new loading api

This commit is contained in:
Quaternions 2024-02-14 17:11:41 -08:00
parent b8283d921f
commit 45b2af405b
5 changed files with 272 additions and 149 deletions

2
Cargo.lock generated
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@ -354,7 +354,7 @@ dependencies = [
[[package]] [[package]]
name = "strafesnet_common" name = "strafesnet_common"
version = "0.1.0" version = "0.1.0"
source = "git+https://git.itzana.me/StrafesNET/common?rev=47cdea0c8a5d10a2440ca6270a975d560aa3642d#47cdea0c8a5d10a2440ca6270a975d560aa3642d" source = "git+https://git.itzana.me/StrafesNET/common?rev=093a54c527134ef7020a22a0f5778df8cba60228#093a54c527134ef7020a22a0f5778df8cba60228"
dependencies = [ dependencies = [
"glam", "glam",
"id", "id",

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@ -7,6 +7,6 @@ edition = "2021"
[dependencies] [dependencies]
glam = "0.25.0" glam = "0.25.0"
strafesnet_common = { git = "https://git.itzana.me/StrafesNET/common", rev = "47cdea0c8a5d10a2440ca6270a975d560aa3642d" } strafesnet_common = { git = "https://git.itzana.me/StrafesNET/common", rev = "093a54c527134ef7020a22a0f5778df8cba60228" }
vbsp = "0.5.0" vbsp = "0.5.0"
vmdl = "0.1.1" vmdl = "0.1.1"

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@ -4,31 +4,55 @@ const VALVE_SCALE:f32=1.0/16.0;
fn valve_transform(v:[f32;3])->integer::Planar64Vec3{ fn valve_transform(v:[f32;3])->integer::Planar64Vec3{
integer::Planar64Vec3::try_from([v[0]*VALVE_SCALE,v[2]*VALVE_SCALE,-v[1]*VALVE_SCALE]).unwrap() integer::Planar64Vec3::try_from([v[0]*VALVE_SCALE,v[2]*VALVE_SCALE,-v[1]*VALVE_SCALE]).unwrap()
} }
pub fn convert<AcquireTextureId,AcquireMeshId>( pub fn convert_bsp<AcquireRenderConfigId,AcquireMeshId>(
bsp:&vbsp::Bsp, bsp:&vbsp::Bsp,
mut acquire_texture_id:AcquireTextureId, acquire_render_config_id:&mut AcquireRenderConfigId,
mut acquire_mesh_id:AcquireMeshId mut acquire_mesh_id:AcquireMeshId
)->strafesnet_common::map::CompleteMap )->PartialMap1
where where
AcquireTextureId:FnMut(&str)->model::TextureId, AcquireRenderConfigId:FnMut(Option<&str>)->model::RenderConfigId,
AcquireMeshId:FnMut(&str)->model::MeshId, AcquireMeshId:FnMut(&str)->model::MeshId,
{ {
let mut unique_render_configs=Vec::new(); //figure out real attributes later
let mut unique_attributes=Vec::new(); let mut unique_attributes=Vec::new();
unique_attributes.push(gameplay_attributes::CollisionAttributes::contact_default()); unique_attributes.push(gameplay_attributes::CollisionAttributes::contact_default());
const TEMP_TOUCH_ME_ATTRIBUTE:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(0); const TEMP_TOUCH_ME_ATTRIBUTE:gameplay_attributes::CollisionAttributesId=gameplay_attributes::CollisionAttributesId::new(0);
let mut prop_mesh_count=0;
//declare all prop models to Loader //declare all prop models to Loader
for prop in bsp.static_props(){ let prop_models=bsp.static_props().map(|prop|{
acquire_mesh_id(prop.model()); //get or create mesh_id
let mesh_id=acquire_mesh_id(prop.model());
//not the most failsafe code but this is just for the map tool lmao
if prop_mesh_count==mesh_id.get(){
prop_mesh_count+=1;
};
let placement=prop.as_prop_placement();
model::Model{
mesh:mesh_id,
attributes:TEMP_TOUCH_ME_ATTRIBUTE,
transform:integer::Planar64Affine3::new(
integer::Planar64Mat3::try_from(
glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
//TODO: figure this out
*glam::Mat3A::from_quat(glam::Quat::from_xyzw(
placement.rotation.v.x,//b
placement.rotation.v.y,//c
placement.rotation.v.z,//d
placement.rotation.s,//a
))
).unwrap(),
valve_transform(<[f32;3]>::from(placement.origin)),
),
color:glam::Vec4::ONE,
} }
}).collect();
//TODO: make the main map one single mesh with a bunch of different physics groups and graphics groups //TODO: make the main map one single mesh with a bunch of different physics groups and graphics groups
//the generated MeshIds in here will collide with the Loader Mesh Ids //the generated MeshIds in here will collide with the Loader Mesh Ids
//but I can't think of a good workaround other than just remapping one later. //but I can't think of a good workaround other than just remapping one later.
let (meshes,models):(Vec<model::Mesh>,Vec<model::Model>)=bsp.models().enumerate().map(|(mesh_id,world_model)|{ let (world_meshes,world_models):(Vec<model::Mesh>,Vec<model::Model>)=bsp.models().enumerate().map(|(mesh_id,world_model)|{
let mesh_id=model::MeshId::new(mesh_id as u32); let mesh_id=model::MeshId::new(mesh_id as u32);
//non-deduplicated //non-deduplicated
let mut spam_pos=Vec::new(); let mut spam_pos=Vec::new();
@ -45,14 +69,9 @@ where
let texture_offset=glam::vec2(face_texture.texture_transforms_u[3],face_texture.texture_transforms_v[3]); let texture_offset=glam::vec2(face_texture.texture_transforms_u[3],face_texture.texture_transforms_v[3]);
let texture_size=glam::vec2(face_texture_data.width as f32,face_texture_data.height as f32); let texture_size=glam::vec2(face_texture_data.width as f32,face_texture_data.height as f32);
//texture //this automatically figures out what the texture is trying to do and creates
let texture_id=acquire_texture_id(face_texture_data.name()); //this is equivalent to a get_or_create pattern because there is a singular no-texture RenderId //a render config for it, and then returns the id to that render config
//so RenderId==TextureId let render_id=acquire_render_config_id(Some(face_texture_data.name()));
//not the most failsafe code but this is just for the map tool lmao
if unique_render_configs.len()==texture_id.get() as usize{
unique_render_configs.push(model::RenderConfig::texture(texture_id));
};
let render_id=model::RenderConfigId::new(texture_id.get());
//normal //normal
let normal=face.normal(); let normal=face.normal();
@ -111,36 +130,114 @@ where
) )
}).unzip(); }).unzip();
map::CompleteMap{ PartialMap1{
attributes:unique_attributes, attributes:unique_attributes,
meshes, world_meshes,
render_configs:unique_render_configs, prop_models,
models, world_models,
modes:strafesnet_common::gameplay_modes::Modes::new(Vec::new()), modes:strafesnet_common::gameplay_modes::Modes::new(Vec::new()),
} }
} }
/* //partially constructed map types
//call self.acquire_texture_id for each texture in the mesh pub struct PartialMap1{
//generate unique meshes attributes:Vec<strafesnet_common::gameplay_attributes::CollisionAttributes>,
let mut model_map=std::collections::HashMap::with_capacity(model_dedupe.len()); prop_models:Vec<model::Model>,
let mut prop_models=Vec::new(); world_meshes:Vec<model::Mesh>,
for model_name in model_dedupe{ world_models:Vec<model::Model>,
let model_name_lower=model_name.to_lowercase(); modes:strafesnet_common::gameplay_modes::Modes,
//.mdl, .vvd, .dx90.vtx }
let mut path=std::path::PathBuf::from(model_name_lower.as_str()); impl PartialMap1{
let file_name=std::path::PathBuf::from(path.file_stem().unwrap()); pub fn add_prop_meshes<AcquireRenderConfigId>(
path.pop(); self,
path.push(file_name); prop_meshes:impl IntoIterator<Item=(model::MeshId,crate::data::ModelData)>,
let mut vvd_path=path.clone(); acquire_render_config_id:&mut AcquireRenderConfigId,
let mut vtx_path=path.clone(); )->PartialMap2
vvd_path.set_extension("vvd"); where
vtx_path.set_extension("dx90.vtx"); AcquireRenderConfigId:FnMut(Option<&str>)->model::RenderConfigId,
match (bsp.pack.get(model_name_lower.as_str()),bsp.pack.get(vvd_path.as_os_str().to_str().unwrap()),bsp.pack.get(vtx_path.as_os_str().to_str().unwrap())){ {
(Ok(Some(mdl_file)),Ok(Some(vvd_file)),Ok(Some(vtx_file)))=>{ PartialMap2{
match (vmdl::mdl::Mdl::read(mdl_file.as_ref()),vmdl::vvd::Vvd::read(vvd_file.as_ref()),vmdl::vtx::Vtx::read(vtx_file.as_ref())){ attributes:self.attributes,
(Ok(mdl),Ok(vvd),Ok(vtx))=>{ prop_meshes:prop_meshes.into_iter().filter_map(|(mesh_id,model_data)|
let model=vmdl::Model::from_parts(mdl,vtx,vvd); //this will generate new render ids and texture ids
match convert_mesh(model_data,acquire_render_config_id){
Ok(mesh)=>Some((mesh_id,mesh)),
Err(e)=>{
println!("error converting mesh: {e}");
None
}
}
).collect(),
prop_models:self.prop_models,
world_meshes:self.world_meshes,
world_models:self.world_models,
modes:self.modes,
}
}
}
pub struct PartialMap2{
attributes:Vec<strafesnet_common::gameplay_attributes::CollisionAttributes>,
prop_meshes:Vec<(model::MeshId,model::Mesh)>,
prop_models:Vec<model::Model>,
world_meshes:Vec<model::Mesh>,
world_models:Vec<model::Model>,
modes:strafesnet_common::gameplay_modes::Modes,
}
impl PartialMap2{
pub fn add_render_configs_and_textures(
mut self,
render_configs:impl IntoIterator<Item=(model::RenderConfigId,model::RenderConfig)>,
textures:impl IntoIterator<Item=(model::TextureId,Vec<u8>)>,
)->map::CompleteMap{
//merge mesh and model lists, flatten and remap all ids
let mesh_id_offset=self.world_meshes.len();
println!("prop_meshes.len()={}",self.prop_meshes.len());
let (mut prop_meshes,prop_mesh_id_map):(Vec<model::Mesh>,std::collections::HashMap<model::MeshId,model::MeshId>)
=self.prop_meshes.into_iter().enumerate().map(|(new_mesh_id,(old_mesh_id,mesh))|{
(mesh,(old_mesh_id,model::MeshId::new((mesh_id_offset+new_mesh_id) as u32)))
}).unzip();
self.world_meshes.append(&mut prop_meshes);
//there is no modes or runtime behaviour with references to the model ids currently
//so just relentlessly cull them if the mesh is missing
self.world_models.extend(self.prop_models.into_iter().filter_map(|mut model|
prop_mesh_id_map.get(&model.mesh).map(|&new_mesh_id|{
model.mesh=new_mesh_id;
model
})
));
//let mut models=Vec::new();
let (textures,texture_id_map):(Vec<Vec<u8>>,std::collections::HashMap<model::TextureId,model::TextureId>)
=textures.into_iter()
//.filter_map(f) cull unused textures
.enumerate().map(|(new_texture_id,(old_texture_id,texture))|{
(texture,(old_texture_id,model::TextureId::new(new_texture_id as u32)))
}).unzip();
let render_configs=render_configs.into_iter().map(|(render_config_id,mut render_config)|{
//this may generate duplicate no-texture render configs but idc
render_config.texture=render_config.texture.and_then(|texture_id|
texture_id_map.get(&texture_id).copied()
);
render_config
}).collect();
map::CompleteMap{
modes:self.modes,
attributes:self.attributes,
meshes:self.world_meshes,
models:self.world_models,
textures,
render_configs,
}
}
}
fn convert_mesh<AcquireRenderConfigId>(
model_data:crate::data::ModelData,
acquire_render_config_id:&mut AcquireRenderConfigId,
)->Result<model::Mesh,vmdl::ModelError>
where
AcquireRenderConfigId:FnMut(Option<&str>)->model::RenderConfigId,
{
let model=model_data.read_model()?;
let texture_paths=model.texture_directories(); let texture_paths=model.texture_directories();
if texture_paths.len()!=1{ if texture_paths.len()!=1{
println!("WARNING: multiple texture paths"); println!("WARNING: multiple texture paths");
@ -162,82 +259,47 @@ where
color:model::ColorId::new(0), color:model::ColorId::new(0),
}); });
} }
let mut graphics_groups=Vec::new();
let mut physics_groups=Vec::new();
let polygon_groups=model.meshes().enumerate().map(|(polygon_group_id,mesh)|{
let polygon_group_id=model::PolygonGroupId::new(polygon_group_id as u32);
let model_id=prop_models.len(); let render_id=if let (Some(texture_path),Some(texture_name))=(texture_paths.get(0),skin.texture(mesh.material_index())){
model_map.insert(model_name,model_id); let mut path=std::path::PathBuf::from(texture_path.as_str());
prop_models.push(model::Mesh{ path.push(texture_name);
acquire_render_config_id(path.as_os_str().to_str())
}else{
acquire_render_config_id(None)
};
graphics_groups.push(model::IndexedGraphicsGroup{
render:render_id,
groups:vec![polygon_group_id],
});
physics_groups.push(model::IndexedPhysicsGroup{
groups:vec![polygon_group_id],
});
model::PolygonGroup::PolygonList(model::PolygonList::new(
//looking at the code, it would seem that the strips are pre-deindexed into triangle lists when calling this function
mesh.vertex_strip_indices().flat_map(|mut strip|
std::iter::from_fn(move||{
match (strip.next(),strip.next(),strip.next()){
(Some(v1),Some(v2),Some(v3))=>Some([v1,v2,v3].map(|vertex_id|model::VertexId::new(vertex_id as u32)).to_vec()),
//ignore extra vertices, not sure what to do in this case, failing the whole conversion could be appropriate
_=>None,
}
})
).collect()
))
}).collect();
Ok(model::Mesh{
unique_pos:spam_pos, unique_pos:spam_pos,
unique_normal:spam_normal, unique_normal:spam_normal,
unique_tex:spam_tex, unique_tex:spam_tex,
unique_color:vec![glam::Vec4::ONE], unique_color:vec![glam::Vec4::ONE],
unique_vertices:spam_vertices, unique_vertices:spam_vertices,
groups:model.meshes().map(|mesh|{ polygon_groups,
let texture=if let (Some(texture_path),Some(texture_name))=(texture_paths.get(0),skin.texture(mesh.material_index())){ graphics_groups,
let mut path=std::path::PathBuf::from(texture_path.as_str()); physics_groups,
path.push(texture_name); })
let texture_location=path.as_os_str().to_str().unwrap();
let texture_id=if let Some(&texture_id)=texture_id_from_name.get(texture_location){
texture_id
}else{
println!("texture! {}",texture_location);
let texture_id=name_from_texture_id.len() as u32;
texture_id_from_name.insert(texture_location.to_string(),texture_id);
name_from_texture_id.push(texture_location.to_string());
texture_id
};
Some(texture_id)
}else{
None
};
model::IndexedGroup{
texture,
polys:{
//looking at the code, it would seem that the strips are pre-deindexed into triangle lists when calling this function
mesh.vertex_strip_indices().map(|strip|{
strip.collect::<Vec<usize>>().chunks(3).map(|tri|{
model::IndexedPolygon{vertices:vec![tri[0] as u32,tri[1] as u32,tri[2] as u32]}
}).collect::<Vec<model::IndexedPolygon>>()
}).flatten().collect()
},
} }
}).collect(),
instances:Vec::new(),
});
},
_=>println!("model_name={} error",model_name),
}
},
_=>println!("no model name={}",model_name),
}
}
//generate model instances
for prop in bsp.static_props(){
let placement=prop.as_prop_placement();
if let Some(&model_index)=model_map.get(placement.model){
prop_models[model_index].instances.push(model::ModelInstance{
transform:integer::Planar64Affine3::new(
integer::Planar64Mat3::try_from(
glam::Mat3A::from_diagonal(glam::Vec3::splat(placement.scale))
//TODO: figure this out
*glam::Mat3A::from_quat(glam::Quat::from_xyzw(
placement.rotation.v.x,//b
placement.rotation.v.y,//c
placement.rotation.v.z,//d
placement.rotation.s,//a
))
).unwrap(),
valve_transform(<[f32;3]>::from(placement.origin)),
),
attributes:model::CollisionAttributes::Decoration,
..Default::default()
});
}else{
//println!("model not found {}",placement.model);
}
}
//actually add the prop models
prop_models.append(&mut models);
*/

60
src/data.rs Normal file
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@ -0,0 +1,60 @@
pub struct Bsp(vbsp::Bsp);
impl Bsp{
pub const fn new(value:vbsp::Bsp)->Self{
Self(value)
}
}
impl AsRef<vbsp::Bsp> for Bsp{
fn as_ref(&self)->&vbsp::Bsp{
&self.0
}
}
pub struct MdlData(Vec<u8>);
impl MdlData{
pub const fn new(value:Vec<u8>)->Self{
Self(value)
}
}
impl AsRef<[u8]> for MdlData{
fn as_ref(&self)->&[u8]{
self.0.as_ref()
}
}
pub struct VtxData(Vec<u8>);
impl VtxData{
pub const fn new(value:Vec<u8>)->Self{
Self(value)
}
}
impl AsRef<[u8]> for VtxData{
fn as_ref(&self)->&[u8]{
self.0.as_ref()
}
}
pub struct VvdData(Vec<u8>);
impl VvdData{
pub const fn new(value:Vec<u8>)->Self{
Self(value)
}
}
impl AsRef<[u8]> for VvdData{
fn as_ref(&self)->&[u8]{
self.0.as_ref()
}
}
pub struct ModelData{
pub mdl:MdlData,
pub vtx:VtxData,
pub vvd:VvdData,
}
impl ModelData{
pub fn read_model(&self)->Result<vmdl::Model,vmdl::ModelError>{
Ok(vmdl::Model::from_parts(
vmdl::mdl::Mdl::read(self.mdl.as_ref())?,
vmdl::vtx::Vtx::read(self.vtx.as_ref())?,
vmdl::vvd::Vvd::read(self.vvd.as_ref())?,
))
}
}

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@ -1,6 +1,7 @@
mod bsp; mod bsp;
pub mod data;
pub struct Bsp(vbsp::Bsp); pub use data::Bsp;
#[derive(Debug)] #[derive(Debug)]
pub enum ReadError{ pub enum ReadError{
@ -20,17 +21,17 @@ pub fn read<R:std::io::Read>(mut input:R)->Result<Bsp,ReadError>{
//TODO: mmap //TODO: mmap
input.read_to_end(&mut s).map_err(ReadError::Io)?; input.read_to_end(&mut s).map_err(ReadError::Io)?;
vbsp::Bsp::read(s.as_slice()).map(Bsp).map_err(ReadError::Bsp) vbsp::Bsp::read(s.as_slice()).map(Bsp::new).map_err(ReadError::Bsp)
} }
pub fn convert<AcquireTextureId,AcquireMeshId>( pub fn convert<AcquireRenderConfigId,AcquireMeshId>(
bsp:&Bsp, bsp:&Bsp,
acquire_texture_id:AcquireTextureId, acquire_render_config_id:&mut AcquireRenderConfigId,
acquire_mesh_id:AcquireMeshId acquire_mesh_id:AcquireMeshId
)->strafesnet_common::map::CompleteMap )->bsp::PartialMap1
where where
AcquireTextureId:FnMut(&str)->strafesnet_common::model::TextureId, AcquireRenderConfigId:FnMut(Option<&str>)->strafesnet_common::model::RenderConfigId,
AcquireMeshId:FnMut(&str)->strafesnet_common::model::MeshId, AcquireMeshId:FnMut(&str)->strafesnet_common::model::MeshId,
{ {
bsp::convert(&bsp.0,acquire_texture_id,acquire_mesh_id) bsp::convert_bsp(bsp.as_ref(),acquire_render_config_id,acquire_mesh_id)
} }