bsp_loader: rewrite world models to use mesh builder
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d504b82441
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@ -7,6 +7,31 @@ use strafesnet_deferred_loader::texture::{RenderConfigs,Texture};
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use crate::valve_transform;
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fn ingest_vertex(
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mb:&mut model::MeshBuilder,
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world_position:vbsp::Vector,
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texture_transform_u:glam::Vec4,
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texture_transform_v:glam::Vec4,
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normal:model::NormalId,
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color:model::ColorId,
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)->model::VertexId{
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//world_model.origin seems to always be 0,0,0
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let vertex_xyz=world_position.into();
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let pos=mb.acquire_pos_id(valve_transform(vertex_xyz));
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//calculate texture coordinates
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let pos_4d=glam::Vec3::from_array(vertex_xyz).extend(1.0);
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let tex=glam::vec2(texture_transform_u.dot(pos_4d),texture_transform_v.dot(pos_4d));
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let tex=mb.acquire_tex_id(tex);
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mb.acquire_vertex_id(model::IndexedVertex{
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pos,
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tex,
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normal,
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color,
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})
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}
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pub fn convert<'a>(
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bsp:&'a crate::Bsp,
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render_config_deferred_loader:&mut RenderConfigDeferredLoader<Cow<'a,str>>,
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@ -48,11 +73,9 @@ pub fn convert<'a>(
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//the generated MeshIds in here will collide with the Loader Mesh Ids
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//but I can't think of a good workaround other than just remapping one later.
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let world_meshes:Vec<model::Mesh>=bsp.models().map(|world_model|{
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//non-deduplicated
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let mut spam_pos=Vec::new();
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let mut spam_tex=Vec::new();
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let mut spam_normal=Vec::new();
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let mut spam_vertices=Vec::new();
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let mut mb=model::MeshBuilder::new();
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let color=mb.acquire_color_id(glam::Vec4::ONE);
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let mut graphics_groups=Vec::new();
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let mut physics_group=model::IndexedPhysicsGroup::default();
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let polygon_groups=world_model.faces().enumerate().map(|(polygon_group_id,face)|{
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@ -68,36 +91,20 @@ pub fn convert<'a>(
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let render_id=render_config_deferred_loader.acquire_render_config_id(Some(Cow::Borrowed(face_texture_data.name())));
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//normal
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let normal=face.normal();
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let normal_idx=spam_normal.len() as u32;
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spam_normal.push(valve_transform(normal.into()));
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let mut polygon_iter=face.vertex_positions().map(|vertex_position|{
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//world_model.origin seems to always be 0,0,0
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let vertex_xyz=(world_model.origin+vertex_position).into();
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let pos_idx=spam_pos.len();
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spam_pos.push(valve_transform(vertex_xyz));
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//calculate texture coordinates
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let pos=glam::Vec3::from_array(vertex_xyz).extend(1.0);
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let tex=glam::vec2(texture_transform_u.dot(pos),texture_transform_v.dot(pos));
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let tex_idx=spam_tex.len() as u32;
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spam_tex.push(tex);
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let vertex_id=model::VertexId::new(spam_vertices.len() as u32);
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spam_vertices.push(model::IndexedVertex{
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pos:model::PositionId::new(pos_idx as u32),
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tex:model::TextureCoordinateId::new(tex_idx as u32),
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normal:model::NormalId::new(normal_idx),
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color:model::ColorId::new(0),
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});
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vertex_id
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});
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let normal=mb.acquire_normal_id(valve_transform(face.normal().into()));
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let mut polygon_iter=face.vertex_positions().map(|vertex_position|
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world_model.origin+vertex_position
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);
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let polygon_list=std::iter::from_fn(move||{
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match (polygon_iter.next(),polygon_iter.next(),polygon_iter.next()){
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(Some(v1),Some(v2),Some(v3))=>Some(vec![v1,v2,v3]),
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(Some(v1),Some(v2),Some(v3))=>Some([v1,v2,v3]),
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//ignore extra vertices, not sure what to do in this case, failing the whole conversion could be appropriate
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_=>None,
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}
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}).map(|triplet|{
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triplet.map(|world_position|
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ingest_vertex(&mut mb,world_position,texture_transform_u,texture_transform_v,normal,color)
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).to_vec()
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}).collect();
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if face.is_visible(){
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//TODO: deduplicate graphics groups by render id
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@ -109,16 +116,8 @@ pub fn convert<'a>(
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physics_group.groups.push(polygon_group_id);
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model::PolygonGroup::PolygonList(model::PolygonList::new(polygon_list))
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}).collect();
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model::Mesh{
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unique_pos:spam_pos,
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unique_tex:spam_tex,
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unique_normal:spam_normal,
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unique_color:vec![glam::Vec4::ONE],
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unique_vertices:spam_vertices,
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polygon_groups,
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graphics_groups,
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physics_groups:vec![physics_group],
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}
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mb.build(polygon_groups,graphics_groups,vec![physics_group])
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}).collect();
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let world_models:Vec<model::Model>=
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