mirror of https://github.com/sotrh/learn-wgpu
tutorial12-camera running in wasm (needs input fix)
parent
0a28699d00
commit
e8ce0e710d
@ -0,0 +1,29 @@
|
||||
<!DOCTYPE html>
|
||||
<html lang="en">
|
||||
|
||||
<head>
|
||||
<meta charset="UTF-8">
|
||||
<meta http-equiv="X-UA-Compatible" content="IE=edge">
|
||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
|
||||
<title>Pong with WASM</title>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<div id="wasm-example"></div>
|
||||
<script type="module">
|
||||
import init from "./pkg/tutorial12_camera.js";
|
||||
init().then(() => {
|
||||
console.log("WASM Loaded");
|
||||
});
|
||||
</script>
|
||||
<style>
|
||||
body {
|
||||
background-color: #444;
|
||||
}
|
||||
canvas {
|
||||
background-color: black;
|
||||
}
|
||||
</style>
|
||||
</body>
|
||||
|
||||
</html>
|
@ -0,0 +1,217 @@
|
||||
use std::io::{BufReader, Cursor};
|
||||
|
||||
use cfg_if::cfg_if;
|
||||
use wgpu::util::DeviceExt;
|
||||
|
||||
use crate::{model, texture};
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
fn format_url(file_name: &str) -> reqwest::Url {
|
||||
let window = web_sys::window().unwrap();
|
||||
let location = window.location();
|
||||
let base = reqwest::Url::parse(&format!(
|
||||
"{}/{}/",
|
||||
location.origin().unwrap(),
|
||||
option_env!("RES_PATH").unwrap_or("res"),
|
||||
)).unwrap();
|
||||
base.join(file_name).unwrap()
|
||||
}
|
||||
|
||||
pub async fn load_string(file_name: &str) -> anyhow::Result<String> {
|
||||
cfg_if! {
|
||||
if #[cfg(target_arch = "wasm32")] {
|
||||
let url = format_url(file_name);
|
||||
let txt = reqwest::get(url)
|
||||
.await?
|
||||
.text()
|
||||
.await?;
|
||||
} else {
|
||||
let path = std::path::Path::new(env!("OUT_DIR"))
|
||||
.join("res")
|
||||
.join(file_name);
|
||||
let txt = std::fs::read_to_string(path)?;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(txt)
|
||||
}
|
||||
|
||||
pub async fn load_binary(file_name: &str) -> anyhow::Result<Vec<u8>> {
|
||||
cfg_if! {
|
||||
if #[cfg(target_arch = "wasm32")] {
|
||||
let url = format_url(file_name);
|
||||
let data = reqwest::get(url)
|
||||
.await?
|
||||
.bytes()
|
||||
.await?
|
||||
.to_vec();
|
||||
} else {
|
||||
let path = std::path::Path::new(env!("OUT_DIR"))
|
||||
.join("res")
|
||||
.join(file_name);
|
||||
let data = std::fs::read(path)?;
|
||||
}
|
||||
}
|
||||
|
||||
Ok(data)
|
||||
}
|
||||
|
||||
pub async fn load_texture(
|
||||
file_name: &str,
|
||||
is_normal_map: bool,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
) -> anyhow::Result<texture::Texture> {
|
||||
let data = load_binary(file_name).await?;
|
||||
texture::Texture::from_bytes(device, queue, &data, file_name, is_normal_map)
|
||||
}
|
||||
|
||||
pub async fn load_model(
|
||||
file_name: &str,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
layout: &wgpu::BindGroupLayout,
|
||||
) -> anyhow::Result<model::Model> {
|
||||
let obj_text = load_string(file_name).await?;
|
||||
let obj_cursor = Cursor::new(obj_text);
|
||||
let mut obj_reader = BufReader::new(obj_cursor);
|
||||
|
||||
let (models, obj_materials) = tobj::load_obj_buf_async(
|
||||
&mut obj_reader,
|
||||
&tobj::LoadOptions {
|
||||
triangulate: true,
|
||||
single_index: true,
|
||||
..Default::default()
|
||||
},
|
||||
|p| async move {
|
||||
let mat_text = load_string(&p).await.unwrap();
|
||||
tobj::load_mtl_buf(&mut BufReader::new(Cursor::new(mat_text)))
|
||||
},
|
||||
)
|
||||
.await?;
|
||||
|
||||
let mut materials = Vec::new();
|
||||
for m in obj_materials? {
|
||||
let diffuse_texture = load_texture(&m.diffuse_texture, false, device, queue).await?;
|
||||
let normal_texture = load_texture(&m.normal_texture, true, device, queue).await?;
|
||||
|
||||
materials.push(model::Material::new(
|
||||
device,
|
||||
&m.name,
|
||||
diffuse_texture,
|
||||
normal_texture,
|
||||
layout,
|
||||
));
|
||||
}
|
||||
|
||||
let meshes = models
|
||||
.into_iter()
|
||||
.map(|m| {
|
||||
let mut vertices = (0..m.mesh.positions.len() / 3)
|
||||
.map(|i| model::ModelVertex {
|
||||
position: [
|
||||
m.mesh.positions[i * 3],
|
||||
m.mesh.positions[i * 3 + 1],
|
||||
m.mesh.positions[i * 3 + 2],
|
||||
],
|
||||
tex_coords: [m.mesh.texcoords[i * 2], m.mesh.texcoords[i * 2 + 1]],
|
||||
normal: [
|
||||
m.mesh.normals[i * 3],
|
||||
m.mesh.normals[i * 3 + 1],
|
||||
m.mesh.normals[i * 3 + 2],
|
||||
],
|
||||
// We'll calculate these later
|
||||
tangent: [0.0; 3],
|
||||
bitangent: [0.0; 3],
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let indices = &m.mesh.indices;
|
||||
let mut triangles_included = vec![0; vertices.len()];
|
||||
|
||||
// Calculate tangents and bitangets. We're going to
|
||||
// use the triangles, so we need to loop through the
|
||||
// indices in chunks of 3
|
||||
for c in indices.chunks(3) {
|
||||
let v0 = vertices[c[0] as usize];
|
||||
let v1 = vertices[c[1] as usize];
|
||||
let v2 = vertices[c[2] as usize];
|
||||
|
||||
let pos0: cgmath::Vector3<_> = v0.position.into();
|
||||
let pos1: cgmath::Vector3<_> = v1.position.into();
|
||||
let pos2: cgmath::Vector3<_> = v2.position.into();
|
||||
|
||||
let uv0: cgmath::Vector2<_> = v0.tex_coords.into();
|
||||
let uv1: cgmath::Vector2<_> = v1.tex_coords.into();
|
||||
let uv2: cgmath::Vector2<_> = v2.tex_coords.into();
|
||||
|
||||
// Calculate the edges of the triangle
|
||||
let delta_pos1 = pos1 - pos0;
|
||||
let delta_pos2 = pos2 - pos0;
|
||||
|
||||
// This will give us a direction to calculate the
|
||||
// tangent and bitangent
|
||||
let delta_uv1 = uv1 - uv0;
|
||||
let delta_uv2 = uv2 - uv0;
|
||||
|
||||
// Solving the following system of equations will
|
||||
// give us the tangent and bitangent.
|
||||
// delta_pos1 = delta_uv1.x * T + delta_u.y * B
|
||||
// delta_pos2 = delta_uv2.x * T + delta_uv2.y * B
|
||||
// Luckily, the place I found this equation provided
|
||||
// the solution!
|
||||
let r = 1.0 / (delta_uv1.x * delta_uv2.y - delta_uv1.y * delta_uv2.x);
|
||||
let tangent = (delta_pos1 * delta_uv2.y - delta_pos2 * delta_uv1.y) * r;
|
||||
let bitangent = (delta_pos2 * delta_uv1.x - delta_pos1 * delta_uv2.x) * r;
|
||||
|
||||
// We'll use the same tangent/bitangent for each vertex in the triangle
|
||||
vertices[c[0] as usize].tangent =
|
||||
(tangent + cgmath::Vector3::from(vertices[c[0] as usize].tangent)).into();
|
||||
vertices[c[1] as usize].tangent =
|
||||
(tangent + cgmath::Vector3::from(vertices[c[1] as usize].tangent)).into();
|
||||
vertices[c[2] as usize].tangent =
|
||||
(tangent + cgmath::Vector3::from(vertices[c[2] as usize].tangent)).into();
|
||||
vertices[c[0] as usize].bitangent =
|
||||
(bitangent + cgmath::Vector3::from(vertices[c[0] as usize].bitangent)).into();
|
||||
vertices[c[1] as usize].bitangent =
|
||||
(bitangent + cgmath::Vector3::from(vertices[c[1] as usize].bitangent)).into();
|
||||
vertices[c[2] as usize].bitangent =
|
||||
(bitangent + cgmath::Vector3::from(vertices[c[2] as usize].bitangent)).into();
|
||||
|
||||
// Used to average the tangents/bitangents
|
||||
triangles_included[c[0] as usize] += 1;
|
||||
triangles_included[c[1] as usize] += 1;
|
||||
triangles_included[c[2] as usize] += 1;
|
||||
}
|
||||
|
||||
// Average the tangents/bitangents
|
||||
for (i, n) in triangles_included.into_iter().enumerate() {
|
||||
let denom = 1.0 / n as f32;
|
||||
let mut v = &mut vertices[i];
|
||||
v.tangent = (cgmath::Vector3::from(v.tangent) * denom).into();
|
||||
v.bitangent = (cgmath::Vector3::from(v.bitangent) * denom).into();
|
||||
}
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(&format!("{:?} Vertex Buffer", file_name)),
|
||||
contents: bytemuck::cast_slice(&vertices),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(&format!("{:?} Index Buffer", file_name)),
|
||||
contents: bytemuck::cast_slice(&m.mesh.indices),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
|
||||
model::Mesh {
|
||||
name: file_name.to_string(),
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_elements: m.mesh.indices.len() as u32,
|
||||
material: m.mesh.material_id.unwrap_or(0),
|
||||
}
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
Ok(model::Model { meshes, materials })
|
||||
}
|
Loading…
Reference in New Issue