14 breaking releases

0.15.0 Nov 27, 2024
0.13.0 Sep 18, 2024
0.11.0 Jul 19, 2024
0.7.0 Mar 15, 2024
0.2.0 Nov 22, 2023

#449 in Graphics APIs

Download history 181/week @ 2024-09-16 35/week @ 2024-09-23 33/week @ 2024-09-30 120/week @ 2024-10-28 6/week @ 2024-11-04 4/week @ 2024-11-18 132/week @ 2024-11-25 20/week @ 2024-12-02 21/week @ 2024-12-09

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MIT license

1MB
25K SLoC

xc3_wgpu

A Xenoblade Chronicles model rendering library using xc3_model and wgpu.


lib.rs:

xc3_wgpu

A Xenoblade Chronicles model rendering library.

Xenoblade 1 DE, Xenoblade 2, and Xenoblade 3 are all supported with Xenoblade 1 DE receiving the least testing.

Getting Started

The first step is to initialize an [Xc3Renderer]. This only needs to be done once since the renderer can be updated using methods as screen size and parameters change. The initial size should match the current window dimensions.

Models and maps are all loaded from the same [xc3_model] types. The shader database is optional but will improve rendering accuracy.

In each frame, render the [ModelGroup] using Xc3Renderer::render_models.

use xc3_wgpu::{MonolibShaderTextures, Renderer};
use xc3_model::shader_database::ShaderDatabase;

let monolib_shader = MonolibShaderTextures::from_file(&device, &queue, "monolib/shader");
let renderer = Renderer::new(&device, &queue, 1920, 1080, wgpu::TextureFormat::Bgra8Unorm, &monolib_shader);

let database = ShaderDatabase::from_file("xc3.bin")?;

let root = xc3_model::load_model("ch01011013.wimdo", Some(&database))?;
let groups = xc3_wgpu::load_model(&device, &queue, &[root], &monolib_shader);

let roots = xc3_model::load_map("ma59a.wismhd", Some(&database))?;
let groups = xc3_wgpu::load_map(&device, &queue, &roots, &monolib_shader);

Animation

Skeletal animations should use Models::update_bone_transforms and the Animation type from [xc3_model].

Dependencies

~29–60MB
~887K SLoC