data structure rewrite, implement texture_loader

This commit is contained in:
2024-01-30 20:25:07 -08:00
parent 20bbb6924e
commit 93bc4dc0fb
5 changed files with 520 additions and 269 deletions

@ -1,4 +1,4 @@
use strafesnet_common::model::{Color4,TextureCoordinate,IndexedModel,IndexedPolygon,IndexedGroup,IndexedVertex};
use strafesnet_common::model::{Color4,TextureCoordinate,Mesh,IndexedGraphicsGroup,IndexedPhysicsGroup,IndexedVertex,PolygonGroupId,PolygonGroup,PolygonList,IndexedVertexList,PositionId,TextureCoordinateId,NormalId,ColorId,VertexId,RenderConfigId};
use strafesnet_common::integer::Planar64Vec3;
#[derive(Debug)]
@ -126,8 +126,8 @@ const CORNERWEDGE_DEFAULT_NORMALS:[Planar64Vec3;5]=[
Planar64Vec3::int( 0,-1, 0),//CornerWedge::Bottom
Planar64Vec3::int( 0, 0,-1),//CornerWedge::Front
];
pub fn unit_sphere()->crate::model::IndexedModel{
unit_cube()
pub fn unit_sphere(render:RenderConfigId)->Mesh{
unit_cube(render)
}
#[derive(Default)]
pub struct CubeFaceDescription([Option<FaceDescription>;6]);
@ -139,18 +139,19 @@ impl CubeFaceDescription{
self.0.into_iter().enumerate().filter_map(|v|v.1.map(|u|(v.0,u)))
}
}
pub fn unit_cube()->crate::model::IndexedModel{
pub fn unit_cube(render:RenderConfigId)->Mesh{
let mut t=CubeFaceDescription::default();
t.insert(CubeFace::Right,FaceDescription::default());
t.insert(CubeFace::Top,FaceDescription::default());
t.insert(CubeFace::Back,FaceDescription::default());
t.insert(CubeFace::Left,FaceDescription::default());
t.insert(CubeFace::Bottom,FaceDescription::default());
t.insert(CubeFace::Front,FaceDescription::default());
t.insert(CubeFace::Right,FaceDescription::new_with_render_id(render));
t.insert(CubeFace::Top,FaceDescription::new_with_render_id(render));
t.insert(CubeFace::Back,FaceDescription::new_with_render_id(render));
t.insert(CubeFace::Left,FaceDescription::new_with_render_id(render));
t.insert(CubeFace::Bottom,FaceDescription::new_with_render_id(render));
t.insert(CubeFace::Front,FaceDescription::new_with_render_id(render));
generate_partial_unit_cube(t)
}
pub fn unit_cylinder()->crate::model::IndexedModel{
unit_cube()
pub fn unit_cylinder(render:RenderConfigId)->Mesh{
//lmao
unit_cube(render)
}
#[derive(Default)]
pub struct WedgeFaceDescription([Option<FaceDescription>;5]);
@ -162,13 +163,13 @@ impl WedgeFaceDescription{
self.0.into_iter().enumerate().filter_map(|v|v.1.map(|u|(v.0,u)))
}
}
pub fn unit_wedge()->crate::model::IndexedModel{
pub fn unit_wedge(render:RenderConfigId)->Mesh{
let mut t=WedgeFaceDescription::default();
t.insert(WedgeFace::Right,FaceDescription::default());
t.insert(WedgeFace::TopFront,FaceDescription::default());
t.insert(WedgeFace::Back,FaceDescription::default());
t.insert(WedgeFace::Left,FaceDescription::default());
t.insert(WedgeFace::Bottom,FaceDescription::default());
t.insert(WedgeFace::Right,FaceDescription::new_with_render_id(render));
t.insert(WedgeFace::TopFront,FaceDescription::new_with_render_id(render));
t.insert(WedgeFace::Back,FaceDescription::new_with_render_id(render));
t.insert(WedgeFace::Left,FaceDescription::new_with_render_id(render));
t.insert(WedgeFace::Bottom,FaceDescription::new_with_render_id(render));
generate_partial_unit_wedge(t)
}
#[derive(Default)]
@ -181,26 +182,26 @@ impl CornerWedgeFaceDescription{
self.0.into_iter().enumerate().filter_map(|v|v.1.map(|u|(v.0,u)))
}
}
pub fn unit_cornerwedge()->crate::model::IndexedModel{
pub fn unit_cornerwedge(render:RenderConfigId)->Mesh{
let mut t=CornerWedgeFaceDescription::default();
t.insert(CornerWedgeFace::Right,FaceDescription::default());
t.insert(CornerWedgeFace::TopBack,FaceDescription::default());
t.insert(CornerWedgeFace::TopLeft,FaceDescription::default());
t.insert(CornerWedgeFace::Bottom,FaceDescription::default());
t.insert(CornerWedgeFace::Front,FaceDescription::default());
t.insert(CornerWedgeFace::Right,FaceDescription::new_with_render_id(render));
t.insert(CornerWedgeFace::TopBack,FaceDescription::new_with_render_id(render));
t.insert(CornerWedgeFace::TopLeft,FaceDescription::new_with_render_id(render));
t.insert(CornerWedgeFace::Bottom,FaceDescription::new_with_render_id(render));
t.insert(CornerWedgeFace::Front,FaceDescription::new_with_render_id(render));
generate_partial_unit_cornerwedge(t)
}
#[derive(Clone)]
pub struct FaceDescription{
pub texture:Option<u32>,
pub render:RenderConfigId,
pub transform:glam::Affine2,
pub color:Color4,
}
impl std::default::Default for FaceDescription{
fn default()->Self {
impl FaceDescription{
pub fn new_with_render_id(render:RenderConfigId)->Self {
Self{
texture:None,
render,
transform:glam::Affine2::IDENTITY,
color:Color4::new(1.0,1.0,1.0,0.0),//zero alpha to hide the default texture
}
@ -208,13 +209,15 @@ impl std::default::Default for FaceDescription{
}
//TODO: it's probably better to use a shared vertex buffer between all primitives and use indexed rendering instead of generating a unique vertex buffer for each primitive.
//implementation: put all roblox primitives into one model.groups <- this won't work but I forget why
pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate::model::IndexedModel{
pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->Mesh{
let mut generated_pos=Vec::new();
let mut generated_tex=Vec::new();
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
let mut groups=Vec::new();
let mut polygon_groups=Vec::new();
let mut graphics_groups=Vec::new();
let mut physics_groups=vec![IndexedPhysicsGroup::default()];
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face_id,face_description) in face_descriptions.pairs(){
@ -242,46 +245,50 @@ pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate:
let normal_index=generated_normal.len() as u32;
generated_normal.push(CUBE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:CUBE_DEFAULT_POLYS[face_id].map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:pos_index,
tex:tup[1]+4*transform_index,
normal:normal_index,
color:color_index,
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
vert_index as u32
}).to_vec(),
}],
let group_id=PolygonGroupId::new(polygon_groups.len() as u32);
polygon_groups.push(PolygonGroup::PolygonList(PolygonList::new(vec![
CUBE_DEFAULT_POLYS[face_id].map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:PositionId::new(pos_index),
tex:TextureCoordinateId::new(tup[1]+4*transform_index),
normal:NormalId::new(normal_index),
color:ColorId::new(color_index),
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
VertexId::new(vert_index as u32)
}).to_vec(),
])));
graphics_groups.push(IndexedGraphicsGroup{
render:face_description.render,
groups:vec![group_id],
});
physics_groups[0].groups.push(group_id);
}
IndexedModel{
Mesh{
unique_pos:generated_pos,
unique_tex:generated_tex,
unique_normal:generated_normal,
unique_color:generated_color,
unique_vertices:generated_vertices,
groups,
instances:Vec::new(),
polygon_groups,
graphics_groups,
physics_groups,
}
}
//don't think too hard about the copy paste because this is all going into the map tool eventually...
pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crate::model::IndexedModel{
let wedge_default_polys=vec![
pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->Mesh{
let wedge_default_polys=[
// right (1, 0, 0)
vec![
[6,2,0],//[vertex,tex,norm]
@ -321,7 +328,9 @@ pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crat
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
let mut groups=Vec::new();
let mut polygon_groups=Vec::new();
let mut graphics_groups=Vec::new();
let mut physics_groups=vec![IndexedPhysicsGroup::default()];
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face_id,face_description) in face_descriptions.pairs(){
@ -349,46 +358,50 @@ pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crat
let normal_index=generated_normal.len() as u32;
generated_normal.push(WEDGE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:wedge_default_polys[face_id].iter().map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:pos_index,
tex:tup[1]+4*transform_index,
normal:normal_index,
color:color_index,
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
vert_index as u32
}).collect(),
}],
let group_id=PolygonGroupId::new(polygon_groups.len() as u32);
polygon_groups.push(PolygonGroup::PolygonList(PolygonList::new(vec![
wedge_default_polys[face_id].iter().map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:PositionId::new(pos_index),
tex:TextureCoordinateId::new(tup[1]+4*transform_index),
normal:NormalId::new(normal_index),
color:ColorId::new(color_index),
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
VertexId::new(vert_index as u32)
}).collect()
])));
graphics_groups.push(IndexedGraphicsGroup{
render:face_description.render,
groups:vec![group_id],
});
physics_groups[0].groups.push(group_id);
}
IndexedModel{
Mesh{
unique_pos:generated_pos,
unique_tex:generated_tex,
unique_normal:generated_normal,
unique_color:generated_color,
unique_vertices:generated_vertices,
groups,
instances:Vec::new(),
polygon_groups,
graphics_groups,
physics_groups,
}
}
pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescription)->crate::model::IndexedModel{
let cornerwedge_default_polys=vec![
pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescription)->Mesh{
let cornerwedge_default_polys=[
// right (1, 0, 0)
vec![
[6,2,0],//[vertex,tex,norm]
@ -426,7 +439,9 @@ pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescri
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
let mut groups=Vec::new();
let mut polygon_groups=Vec::new();
let mut graphics_groups=Vec::new();
let mut physics_groups=vec![IndexedPhysicsGroup::default()];
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face_id,face_description) in face_descriptions.pairs(){
@ -454,40 +469,44 @@ pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescri
let normal_index=generated_normal.len() as u32;
generated_normal.push(CORNERWEDGE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:cornerwedge_default_polys[face_id].iter().map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:pos_index,
tex:tup[1]+4*transform_index,
normal:normal_index,
color:color_index,
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
vert_index as u32
}).collect(),
}],
let group_id=PolygonGroupId::new(polygon_groups.len() as u32);
polygon_groups.push(PolygonGroup::PolygonList(PolygonList::new(vec![
cornerwedge_default_polys[face_id].iter().map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:PositionId::new(pos_index),
tex:TextureCoordinateId::new(tup[1]+4*transform_index),
normal:NormalId::new(normal_index),
color:ColorId::new(color_index),
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
VertexId::new(vert_index as u32)
}).collect(),
])));
graphics_groups.push(IndexedGraphicsGroup{
render:face_description.render,
groups:vec![group_id],
});
physics_groups[0].groups.push(group_id);
}
IndexedModel{
Mesh{
unique_pos:generated_pos,
unique_tex:generated_tex,
unique_normal:generated_normal,
unique_color:generated_color,
unique_vertices:generated_vertices,
groups,
instances:Vec::new(),
polygon_groups,
graphics_groups,
physics_groups,
}
}