Didn't end up adding GPU buffers, but I made the RenderableModel class.

This class clones all the data from iqm::Model that's needed to draw
a mesh / model safely, so I can draw it without unsafe. It can be
upgraded mostly in-place to use GPU buffers later on.
main
_ 2020-02-17 01:22:05 +00:00
parent c415e9ed80
commit 5def012e85
3 changed files with 133 additions and 67 deletions

View File

@ -227,8 +227,7 @@ fn main () {
let model_data = load_small_file ("pumpking.iqm", 1024 * 1024);
let model = Model::from_slice (&model_data [..]);
let pumpkin_verts = glezz::VertexBuffer::from_slice (model.get_vertex_slice (0));
let pumpkin_indexes = glezz::IndexBuffer::from_slice (model.get_index_slice (0));
let renderable_model = glezz::RenderableModel::from_iqm (&model);
let sky_data = load_small_file ("sky-sphere.iqm", 1024 * 1024);
let sky_model = Model::from_slice (&sky_data [..]);
@ -311,35 +310,18 @@ fn main () {
glezz::uniform_matrix_4fv (unis ["mvp"], &mvp_mat);
glezz::uniform_3fv (unis ["object_space_light"], &object_space_light);
// This stuff actually still is unsafe because it's reading
// right from RAM I can still access. Using a VBO here
// might actually make it easier to make it safe.
renderable_model.draw (&attrs, 0);
if false {
unsafe {
point_to_model (&attrs, &model);
gl::DrawElements (gl::TRIANGLES, (model.meshes [0].num_triangles * 3) as i32, gl::UNSIGNED_INT, &model.get_index_slice (0) [0] as *const u8 as *const c_void);
}
}
unsafe {
gl::BindBuffer (gl::ARRAY_BUFFER, 0);
gl::BindBuffer (gl::ELEMENT_ARRAY_BUFFER, 0);
}
if true {
glezz::uniform_3fv (unis ["albedo"], &green);
unsafe {
point_to_model (&attrs, &model);
gl::DrawElements (gl::TRIANGLES, (model.meshes [1].num_triangles * 3) as i32, gl::UNSIGNED_INT, &model.get_index_slice (1) [0] as *const u8 as *const c_void);
}
}
glezz::uniform_3fv (unis ["albedo"], &green);
renderable_model.draw (&attrs, 1);
let draw_sky = true;
if draw_sky {
unsafe {
gl::BindBuffer (gl::ARRAY_BUFFER, 0);
gl::BindBuffer (gl::ELEMENT_ARRAY_BUFFER, 0);
}
glezz::uniform_matrix_4fv (unis ["mvp"], &sky_mvp_mat);
glezz::uniform_3fv (unis ["albedo"], &white);
glezz::uniform_3fv (unis ["min_bright"], &white);

View File

@ -1,6 +1,6 @@
// Trivial wrappers around GLESv2 C functions that should be safe
use byteorder::{LittleEndian, ReadBytesExt};
use byteorder::{ByteOrder, LittleEndian, ReadBytesExt};
use glam::{Mat4, Vec3, Vec4};
use std::collections::*;
use std::convert::TryInto;
@ -69,41 +69,25 @@ pub fn uniform_matrix_4fv (uni: i32, m: &Mat4) {
}
}
// More abstract stuff
// More abstract things
unsafe fn vertex_attrib_pointer (id: Option <u32>, num_coords: i32, slice: &[u8]) {
const FALSE_U8: u8 = 0;
const FLOAT_SIZE: i32 = 4;
if let Some (id) = id {
gl::VertexAttribPointer (id, num_coords, gl::FLOAT, FALSE_U8, FLOAT_SIZE * num_coords, &slice [0] as *const u8 as *const c_void);
}
}
pub fn draw_model (
attrs: &HashMap <String, Option <u32>>,
model: &iqm::Model,
mesh_number: usize
) {
let index_slice: &[u8] = model.get_index_slice (mesh_number);
let num_indexes = model.meshes [mesh_number].num_triangles * 3;
unsafe {
vertex_attrib_pointer (attrs ["pos"], 3, model.get_vertex_slice (0));
vertex_attrib_pointer (attrs ["uv"], 2, model.get_vertex_slice (1));
vertex_attrib_pointer (attrs ["normal"], 3, model.get_vertex_slice (2));
gl::DrawElements (gl::TRIANGLES, (num_indexes) as i32, gl::UNSIGNED_INT, &index_slice [0] as *const u8 as *const c_void);
}
}
// Only contains f32 floats
pub struct VertexBuffer {
id: u32,
// Not bytes.
len: usize,
// Assuming arrays are packed, not interleaved
// Typically 3, or 2 for UV.
num_coords: i32,
}
impl VertexBuffer {
pub fn from_slice (slice: &[u8]) -> Self {
pub fn from_slice (slice: &[u8], num_coords: i32) -> Self {
const FLOAT_SIZE: usize = 4;
assert_eq! (slice.len () % (FLOAT_SIZE * (num_coords as usize)), 0);
let id = {
let mut id = 0;
unsafe {
@ -119,6 +103,7 @@ impl VertexBuffer {
Self {
id,
len: slice.len (),
num_coords,
}
}
@ -145,6 +130,7 @@ impl Drop for VertexBuffer {
pub struct IndexBuffer {
id: u32,
// Not bytes. Number of indexes.
len: usize,
min: u32,
max: u32,
@ -157,9 +143,11 @@ impl IndexBuffer {
let mut min = None;
let mut max = None;
assert_eq! (slice.len () % 4, 0);
const IDX_SIZE: usize = 4;
for _ in 0..slice.len () / 4 {
assert_eq! (slice.len () % IDX_SIZE, 0);
for _ in 0..slice.len () / IDX_SIZE {
let idx = rdr.read_u32::<LittleEndian> ().unwrap ();
min = match min {
@ -187,7 +175,7 @@ impl IndexBuffer {
Self {
id,
len: slice.len () / 4,
len: slice.len () / IDX_SIZE,
min: min.unwrap (),
max: max.unwrap (),
}
@ -214,4 +202,88 @@ impl Drop for IndexBuffer {
}
}
// Takes ownership of mesh stuff in an opaque way that's abstract
// from the IQM model. IQM is zero-copy, but this is not.
// Since it's opaque, I can drop in a VBO/IBO setup when I'm not lazy.
struct RenderableMesh {
first_triangle: usize,
num_triangles: i32,
}
pub struct RenderableModel {
pos: Vec <f32>,
uv: Vec <f32>,
normals: Vec <f32>,
indexes: Vec <u32>,
meshes: Vec <RenderableMesh>,
}
unsafe fn vertex_attrib_pointer (id: Option <u32>, num_coords: i32, slice: &[f32]) {
const FALSE_U8: u8 = 0;
const FLOAT_SIZE: i32 = 4;
if let Some (id) = id {
gl::VertexAttribPointer (id, num_coords, gl::FLOAT, FALSE_U8, FLOAT_SIZE * num_coords, &slice [0] as *const f32 as *const c_void);
}
}
impl RenderableModel {
pub fn from_iqm (model: &iqm::Model) -> RenderableModel {
let pos_bytes = model.get_vertex_slice (iqm::types::POSITION);
let mut pos_vec = vec! [0.0; pos_bytes.len () / 4];
LittleEndian::read_f32_into (pos_bytes, &mut pos_vec [..]);
let uv_bytes = model.get_vertex_slice (iqm::types::TEXCOORD);
let mut uv_vec = vec! [0.0; uv_bytes.len () / 4];
LittleEndian::read_f32_into (uv_bytes, &mut uv_vec [..]);
let normal_bytes = model.get_vertex_slice (iqm::types::NORMAL);
let mut normal_vec = vec! [0.0; normal_bytes.len () / 4];
LittleEndian::read_f32_into (normal_bytes, &mut normal_vec [..]);
let index_slice = model.get_all_indexes ();
const IDX_SIZE: usize = 4;
let mut indexes = vec! [0; index_slice.len () / IDX_SIZE];
LittleEndian::read_u32_into (index_slice, &mut indexes [..]);
let max_index: usize = (*indexes.iter ().max ().unwrap ()).try_into ().unwrap ();
assert! (max_index * 3 < pos_vec.len ());
assert! (max_index * 2 < uv_vec.len ());
assert! (max_index * 3 < normal_vec.len ());
let meshes = model.meshes.iter ()
.map (|mesh| RenderableMesh {
first_triangle: mesh.first_triangle.try_into ().unwrap (),
num_triangles: mesh.num_triangles.try_into ().unwrap (),
})
.collect ();
Self {
pos: pos_vec,
uv: uv_vec,
normals: normal_vec,
indexes: indexes,
meshes,
}
}
pub fn draw (&self, attrs: &HashMap <String, Option <u32>>, mesh_num: usize)
{
let mesh = &self.meshes [mesh_num];
unsafe {
vertex_attrib_pointer (attrs ["pos"], 3, &self.pos);
vertex_attrib_pointer (attrs ["uv"], 2, &self.uv);
vertex_attrib_pointer (attrs ["normal"], 3, &self.normals);
gl::DrawElements (gl::TRIANGLES, mesh.num_triangles * 3, gl::UNSIGNED_INT, &self.indexes [mesh.first_triangle * 3] as *const u32 as *const c_void);
}
}
}

View File

@ -36,15 +36,15 @@ mod consts {
pub const OFS_EXTENSIONS: usize = 26;
}
mod types {
pub const POSITION: u32 = 0;
pub const TEXCOORD: u32 = 1;
pub const NORMAL: u32 = 2;
pub const TANGENT: u32 = 3;
pub const BLENDINDEXES: u32 = 4;
pub const BLENDWEIGHTS: u32 = 5;
pub const COLOR: u32 = 6;
pub const CUSTOM: u32 = 0x10;
pub mod types {
pub const POSITION: usize = 0;
pub const TEXCOORD: usize = 1;
pub const NORMAL: usize = 2;
pub const TANGENT: usize = 3;
pub const BLENDINDEXES: usize = 4;
pub const BLENDWEIGHTS: usize = 5;
pub const COLOR: usize = 6;
pub const CUSTOM: usize = 0x10;
}
pub mod formats {
@ -255,4 +255,16 @@ impl <'a> Model <'a> {
&self.data [offset..offset + num_bytes]
}
pub fn get_all_indexes (&self) -> &[u8] {
let bytes_per_u32 = 4;
let indexes_per_tri = 3;
let stride = bytes_per_u32 * indexes_per_tri;
let offset: usize = self.header.fields [consts::OFS_TRIANGLES].try_into ().unwrap ();
let num_bytes: usize = (stride * self.header.fields [consts::NUM_TRIANGLES]).try_into ().unwrap ();
&self.data [offset..offset + num_bytes]
}
}