feat(render-core): add default UV scale and refactor UV mapping logic
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- Introduced a constant `DEFAULT_UV_SCALE` for UV scaling.
- Refactored UV mapping in `build_render_mesh` to use the new constant.
- Simplified `compute_bounds` functions by extracting common logic into `compute_bounds_impl`.

test(render-core): add tests for rendering with empty and multi-node models

- Added tests to verify behavior when building render meshes from models with no slots and multiple nodes.
- Ensured UV scaling is correctly applied in tests.

feat(render-demo): add FOV argument and improve error handling

- Added a `--fov` command-line argument to set the field of view.
- Enhanced error messages for texture resolution failures.
- Updated MVP computation to use the new FOV parameter.

fix(rsli): improve error handling in LZH decompression

- Added checks to prevent out-of-bounds access in LZH decoding logic.

refactor(texm): streamline texture parsing and decoding tests

- Created a helper function `build_texm_payload` for constructing test payloads.
- Added tests for various texture formats including RGB565, RGB556, ARGB4444, and Luminance Alpha.
- Improved error handling for invalid TEXM headers and mip bounds.
This commit is contained in:
2026-02-19 09:46:23 +00:00
parent 0d7ae6a017
commit efab61a45c
17 changed files with 800 additions and 299 deletions

View File

@@ -5,4 +5,6 @@ edition = "2021"
[dependencies]
msh-core = { path = "../msh-core" }
[dev-dependencies]
nres = { path = "../nres" }

View File

@@ -1,5 +1,7 @@
use msh_core::Model;
pub const DEFAULT_UV_SCALE: f32 = 1024.0;
#[derive(Clone, Debug)]
pub struct RenderVertex {
pub position: [f32; 3],
@@ -58,7 +60,12 @@ pub fn build_render_mesh(model: &Model, lod: usize, group: usize) -> RenderMesh
let uv = uv0
.and_then(|uvs| uvs.get(final_idx))
.copied()
.map(|packed| [packed[0] as f32 / 1024.0, packed[1] as f32 / 1024.0])
.map(|packed| {
[
packed[0] as f32 / DEFAULT_UV_SCALE,
packed[1] as f32 / DEFAULT_UV_SCALE,
]
})
.unwrap_or([0.0, 0.0]);
vertices.push(RenderVertex {
position: *pos,
@@ -76,38 +83,28 @@ pub fn build_render_mesh(model: &Model, lod: usize, group: usize) -> RenderMesh
}
pub fn compute_bounds(vertices: &[[f32; 3]]) -> Option<([f32; 3], [f32; 3])> {
let mut iter = vertices.iter();
let first = iter.next()?;
let mut min_v = *first;
let mut max_v = *first;
for v in iter {
for i in 0..3 {
if v[i] < min_v[i] {
min_v[i] = v[i];
}
if v[i] > max_v[i] {
max_v[i] = v[i];
}
}
}
Some((min_v, max_v))
compute_bounds_impl(vertices.iter().copied())
}
pub fn compute_bounds_for_mesh(vertices: &[RenderVertex]) -> Option<([f32; 3], [f32; 3])> {
let mut iter = vertices.iter();
let first = iter.next()?;
let mut min_v = first.position;
let mut max_v = first.position;
compute_bounds_impl(vertices.iter().map(|v| v.position))
}
for v in iter {
fn compute_bounds_impl<I>(mut positions: I) -> Option<([f32; 3], [f32; 3])>
where
I: Iterator<Item = [f32; 3]>,
{
let first = positions.next()?;
let mut min_v = first;
let mut max_v = first;
for pos in positions {
for i in 0..3 {
if v.position[i] < min_v[i] {
min_v[i] = v.position[i];
if pos[i] < min_v[i] {
min_v[i] = pos[i];
}
if v.position[i] > max_v[i] {
max_v[i] = v.position[i];
if pos[i] > max_v[i] {
max_v[i] = pos[i];
}
}
}

View File

@@ -129,3 +129,105 @@ fn compute_bounds_for_mesh_handles_empty_and_non_empty() {
assert_eq!(bounds.0, [-2.0, -1.0, 0.5]);
assert_eq!(bounds.1, [1.0, 5.0, 9.0]);
}
fn nodes_with_slot_refs(slot_ids: &[Option<u16>]) -> Vec<u8> {
let mut out = vec![0u8; slot_ids.len().saturating_mul(38)];
for (node_index, slot_id) in slot_ids.iter().copied().enumerate() {
let node_off = node_index * 38;
for i in 0..15 {
let off = node_off + 8 + i * 2;
out[off..off + 2].copy_from_slice(&u16::MAX.to_le_bytes());
}
if let Some(slot_id) = slot_id {
out[node_off + 8..node_off + 10].copy_from_slice(&slot_id.to_le_bytes());
}
}
out
}
fn slot(batch_start: u16, batch_count: u16) -> msh_core::Slot {
msh_core::Slot {
tri_start: 0,
tri_count: 0,
batch_start,
batch_count,
aabb_min: [0.0; 3],
aabb_max: [0.0; 3],
sphere_center: [0.0; 3],
sphere_radius: 0.0,
opaque: [0; 5],
}
}
fn batch(index_start: u32, index_count: u16, base_vertex: u32) -> msh_core::Batch {
msh_core::Batch {
batch_flags: 0,
material_index: 0,
opaque4: 0,
opaque6: 0,
index_count,
index_start,
opaque14: 0,
base_vertex,
}
}
#[test]
fn build_render_mesh_handles_empty_slot_model() {
let model = msh_core::Model {
node_stride: 38,
node_count: 1,
nodes_raw: nodes_with_slot_refs(&[None]),
slots: Vec::new(),
positions: vec![[0.0, 0.0, 0.0]],
normals: None,
uv0: None,
indices: Vec::new(),
batches: Vec::new(),
node_names: None,
};
let mesh = build_render_mesh(&model, 0, 0);
assert!(mesh.vertices.is_empty());
assert_eq!(mesh.batch_count, 0);
assert_eq!(mesh.triangle_count(), 0);
}
#[test]
fn build_render_mesh_supports_multi_node_and_uv_scaling() {
let model = msh_core::Model {
node_stride: 38,
node_count: 2,
nodes_raw: nodes_with_slot_refs(&[Some(0), Some(1)]),
slots: vec![slot(0, 1), slot(1, 1)],
positions: vec![
[0.0, 0.0, 0.0],
[1.0, 0.0, 0.0],
[0.0, 1.0, 0.0],
[2.0, 0.0, 0.0],
[3.0, 0.0, 0.0],
[2.0, 1.0, 0.0],
],
normals: None,
uv0: Some(vec![
[1024, -1024],
[512, 256],
[0, 0],
[1024, 1024],
[2048, 1024],
[1024, 0],
]),
indices: vec![0, 1, 2, 0, 1, 2],
batches: vec![batch(0, 3, 0), batch(3, 3, 3)],
node_names: None,
};
let mesh = build_render_mesh(&model, 0, 0);
assert_eq!(mesh.batch_count, 2);
assert_eq!(mesh.vertices.len(), 6);
assert_eq!(mesh.triangle_count(), 2);
assert_eq!(mesh.vertices[0].uv0, [1.0, -1.0]);
assert_eq!(mesh.vertices[1].uv0, [0.5, 0.25]);
assert_eq!(mesh.vertices[2].uv0, [0.0, 0.0]);
assert_eq!(mesh.vertices[3].uv0, [1.0, 1.0]);
}