library: render: mesh: load basic material from OBJ
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@ -70,6 +70,25 @@ impl LinearColor {
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LinearColor { r, g, b }
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}
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/// Creates a new `Color` from a slice.
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///
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/// Panics if slice has less than 3 elements.
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///
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/// # Examples
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///
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/// ```
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/// # use pathtracer::core::LinearColor;
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/// #
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/// let color = LinearColor::new(&[1.0, 0.0, 0.0]); // bright red!
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/// ```
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pub fn from_slice(s: &[f32]) -> Self {
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LinearColor {
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r: s[0],
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g: s[1],
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b: s[2],
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}
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}
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#[must_use]
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/// Clamps the color's RGB components between 0.0 and 1.0.
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///
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@ -35,7 +35,7 @@ impl TryFrom<Wavefront> for Mesh {
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fn try_from(wavefront: Wavefront) -> Result<Mesh, Self::Error> {
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let mut shapes = Vec::new();
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let (models, _materials) = load_obj(&wavefront.obj_file)?;
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let (models, materials) = load_obj(&wavefront.obj_file)?;
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for model in models {
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let mesh = &model.mesh;
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@ -78,16 +78,24 @@ impl TryFrom<Wavefront> for Mesh {
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// FIXME: handle material
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let (material, texture): (MaterialEnum, TextureEnum) =
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if let Some(_) = mesh.material_id {
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(
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UniformMaterial::new(LightProperties::new(
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LinearColor::new(1.0, 0.0, 0.0),
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LinearColor::new(0.0, 0.0, 0.0),
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None,
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))
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.into(),
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UniformTexture::new(LinearColor::new(0.5, 0.5, 0.5)).into(),
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)
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if let Some(mat_id) = mesh.material_id {
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let mesh_mat = &materials[mat_id];
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let diffuse = LinearColor::from_slice(&mesh_mat.ambient[..]);
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let specular = LinearColor::from_slice(&mesh_mat.ambient[..]);
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let material = UniformMaterial::new(LightProperties::new(
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diffuse.clone(),
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specular,
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// FIXME: material.dissolve is supposed to be "the alpha term"
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// Needs translation to our ReflTransEnum
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None,
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));
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// we only handle uniform textures
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let texture = UniformTexture::new(diffuse);
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(material.into(), texture.into())
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} else {
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// FIXME: should we accept this, and use a default
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// Material, or throw a LoadError
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