library: render: mesh: load basic material from OBJ

This commit is contained in:
Antoine Martin 2020-03-26 23:16:06 +01:00 committed by Bruno BELANYI
parent 6ba0f328cd
commit fe5eee0172
2 changed files with 38 additions and 11 deletions

View file

@ -70,6 +70,25 @@ impl LinearColor {
LinearColor { r, g, b } LinearColor { r, g, b }
} }
/// Creates a new `Color` from a slice.
///
/// Panics if slice has less than 3 elements.
///
/// # Examples
///
/// ```
/// # use pathtracer::core::LinearColor;
/// #
/// let color = LinearColor::new(&[1.0, 0.0, 0.0]); // bright red!
/// ```
pub fn from_slice(s: &[f32]) -> Self {
LinearColor {
r: s[0],
g: s[1],
b: s[2],
}
}
#[must_use] #[must_use]
/// Clamps the color's RGB components between 0.0 and 1.0. /// Clamps the color's RGB components between 0.0 and 1.0.
/// ///

View file

@ -35,7 +35,7 @@ impl TryFrom<Wavefront> for Mesh {
fn try_from(wavefront: Wavefront) -> Result<Mesh, Self::Error> { fn try_from(wavefront: Wavefront) -> Result<Mesh, Self::Error> {
let mut shapes = Vec::new(); let mut shapes = Vec::new();
let (models, _materials) = load_obj(&wavefront.obj_file)?; let (models, materials) = load_obj(&wavefront.obj_file)?;
for model in models { for model in models {
let mesh = &model.mesh; let mesh = &model.mesh;
@ -78,16 +78,24 @@ impl TryFrom<Wavefront> for Mesh {
// FIXME: handle material // FIXME: handle material
let (material, texture): (MaterialEnum, TextureEnum) = let (material, texture): (MaterialEnum, TextureEnum) =
if let Some(_) = mesh.material_id { if let Some(mat_id) = mesh.material_id {
( let mesh_mat = &materials[mat_id];
UniformMaterial::new(LightProperties::new(
LinearColor::new(1.0, 0.0, 0.0), let diffuse = LinearColor::from_slice(&mesh_mat.ambient[..]);
LinearColor::new(0.0, 0.0, 0.0), let specular = LinearColor::from_slice(&mesh_mat.ambient[..]);
None,
)) let material = UniformMaterial::new(LightProperties::new(
.into(), diffuse.clone(),
UniformTexture::new(LinearColor::new(0.5, 0.5, 0.5)).into(), specular,
) // FIXME: material.dissolve is supposed to be "the alpha term"
// Needs translation to our ReflTransEnum
None,
));
// we only handle uniform textures
let texture = UniformTexture::new(diffuse);
(material.into(), texture.into())
} else { } else {
// FIXME: should we accept this, and use a default // FIXME: should we accept this, and use a default
// Material, or throw a LoadError // Material, or throw a LoadError