forked from StrafesNET/strafe-client
plumb color everywhere
This commit is contained in:
parent
1cee3b52ac
commit
42ba757ec0
122
src/main.rs
122
src/main.rs
@ -10,6 +10,7 @@ struct Vertex {
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pos: [f32; 3],
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texture: [f32; 2],
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normal: [f32; 3],
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color: [f32; 4],
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}
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struct Entity {
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@ -17,14 +18,24 @@ struct Entity {
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index_buf: wgpu::Buffer,
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}
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struct ModelInstance {
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transform: glam::Mat4,
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color: glam::Vec4,
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}
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struct ModelData {
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transforms: Vec<glam::Mat4>,
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instances: Vec<ModelInstance>,
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vertices: Vec<Vertex>,
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entities: Vec<Vec<u16>>,
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}
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impl ModelData {
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const COLOR_FLOATS_WHITE: [f32;4] = [1.0,1.0,1.0,1.0];
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const COLOR_VEC4_WHITE: glam::Vec4 = glam::vec4(1.0,1.0,1.0,1.0);
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}
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struct ModelGraphics {
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transforms: Vec<glam::Mat4>,
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instances: Vec<ModelInstance>,
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vertex_buf: wgpu::Buffer,
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entities: Vec<Entity>,
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bind_group: wgpu::BindGroup,
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@ -171,7 +182,7 @@ impl GraphicsData {
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}
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fn generate_modeldatas_roblox<R: std::io::Read>(&self,input:R) -> Vec<ModelData>{
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let mut modeldatas=generate_modeldatas(self.handy_unit_cube.clone());
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let mut modeldatas=generate_modeldatas(self.handy_unit_cube.clone(),ModelData::COLOR_FLOATS_WHITE);
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match strafe_client::load_roblox::get_objects(input, "BasePart") {
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Ok(objects)=>{
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for object in objects.iter() {
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@ -179,30 +190,33 @@ impl GraphicsData {
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Some(rbx_dom_weak::types::Variant::CFrame(cf)),
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Some(rbx_dom_weak::types::Variant::Vector3(size)),
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Some(rbx_dom_weak::types::Variant::Float32(transparency)),
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Some(rbx_dom_weak::types::Variant::Color3uint8(color3)),
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) = (
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object.properties.get("CFrame"),
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object.properties.get("Size"),
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object.properties.get("Transparency"),
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object.properties.get("Color"),
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)
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{
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if *transparency==1.0 {
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continue;
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}
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modeldatas[0].transforms.push(
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glam::Mat4::from_translation(
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glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
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)
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* glam::Mat4::from_mat3(
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glam::Mat3::from_cols(
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glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
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glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
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glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
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modeldatas[0].instances.push(ModelInstance {
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transform:glam::Mat4::from_translation(
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glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
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)
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* glam::Mat4::from_mat3(
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glam::Mat3::from_cols(
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glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
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glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
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glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
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),
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)
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* glam::Mat4::from_scale(
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glam::Vec3::new(size.x,size.y,size.z)/2.0
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),
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)
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* glam::Mat4::from_scale(
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glam::Vec3::new(size.x,size.y,size.z)/2.0
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)
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)
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color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
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})
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}
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}
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},
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@ -214,7 +228,7 @@ impl GraphicsData {
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//drain the modeldata vec so entities can be /moved/ to models.entities
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self.models.reserve(modeldatas.len());
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for (i,modeldata) in modeldatas.drain(..).enumerate() {
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let model_uniforms = get_transform_uniform_data(&modeldata.transforms);
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let model_uniforms = get_instances_buffer_data(&modeldata.instances);
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let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(format!("ModelGraphics{}",i).as_str()),
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contents: bytemuck::cast_slice(&model_uniforms),
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@ -245,7 +259,7 @@ impl GraphicsData {
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});
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//all of these are being moved here
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self.models.push(ModelGraphics{
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transforms:modeldata.transforms,
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instances:modeldata.instances,
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vertex_buf,
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entities: modeldata.entities.iter().map(|indices|{
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let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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@ -265,17 +279,19 @@ impl GraphicsData {
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}
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}
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fn get_transform_uniform_data(transforms:&Vec<glam::Mat4>) -> Vec<f32> {
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let mut raw = Vec::with_capacity(4*4*transforms.len());
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for (i,t) in transforms.iter().enumerate(){
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let mut v = raw.split_off(4*4*i);
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raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(t)[..]);
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fn get_instances_buffer_data(instances:&Vec<ModelInstance>) -> Vec<f32> {
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const SIZE: usize=4*4+4;//let size=std::mem::size_of::<ModelInstance>();
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let mut raw = Vec::with_capacity(SIZE*instances.len());
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for (i,mi) in instances.iter().enumerate(){
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let mut v = raw.split_off(SIZE*i);
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raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
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raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color));
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raw.append(&mut v);
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}
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raw
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}
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fn generate_modeldatas(data:obj::ObjData) -> Vec<ModelData>{
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fn generate_modeldatas(data:obj::ObjData,color:[f32;4]) -> Vec<ModelData>{
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let mut modeldatas=Vec::new();
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let mut vertices = Vec::new();
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let mut vertex_index = std::collections::HashMap::<obj::IndexTuple,u16>::new();
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@ -297,6 +313,7 @@ fn generate_modeldatas(data:obj::ObjData) -> Vec<ModelData>{
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pos: data.position[vert.0],
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texture: data.texture[vert.1.unwrap()],
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normal: data.normal[vert.2.unwrap()],
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color,
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});
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vertex_index.insert(vert,i);
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indices.push(i);
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@ -307,7 +324,7 @@ fn generate_modeldatas(data:obj::ObjData) -> Vec<ModelData>{
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entities.push(indices);
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}
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modeldatas.push(ModelData {
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transforms: vec![],
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instances: Vec::new(),
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vertices:vertices.clone(),
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entities,
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});
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@ -408,21 +425,42 @@ impl strafe_client::framework::Example for GraphicsData {
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material_libs: Vec::new(),
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};
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let mut modeldatas = Vec::<ModelData>::new();
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modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap()));
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modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap()));
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modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap()));
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modeldatas.append(&mut generate_modeldatas(unit_cube.clone()));
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modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE));
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modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE));
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modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE));
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modeldatas.append(&mut generate_modeldatas(unit_cube.clone(),ModelData::COLOR_FLOATS_WHITE));
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println!("models.len = {:?}", modeldatas.len());
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modeldatas[0].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,0.,-10.)));
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modeldatas[0].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(10.,0.,-10.)),
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color:ModelData::COLOR_VEC4_WHITE,
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});
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//quad monkeys
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modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,5.,10.)));
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modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(20.,5.,10.)));
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modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,5.,20.)));
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modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(20.,5.,20.)));
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modeldatas[1].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(10.,5.,10.)),
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color:ModelData::COLOR_VEC4_WHITE,
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});
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modeldatas[1].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(20.,5.,10.)),
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color:glam::vec4(1.0,0.0,0.0,1.0),
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});
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modeldatas[1].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(10.,5.,20.)),
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color:glam::vec4(0.0,1.0,0.0,1.0),
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});
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modeldatas[1].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(20.,5.,20.)),
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color:glam::vec4(0.0,0.0,1.0,1.0),
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});
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//teapot
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modeldatas[2].transforms.push(glam::Mat4::from_translation(glam::vec3(-10.,5.,10.)));
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modeldatas[2].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(-10.,5.,10.)),
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color:ModelData::COLOR_VEC4_WHITE,
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});
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//ground
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modeldatas[3].transforms.push(glam::Mat4::from_translation(glam::vec3(0.,0.,0.))*glam::Mat4::from_scale(glam::vec3(160.0, 1.0, 160.0)));
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modeldatas[3].instances.push(ModelInstance{
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transform:glam::Mat4::from_translation(glam::vec3(0.,0.,0.))*glam::Mat4::from_scale(glam::vec3(160.0, 1.0, 160.0)),
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color:ModelData::COLOR_VEC4_WHITE,
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});
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let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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@ -545,8 +583,8 @@ impl strafe_client::framework::Example for GraphicsData {
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models: modeldatas.iter().map(|m|
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//make aabb and run vertices to get realistic bounds
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//this needs to be a function generate_model_physics
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m.transforms.iter().map(|t|
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strafe_client::body::ModelPhysics::new(*t)
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m.instances.iter().map(|t|
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strafe_client::body::ModelPhysics::new(t.transform)
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)
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).flatten().collect(),
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walk: strafe_client::body::WalkState::new(),
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@ -716,7 +754,7 @@ impl strafe_client::framework::Example for GraphicsData {
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3],
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attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3, 3 => Float32x4],
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}],
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},
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fragment: Some(wgpu::FragmentState {
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@ -936,7 +974,7 @@ impl strafe_client::framework::Example for GraphicsData {
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.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
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//This code only needs to run when the uniforms change
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for model in self.models.iter() {
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let model_uniforms = get_transform_uniform_data(&model.transforms);
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let model_uniforms = get_instances_buffer_data(&model.instances);
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self.staging_belt
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.write_buffer(
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&mut encoder,
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@ -985,7 +1023,7 @@ impl strafe_client::framework::Example for GraphicsData {
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for entity in model.entities.iter() {
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rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16);
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rpass.draw_indexed(0..entity.index_count, 0, 0..model.transforms.len() as u32);
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rpass.draw_indexed(0..entity.index_count, 0, 0..model.instances.len() as u32);
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}
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}
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@ -41,14 +41,17 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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return result;
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}
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struct ModelInstance{
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transform:mat4x4<f32>,
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//texture_transform:mat3x3<f32>,
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color:vec4<f32>,
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}
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//group 1 is the model
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@group(1)
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@binding(0)
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var<storage> entity_transforms: array<mat4x4<f32>>;
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//entity_texture_transforms: mat3x3<f32>;
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//how to do no texture?
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var<storage> model_instances: array<ModelInstance>;
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@group(1)
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@binding(1)
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var model_texture: texture_2d<f32>;
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@ -61,6 +64,7 @@ struct EntityOutputTexture {
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) view: vec3<f32>,
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@location(4) color: vec4<f32>,
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};
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@vertex
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fn vs_entity_texture(
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@ -68,11 +72,13 @@ fn vs_entity_texture(
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@location(0) pos: vec3<f32>,
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) color: vec4<f32>,
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) -> EntityOutputTexture {
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var position: vec4<f32> = entity_transforms[instance] * vec4<f32>(pos, 1.0);
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var position: vec4<f32> = model_instances[instance].transform * vec4<f32>(pos, 1.0);
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var result: EntityOutputTexture;
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result.normal = (entity_transforms[instance] * vec4<f32>(normal, 0.0)).xyz;
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result.texture=texture;//(entity_texture_transforms[instance] * vec3<f32>(texture, 1.0)).xy;
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result.normal = (model_instances[instance].transform * vec4<f32>(normal, 0.0)).xyz;
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result.texture=texture;//(model_instances[instance].texture_transform * vec3<f32>(texture, 1.0)).xy;
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result.color=model_instances[instance].color * color;
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result.view = position.xyz - camera.cam_pos.xyz;
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result.position = camera.proj * camera.view * position;
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return result;
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@ -98,7 +104,7 @@ fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
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let d = dot(normal, incident);
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let reflected = incident - 2.0 * d * normal;
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let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb;
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let fragment_color = textureSample(model_texture, model_sampler, vertex.texture)*vertex.color;
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let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
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return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,fragment_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
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return mix(vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color,1.0),fragment_color,1.0-pow(1.0-abs(d),2.0));
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}
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