new( 0.0, 0.0, 0.0),
Vector3::new( 0.0, 0.0, 0.0),
Vector3::new( 0.0, 1.0, 0.0),
);
let mut controls = OrbitControls::new(&mut camera);
while !closed {
let mut target = display.draw();
use glium::Surface;
target.clear_color(0.0, 0.0, 1.0, 1.0);
target.finish().unwrap();
events_loop.poll_events(|ev| {
use model_converter::renderer::controls::Controls;
controls.manage_event(&ev, &mut camera);
match ev {
// Close window
Event::WindowEvent {
@ -55,5 +67,11 @@ fn main() {
_ => (),
}
});
let mut target = renderer.draw();
renderer.render(&camera, &mut target);
target.finish().unwrap();
}
}

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@ -1 +0,0 @@
pub struct Renderer;

117
src/renderer/camera.rs Normal file
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@ -0,0 +1,117 @@
use math::vector::Vector3;
pub trait RenderCamera {
fn get_view_matrix(&self) -> [[f32; 4]; 4];
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],
]
}
}
pub fn look_at_matrix(position: [f32; 3], target: [f32; 3], up: [f32; 3]) -> [[f32; 4]; 4] {
let f = {
let f = [
target[0] - position[0],
target[1] - position[1],
target[2] - position[2],
];
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 = [up[1] * f[2] - up[2] * f[1],
up[2] * f[0] - up[0] * f[2],
up[0] * f[1] - 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 = [-position[0] * s_norm[0] - position[1] * s_norm[1] - position[2] * s_norm[2],
-position[0] * u[0] - position[1] * u[1] - position[2] * u[2],
-position[0] * f[0] - position[1] * f[1] - 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],
]
}
pub struct Camera {
pub position: Vector3<f32>,
pub target: Vector3<f32>,
pub 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,
}
}
}
impl RenderCamera for Camera {
fn get_view_matrix(&self) -> [[f32; 4]; 4] {
look_at_matrix(self.position.into(), self.target.into(), self.up.into())
}
}
pub struct RotatingCamera {
distance: f32,
theta: f32,
}
impl RotatingCamera {
pub fn new(distance: f32) -> RotatingCamera {
RotatingCamera {
distance: distance,
theta: 0.0,
}
}
pub fn increase_theta(&mut self, dt: f32) {
self.theta += dt;
}
}
impl RenderCamera for RotatingCamera {
fn get_view_matrix(&self) -> [[f32; 4]; 4] {
let position = Vector3::new(
self.distance * self.theta.cos(),
0.0,
self.distance * self.theta.sin(),
);
let target = Vector3::new(0.0, 0.0, 0.0);
let up = Vector3::new(0.0, 1.0, 0.0);
look_at_matrix(position.into(), target.into(), up.into())
}
}

119
src/renderer/controls.rs Normal file
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@ -0,0 +1,119 @@
const EPSILON: f32 = 0.001;
use glium::glutin::{
Event,
WindowEvent,
ElementState,
MouseButton,
MouseScrollDelta,
};
use math::vector::Vector2;
use renderer::camera::Camera;
/// The trait that all controls should implement.
pub trait Controls {
/// Modifies the camera depending on the event.
fn manage_event(&mut self, event: &Event, camera: &mut Camera);
}
/// An orbit controls allowing to orbit around an object.
///
/// Only object centered are supported.
pub struct OrbitControls {
/// The last position of the mouse.
mouse_position: Vector2<f32>,
/// Wether the left click of the mouse is pressed or not.
pressed: bool,
/// The theta angle of the position of the camera in spheric coordinates.
theta: f32,
/// The phi angle of the position of the camera in spheric coordinates.
phi: f32,
/// The distance between the camera and the origin.
distance: f32,
/// The sensitiviy of the rotation of the mouse.
sensitivity: f32,
}
impl OrbitControls {
/// Creates a new orbit controls, and initializes the camera.
pub fn new(camera: &mut Camera) -> OrbitControls {
let controls = OrbitControls {
mouse_position: Vector2::new(0.0, 0.0),
pressed: false,
theta: 0.0,
phi: 0.0,
distance: 5.0,
sensitivity: 200.0,
};
*camera.position.x_mut() = controls.distance * controls.theta.cos();
*camera.position.y_mut() = 0.0;
*camera.position.z_mut() = controls.distance * controls.phi.sin();
controls
}
}
impl Controls for OrbitControls {
fn manage_event(&mut self, event: &Event, camera: &mut Camera) {
match *event {
Event::WindowEvent {
event: WindowEvent::MouseInput {
button: MouseButton::Left,
state, ..
}, ..
} => {
self.pressed = state == ElementState::Pressed;
},
Event::WindowEvent {
event: WindowEvent::MouseWheel {
delta: MouseScrollDelta::LineDelta(_, y), ..
}, ..
} => {
self.distance -= y;
*camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos();
*camera.position.y_mut() = self.distance * self.phi.sin();
*camera.position.z_mut() = self.distance * self.phi.cos() * self.theta.sin();
},
Event::WindowEvent{
event: WindowEvent::CursorMoved {
position: (x, y), ..
}, ..
} => {
let current_position = Vector2::new(x as f32, y as f32);
if self.pressed {
let difference = (current_position - self.mouse_position) / self.sensitivity;
self.theta += difference.x();
self.phi += difference.y();
use std::f32::consts::PI;
self.phi = self.phi.max(- PI/2.0 + EPSILON);
self.phi = self.phi.min( PI/2.0 - EPSILON);
*camera.position.x_mut() = self.distance * self.phi.cos() * self.theta.cos();
*camera.position.y_mut() = self.distance * self.phi.sin();
*camera.position.z_mut() = self.distance * self.phi.cos() * self.theta.sin();
}
// Record new position
self.mouse_position = current_position;
},
_ => (),
}
}
}

156
src/renderer/mod.rs Normal file
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@ -0,0 +1,156 @@
pub mod camera;
pub mod controls;
use glium::draw_parameters::DepthTest;
use glium::texture::{
RawImage2d,
SrgbTexture2d,
};
use glium::index::{
NoIndices,
PrimitiveType
};
use glium::{
Program,
Display,
VertexBuffer,
Frame,
DrawParameters,
Depth,
};
use image;
use model::{Model, Vertex};
use renderer::camera::RenderCamera;
pub struct RenderMaterial {
texture: Option<SrgbTexture2d>,
}
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: SrgbTexture2d::new(display, image).ok()
}
} else {
RenderMaterial {
texture: None
}
}
}
}
pub struct Renderer<'a> {
display: Display,
program: Program,
models: Vec<(&'a Model, Vec<(RenderMaterial, VertexBuffer<Vertex>)>)>,
}
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![],
}
}
pub fn add_model(&mut self, model: &'a Model) {
let mut buffers = vec![];
for part in &model.parts {
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()
};
let shape = part.build_shape(&model.vertices, &model.texture_coordinates, &model.normals);
buffers.push((material, VertexBuffer::new(&self.display, &shape).unwrap()));
}
self.models.push((model, buffers));
}
pub fn draw(&self) -> Frame {
self.display.draw()
}
pub fn render<C: RenderCamera>(&self, camera: &C, target: &mut Frame) {
use glium::Surface;
target.clear_color_and_depth((0.0, 0.0, 0.0, 1.0), 1.0);
let params = DrawParameters {
depth: Depth {
test: DepthTest::IfLess,
write: true,
.. Default::default()
},
.. Default::default()
};
for &(_, ref buffers) in &self.models {
for &(ref material, ref buffer) in buffers {
let perspective = camera.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();
};
}
}
}
}