18 breaking releases
0.19.0 | Apr 3, 2025 |
---|---|
0.18.0 | Mar 6, 2025 |
0.17.0 | Jan 28, 2025 |
0.15.0 | Nov 27, 2024 |
0.2.0 | Nov 22, 2023 |
#634 in Graphics APIs
84 downloads per month
1.5MB
29K
SLoC
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 [Renderer]. 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 Renderer::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 ModelGroup::update_bone_transforms and the Animation type from [xc3_model].
xc3_wgpu
A Xenoblade Chronicles model rendering library using xc3_model and wgpu.
Dependencies
~32–65MB
~896K SLoC