Refactor obj loading
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parent
b108e7f80f
commit
c94f7b4bdc
105
src/main.rs
105
src/main.rs
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@ -8,89 +8,16 @@ mod camera;
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mod commands;
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mod handle;
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mod mesh;
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mod model;
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mod pool;
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mod renderer;
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mod scene;
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use camera::*;
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use handle::*;
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use mesh::*;
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use pool::*;
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use renderer::*;
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use model::*;
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use renderer::Renderer;
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use scene::*;
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fn load_model(ren: &mut Renderer) -> (MeshHandle, MaterialHandle) {
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use tobj::*;
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let model_data = include_bytes!("assets/viking_room/model.obj").to_vec();
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let model_data = &mut model_data.as_slice();
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let load_options = LoadOptions {
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triangulate: true,
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single_index: true,
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..Default::default()
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};
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let (models, _mats) = load_obj_buf(model_data, &load_options, |_| unimplemented!()).unwrap();
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let mut vertices = Vec::new();
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let mut indices = Vec::new();
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let m = models.first().unwrap();
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let index_base = vertices.len() as u32;
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for i in 0..m.mesh.positions.len() / 3 {
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let t = i * 3;
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vertices.push(Vertex {
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position: [
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m.mesh.positions[t],
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m.mesh.positions[t + 2],
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-m.mesh.positions[t + 1],
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],
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normal: [
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m.mesh.normals[t],
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m.mesh.normals[t + 2],
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-m.mesh.normals[t + 1],
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],
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tex_coords: [m.mesh.texcoords[i * 2], 1.0 - m.mesh.texcoords[i * 2 + 1]],
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});
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}
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indices.extend(m.mesh.indices.iter().map(|i| i + index_base));
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let mesh_data = MeshData { vertices, indices };
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let mesh_handle = ren.mesh_pool.allocate(&ren.device, &mesh_data);
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let albedo_data = include_bytes!("assets/viking_room/albedo.png");
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let albedo = image::load_from_memory(albedo_data).unwrap();
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use image::GenericImageView;
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let dimensions = albedo.dimensions();
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let albedo_rgb = albedo.as_rgb8().unwrap().to_vec();
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let mut albedo_rgba = Vec::<u8>::new();
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for rgb in albedo_rgb.chunks(3) {
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albedo_rgba.extend_from_slice(rgb);
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albedo_rgba.push(0xff);
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}
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let albedo_data = TextureData {
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width: dimensions.0,
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height: dimensions.1,
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data: albedo_rgba,
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};
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let albedo = ren
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.texture_pool
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.allocate(&ren.device, &ren.queue, &albedo_data);
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let material_data = MaterialData { albedo };
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let material_handle =
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ren.material_pool
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.allocate(&ren.device, &ren.texture_pool, &material_data);
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(mesh_handle, material_handle)
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}
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trait WorldState {
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fn update(&mut self);
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fn render(&self) -> Vec<MeshInstance>;
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@ -102,17 +29,13 @@ struct Grid {
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impl Grid {
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fn new(ren: &mut Renderer) -> Self {
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let (mesh, material) = load_model(ren);
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let model = ObjModel::load(ren);
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let mut meshes = Vec::new();
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for x in -5..5 {
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for y in -5..5 {
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let translation = glam::Vec3::new(x as f32, 0.0, y as f32) * 3.0;
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let transform = glam::Mat4::from_translation(translation);
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meshes.push(MeshInstance {
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mesh,
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material,
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transform,
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});
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model.draw(&mut meshes, transform);
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}
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}
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@ -138,14 +61,13 @@ struct Planet {
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struct Planets {
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start: std::time::Instant,
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planets: Vec<Planet>,
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mesh: MeshHandle,
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material: MaterialHandle,
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model: ObjModel,
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}
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impl Planets {
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fn new(ren: &mut Renderer) -> Self {
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let start = std::time::Instant::now();
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let (mesh, material) = load_model(ren);
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let model = ObjModel::load(ren);
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let mut planets = Vec::new();
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for i in 0..10 {
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@ -161,8 +83,7 @@ impl Planets {
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Self {
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start,
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planets,
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mesh,
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material,
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model,
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}
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}
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}
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@ -179,11 +100,7 @@ impl WorldState for Planets {
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let translation = glam::Mat4::from_translation(translation);
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let theta = planet.speed * elapsed + planet.offset;
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let rotation = glam::Mat4::from_rotation_y(theta);
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meshes.push(MeshInstance {
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mesh: self.mesh,
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material: self.material,
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transform: rotation * translation,
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});
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self.model.draw(&mut meshes, rotation * translation);
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}
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meshes
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@ -234,8 +151,8 @@ fn main() {
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let mut camera = Flycam::new(10.0, 0.002);
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let mut is_grabbed = false;
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let mut ren = pollster::block_on(make_window_renderer(&window));
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// let mut state: Box<dyn WorldState> = Box::new(Planets::new(&mut ren));
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let mut state: Box<dyn WorldState> = Box::new(Grid::new(&mut ren));
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let mut state: Box<dyn WorldState> = Box::new(Planets::new(&mut ren));
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// let mut state: Box<dyn WorldState> = Box::new(Grid::new(&mut ren));
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let lights = vec![
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PointLight {
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@ -0,0 +1,96 @@
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use crate::handle::*;
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use crate::mesh::*;
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use crate::pool::{MaterialData, TextureData};
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use crate::renderer::Renderer;
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use crate::scene::MeshInstance;
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pub struct ObjModel {
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pub mesh_handle: MeshHandle,
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pub material_handle: MaterialHandle,
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}
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impl ObjModel {
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pub fn load(ren: &mut Renderer) -> Self {
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use tobj::*;
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let model_data = include_bytes!("assets/viking_room/model.obj").to_vec();
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let model_data = &mut model_data.as_slice();
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let load_options = LoadOptions {
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triangulate: true,
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single_index: true,
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..Default::default()
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};
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let (models, _mats) =
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load_obj_buf(model_data, &load_options, |_| unimplemented!()).unwrap();
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let mut vertices = Vec::new();
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let mut indices = Vec::new();
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let m = models.first().unwrap();
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let index_base = vertices.len() as u32;
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for i in 0..m.mesh.positions.len() / 3 {
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let t = i * 3;
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vertices.push(Vertex {
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position: [
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m.mesh.positions[t],
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m.mesh.positions[t + 2],
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-m.mesh.positions[t + 1],
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],
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normal: [
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m.mesh.normals[t],
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m.mesh.normals[t + 2],
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-m.mesh.normals[t + 1],
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],
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tex_coords: [m.mesh.texcoords[i * 2], 1.0 - m.mesh.texcoords[i * 2 + 1]],
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});
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}
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indices.extend(m.mesh.indices.iter().map(|i| i + index_base));
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let mesh_data = MeshData { vertices, indices };
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let mesh_handle = ren.mesh_pool.allocate(&ren.device, &mesh_data);
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let albedo_data = include_bytes!("assets/viking_room/albedo.png");
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let albedo = image::load_from_memory(albedo_data).unwrap();
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use image::GenericImageView;
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let dimensions = albedo.dimensions();
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let albedo_rgb = albedo.as_rgb8().unwrap().to_vec();
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let mut albedo_rgba = Vec::<u8>::new();
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for rgb in albedo_rgb.chunks(3) {
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albedo_rgba.extend_from_slice(rgb);
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albedo_rgba.push(0xff);
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}
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let albedo_data = TextureData {
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width: dimensions.0,
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height: dimensions.1,
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data: albedo_rgba,
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};
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let albedo = ren
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.texture_pool
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.allocate(&ren.device, &ren.queue, &albedo_data);
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let material_data = MaterialData { albedo };
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let material_handle =
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ren.material_pool
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.allocate(&ren.device, &ren.texture_pool, &material_data);
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Self {
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mesh_handle,
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material_handle,
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}
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}
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pub fn draw(&self, meshes: &mut Vec<MeshInstance>, transform: glam::Mat4) {
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meshes.push(MeshInstance {
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mesh: self.mesh_handle,
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material: self.material_handle,
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transform,
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});
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}
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}
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