diff --git a/src/main.rs b/src/main.rs index 6dc4c84..79274dc 100644 --- a/src/main.rs +++ b/src/main.rs @@ -10,6 +10,7 @@ struct Vertex { pos: [f32; 3], texture: [f32; 2], normal: [f32; 3], + color: [f32; 4], } struct Entity { @@ -17,14 +18,24 @@ struct Entity { index_buf: wgpu::Buffer, } +struct ModelInstance { + transform: glam::Mat4, + color: glam::Vec4, +} + struct ModelData { - transforms: Vec, + instances: Vec, vertices: Vec, entities: Vec>, } +impl ModelData { + const COLOR_FLOATS_WHITE: [f32;4] = [1.0,1.0,1.0,1.0]; + const COLOR_VEC4_WHITE: glam::Vec4 = glam::vec4(1.0,1.0,1.0,1.0); +} + struct ModelGraphics { - transforms: Vec, + instances: Vec, vertex_buf: wgpu::Buffer, entities: Vec, bind_group: wgpu::BindGroup, @@ -171,7 +182,7 @@ impl GraphicsData { } fn generate_modeldatas_roblox(&self,input:R) -> Vec{ - let mut modeldatas=generate_modeldatas(self.handy_unit_cube.clone()); + let mut modeldatas=generate_modeldatas(self.handy_unit_cube.clone(),ModelData::COLOR_FLOATS_WHITE); match strafe_client::load_roblox::get_objects(input, "BasePart") { Ok(objects)=>{ for object in objects.iter() { @@ -179,30 +190,33 @@ impl GraphicsData { Some(rbx_dom_weak::types::Variant::CFrame(cf)), Some(rbx_dom_weak::types::Variant::Vector3(size)), Some(rbx_dom_weak::types::Variant::Float32(transparency)), + Some(rbx_dom_weak::types::Variant::Color3uint8(color3)), ) = ( object.properties.get("CFrame"), object.properties.get("Size"), object.properties.get("Transparency"), + object.properties.get("Color"), ) { if *transparency==1.0 { continue; } - modeldatas[0].transforms.push( - glam::Mat4::from_translation( - glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z) - ) - * glam::Mat4::from_mat3( - glam::Mat3::from_cols( - glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x), - glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y), - glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z), + modeldatas[0].instances.push(ModelInstance { + transform:glam::Mat4::from_translation( + glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z) + ) + * glam::Mat4::from_mat3( + glam::Mat3::from_cols( + glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x), + glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y), + glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z), + ), + ) + * glam::Mat4::from_scale( + glam::Vec3::new(size.x,size.y,size.z)/2.0 ), - ) - * glam::Mat4::from_scale( - glam::Vec3::new(size.x,size.y,size.z)/2.0 - ) - ) + color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency), + }) } } }, @@ -214,7 +228,7 @@ impl GraphicsData { //drain the modeldata vec so entities can be /moved/ to models.entities self.models.reserve(modeldatas.len()); for (i,modeldata) in modeldatas.drain(..).enumerate() { - let model_uniforms = get_transform_uniform_data(&modeldata.transforms); + let model_uniforms = get_instances_buffer_data(&modeldata.instances); let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some(format!("ModelGraphics{}",i).as_str()), contents: bytemuck::cast_slice(&model_uniforms), @@ -245,7 +259,7 @@ impl GraphicsData { }); //all of these are being moved here self.models.push(ModelGraphics{ - transforms:modeldata.transforms, + instances:modeldata.instances, vertex_buf, entities: modeldata.entities.iter().map(|indices|{ let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { @@ -265,17 +279,19 @@ impl GraphicsData { } } -fn get_transform_uniform_data(transforms:&Vec) -> Vec { - let mut raw = Vec::with_capacity(4*4*transforms.len()); - for (i,t) in transforms.iter().enumerate(){ - let mut v = raw.split_off(4*4*i); - raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(t)[..]); +fn get_instances_buffer_data(instances:&Vec) -> Vec { + const SIZE: usize=4*4+4;//let size=std::mem::size_of::(); + let mut raw = Vec::with_capacity(SIZE*instances.len()); + for (i,mi) in instances.iter().enumerate(){ + let mut v = raw.split_off(SIZE*i); + raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]); + raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color)); raw.append(&mut v); } raw } -fn generate_modeldatas(data:obj::ObjData) -> Vec{ +fn generate_modeldatas(data:obj::ObjData,color:[f32;4]) -> Vec{ let mut modeldatas=Vec::new(); let mut vertices = Vec::new(); let mut vertex_index = std::collections::HashMap::::new(); @@ -297,6 +313,7 @@ fn generate_modeldatas(data:obj::ObjData) -> Vec{ pos: data.position[vert.0], texture: data.texture[vert.1.unwrap()], normal: data.normal[vert.2.unwrap()], + color, }); vertex_index.insert(vert,i); indices.push(i); @@ -307,7 +324,7 @@ fn generate_modeldatas(data:obj::ObjData) -> Vec{ entities.push(indices); } modeldatas.push(ModelData { - transforms: vec![], + instances: Vec::new(), vertices:vertices.clone(), entities, }); @@ -408,21 +425,42 @@ impl strafe_client::framework::Example for GraphicsData { material_libs: Vec::new(), }; let mut modeldatas = Vec::::new(); - modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap())); - modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap())); - modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap())); - modeldatas.append(&mut generate_modeldatas(unit_cube.clone())); + modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE)); + modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE)); + modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE)); + modeldatas.append(&mut generate_modeldatas(unit_cube.clone(),ModelData::COLOR_FLOATS_WHITE)); println!("models.len = {:?}", modeldatas.len()); - modeldatas[0].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,0.,-10.))); + modeldatas[0].instances.push(ModelInstance{ + transform:glam::Mat4::from_translation(glam::vec3(10.,0.,-10.)), + color:ModelData::COLOR_VEC4_WHITE, + }); //quad monkeys - modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,5.,10.))); - modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(20.,5.,10.))); - modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,5.,20.))); - modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(20.,5.,20.))); + modeldatas[1].instances.push(ModelInstance{ + transform:glam::Mat4::from_translation(glam::vec3(10.,5.,10.)), + color:ModelData::COLOR_VEC4_WHITE, + }); + modeldatas[1].instances.push(ModelInstance{ + transform:glam::Mat4::from_translation(glam::vec3(20.,5.,10.)), + color:glam::vec4(1.0,0.0,0.0,1.0), + }); + modeldatas[1].instances.push(ModelInstance{ + transform:glam::Mat4::from_translation(glam::vec3(10.,5.,20.)), + color:glam::vec4(0.0,1.0,0.0,1.0), + }); + modeldatas[1].instances.push(ModelInstance{ + transform:glam::Mat4::from_translation(glam::vec3(20.,5.,20.)), + color:glam::vec4(0.0,0.0,1.0,1.0), + }); //teapot - modeldatas[2].transforms.push(glam::Mat4::from_translation(glam::vec3(-10.,5.,10.))); + modeldatas[2].instances.push(ModelInstance{ + transform:glam::Mat4::from_translation(glam::vec3(-10.,5.,10.)), + color:ModelData::COLOR_VEC4_WHITE, + }); //ground - 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))); + modeldatas[3].instances.push(ModelInstance{ + transform:glam::Mat4::from_translation(glam::vec3(0.,0.,0.))*glam::Mat4::from_scale(glam::vec3(160.0, 1.0, 160.0)), + color:ModelData::COLOR_VEC4_WHITE, + }); let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: None, @@ -545,8 +583,8 @@ impl strafe_client::framework::Example for GraphicsData { models: modeldatas.iter().map(|m| //make aabb and run vertices to get realistic bounds //this needs to be a function generate_model_physics - m.transforms.iter().map(|t| - strafe_client::body::ModelPhysics::new(*t) + m.instances.iter().map(|t| + strafe_client::body::ModelPhysics::new(t.transform) ) ).flatten().collect(), walk: strafe_client::body::WalkState::new(), @@ -716,7 +754,7 @@ impl strafe_client::framework::Example for GraphicsData { buffers: &[wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::VertexStepMode::Vertex, - attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3], + attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3, 3 => Float32x4], }], }, fragment: Some(wgpu::FragmentState { @@ -936,7 +974,7 @@ impl strafe_client::framework::Example for GraphicsData { .copy_from_slice(bytemuck::cast_slice(&camera_uniforms)); //This code only needs to run when the uniforms change for model in self.models.iter() { - let model_uniforms = get_transform_uniform_data(&model.transforms); + let model_uniforms = get_instances_buffer_data(&model.instances); self.staging_belt .write_buffer( &mut encoder, @@ -985,7 +1023,7 @@ impl strafe_client::framework::Example for GraphicsData { for entity in model.entities.iter() { rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16); - rpass.draw_indexed(0..entity.index_count, 0, 0..model.transforms.len() as u32); + rpass.draw_indexed(0..entity.index_count, 0, 0..model.instances.len() as u32); } } diff --git a/src/shader.wgsl b/src/shader.wgsl index 0126080..d886a73 100644 --- a/src/shader.wgsl +++ b/src/shader.wgsl @@ -41,14 +41,17 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput { return result; } +struct ModelInstance{ + transform:mat4x4, + //texture_transform:mat3x3, + color:vec4, +} +//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need +//the texture transform then maps the texture coordinates to the location of the specific texture //group 1 is the model @group(1) @binding(0) -var entity_transforms: array>; -//entity_texture_transforms: mat3x3; -//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need -//the texture transform then maps the texture coordinates to the location of the specific texture -//how to do no texture? +var model_instances: array; @group(1) @binding(1) var model_texture: texture_2d; @@ -61,6 +64,7 @@ struct EntityOutputTexture { @location(1) texture: vec2, @location(2) normal: vec3, @location(3) view: vec3, + @location(4) color: vec4, }; @vertex fn vs_entity_texture( @@ -68,11 +72,13 @@ fn vs_entity_texture( @location(0) pos: vec3, @location(1) texture: vec2, @location(2) normal: vec3, + @location(3) color: vec4, ) -> EntityOutputTexture { - var position: vec4 = entity_transforms[instance] * vec4(pos, 1.0); + var position: vec4 = model_instances[instance].transform * vec4(pos, 1.0); var result: EntityOutputTexture; - result.normal = (entity_transforms[instance] * vec4(normal, 0.0)).xyz; - result.texture=texture;//(entity_texture_transforms[instance] * vec3(texture, 1.0)).xy; + result.normal = (model_instances[instance].transform * vec4(normal, 0.0)).xyz; + result.texture=texture;//(model_instances[instance].texture_transform * vec3(texture, 1.0)).xy; + result.color=model_instances[instance].color * color; result.view = position.xyz - camera.cam_pos.xyz; result.position = camera.proj * camera.view * position; return result; @@ -98,7 +104,7 @@ fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4 { let d = dot(normal, incident); let reflected = incident - 2.0 * d * normal; - let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb; + let fragment_color = textureSample(model_texture, model_sampler, vertex.texture)*vertex.color; let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb; - return vec4(mix(vec3(0.1) + 0.5 * reflected_color,fragment_color,1.0-pow(1.0-abs(d),2.0)), 1.0); + return mix(vec4(vec3(0.1) + 0.5 * reflected_color,1.0),fragment_color,1.0-pow(1.0-abs(d),2.0)); }