create ModelGraphicsInstance and include inverse transpose matrix for normals
This commit is contained in:
parent
602816a618
commit
5cd40afa56
@ -249,7 +249,7 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
|
|||||||
}
|
}
|
||||||
};
|
};
|
||||||
indexed_models[model_id].instances.push(ModelInstance {
|
indexed_models[model_id].instances.push(ModelInstance {
|
||||||
model_transform,
|
transform:model_transform,
|
||||||
color:glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
|
color:glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
40
src/main.rs
40
src/main.rs
@ -1,6 +1,6 @@
|
|||||||
use std::{borrow::Cow, time::Instant};
|
use std::{borrow::Cow, time::Instant};
|
||||||
use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
|
use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
|
||||||
use model::{Vertex,ModelInstance};
|
use model::{Vertex,ModelInstance,ModelGraphicsInstance};
|
||||||
use body::{InputInstruction, PhysicsInstruction};
|
use body::{InputInstruction, PhysicsInstruction};
|
||||||
use instruction::{TimedInstruction, InstructionConsumer};
|
use instruction::{TimedInstruction, InstructionConsumer};
|
||||||
|
|
||||||
@ -18,7 +18,7 @@ struct Entity {
|
|||||||
}
|
}
|
||||||
|
|
||||||
struct ModelGraphics {
|
struct ModelGraphics {
|
||||||
instances: Vec<ModelInstance>,
|
instances: Vec<ModelGraphicsInstance>,
|
||||||
vertex_buf: wgpu::Buffer,
|
vertex_buf: wgpu::Buffer,
|
||||||
entities: Vec<Entity>,
|
entities: Vec<Entity>,
|
||||||
bind_group: wgpu::BindGroup,
|
bind_group: wgpu::BindGroup,
|
||||||
@ -87,7 +87,7 @@ impl GraphicsData {
|
|||||||
for model in &indexed_models.models{
|
for model in &indexed_models.models{
|
||||||
//make aabb and run vertices to get realistic bounds
|
//make aabb and run vertices to get realistic bounds
|
||||||
for model_instance in &model.instances{
|
for model_instance in &model.instances{
|
||||||
self.physics.models.push(body::ModelPhysics::from_model(&model,model_instance.model_transform));
|
self.physics.models.push(body::ModelPhysics::from_model(&model,model_instance.transform));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
println!("Physics Objects: {}",self.physics.models.len());
|
println!("Physics Objects: {}",self.physics.models.len());
|
||||||
@ -155,6 +155,14 @@ impl GraphicsData {
|
|||||||
//the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups.
|
//the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups.
|
||||||
let mut unique_texture_models=Vec::with_capacity(indexed_models.models.len());
|
let mut unique_texture_models=Vec::with_capacity(indexed_models.models.len());
|
||||||
for mut model in indexed_models.models.drain(..){
|
for mut model in indexed_models.models.drain(..){
|
||||||
|
//convert ModelInstance into ModelGraphicsInstance
|
||||||
|
let instances:Vec<ModelGraphicsInstance>=model.instances.iter().map(|instance|{
|
||||||
|
ModelGraphicsInstance{
|
||||||
|
transform: glam::Mat4::from(instance.transform),
|
||||||
|
normal_transform: glam::Mat4::from(instance.transform.inverse()).transpose(),
|
||||||
|
color: instance.color,
|
||||||
|
}
|
||||||
|
}).collect();
|
||||||
//check each group, if it's using a new texture then make a new clone of the model
|
//check each group, if it's using a new texture then make a new clone of the model
|
||||||
let id=unique_texture_models.len();
|
let id=unique_texture_models.len();
|
||||||
let mut unique_textures=Vec::new();
|
let mut unique_textures=Vec::new();
|
||||||
@ -174,7 +182,7 @@ impl GraphicsData {
|
|||||||
unique_vertices:model.unique_vertices.clone(),
|
unique_vertices:model.unique_vertices.clone(),
|
||||||
texture:group.texture,
|
texture:group.texture,
|
||||||
groups:Vec::new(),
|
groups:Vec::new(),
|
||||||
instances:model.instances.clone(),
|
instances:instances.clone(),
|
||||||
});
|
});
|
||||||
texture_index
|
texture_index
|
||||||
};
|
};
|
||||||
@ -297,14 +305,16 @@ impl GraphicsData {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const MODEL_BUFFER_SIZE:usize=4*4 + 4;//let size=std::mem::size_of::<ModelInstance>();
|
const MODEL_BUFFER_SIZE:usize=4*4 + 4*4 + 4;//let size=std::mem::size_of::<ModelInstance>();
|
||||||
const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
|
const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
|
||||||
fn get_instances_buffer_data(instances:&[ModelInstance]) -> Vec<f32> {
|
fn get_instances_buffer_data(instances:&[ModelGraphicsInstance]) -> Vec<f32> {
|
||||||
let mut raw = Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
|
let mut raw = Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
|
||||||
for (i,mi) in instances.iter().enumerate(){
|
for (i,mi) in instances.iter().enumerate(){
|
||||||
let mut v = raw.split_off(MODEL_BUFFER_SIZE*i);
|
let mut v = raw.split_off(MODEL_BUFFER_SIZE*i);
|
||||||
//model_transform
|
//model transform
|
||||||
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&glam::Mat4::from(mi.model_transform))[..]);
|
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
|
||||||
|
//normal transform
|
||||||
|
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.normal_transform)[..]);
|
||||||
//color
|
//color
|
||||||
raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color));
|
raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color));
|
||||||
raw.append(&mut v);
|
raw.append(&mut v);
|
||||||
@ -350,34 +360,34 @@ impl framework::Example for GraphicsData {
|
|||||||
indexed_models.push(primitives::the_unit_cube_lol());
|
indexed_models.push(primitives::the_unit_cube_lol());
|
||||||
println!("models.len = {:?}", indexed_models.len());
|
println!("models.len = {:?}", indexed_models.len());
|
||||||
indexed_models[0].instances.push(ModelInstance{
|
indexed_models[0].instances.push(ModelInstance{
|
||||||
model_transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
|
transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
|
||||||
color:glam::Vec4::ONE,
|
color:glam::Vec4::ONE,
|
||||||
});
|
});
|
||||||
//quad monkeys
|
//quad monkeys
|
||||||
indexed_models[1].instances.push(ModelInstance{
|
indexed_models[1].instances.push(ModelInstance{
|
||||||
model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
|
transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
|
||||||
color:glam::Vec4::ONE,
|
color:glam::Vec4::ONE,
|
||||||
});
|
});
|
||||||
indexed_models[1].instances.push(ModelInstance{
|
indexed_models[1].instances.push(ModelInstance{
|
||||||
model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
|
transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
|
||||||
color:glam::vec4(1.0,0.0,0.0,1.0),
|
color:glam::vec4(1.0,0.0,0.0,1.0),
|
||||||
});
|
});
|
||||||
indexed_models[1].instances.push(ModelInstance{
|
indexed_models[1].instances.push(ModelInstance{
|
||||||
model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
|
transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
|
||||||
color:glam::vec4(0.0,1.0,0.0,1.0),
|
color:glam::vec4(0.0,1.0,0.0,1.0),
|
||||||
});
|
});
|
||||||
indexed_models[1].instances.push(ModelInstance{
|
indexed_models[1].instances.push(ModelInstance{
|
||||||
model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
|
transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
|
||||||
color:glam::vec4(0.0,0.0,1.0,1.0),
|
color:glam::vec4(0.0,0.0,1.0,1.0),
|
||||||
});
|
});
|
||||||
//teapot
|
//teapot
|
||||||
indexed_models[2].instances.push(ModelInstance{
|
indexed_models[2].instances.push(ModelInstance{
|
||||||
model_transform:glam::Affine3A::from_translation(glam::vec3(-10.,5.,10.)),
|
transform:glam::Affine3A::from_translation(glam::vec3(-10.,5.,10.)),
|
||||||
color:glam::Vec4::ONE,
|
color:glam::Vec4::ONE,
|
||||||
});
|
});
|
||||||
//ground
|
//ground
|
||||||
indexed_models[3].instances.push(ModelInstance{
|
indexed_models[3].instances.push(ModelInstance{
|
||||||
model_transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
|
transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
|
||||||
color:glam::Vec4::ONE,
|
color:glam::Vec4::ONE,
|
||||||
});
|
});
|
||||||
|
|
||||||
|
11
src/model.rs
11
src/model.rs
@ -41,17 +41,22 @@ pub struct IndexedModelSingleTexture{
|
|||||||
pub unique_vertices:Vec<IndexedVertex>,
|
pub unique_vertices:Vec<IndexedVertex>,
|
||||||
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
|
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
|
||||||
pub groups: Vec<IndexedGroupFixedTexture>,
|
pub groups: Vec<IndexedGroupFixedTexture>,
|
||||||
pub instances:Vec<ModelInstance>,
|
pub instances:Vec<ModelGraphicsInstance>,
|
||||||
}
|
}
|
||||||
pub struct ModelSingleTexture{
|
pub struct ModelSingleTexture{
|
||||||
pub instances: Vec<ModelInstance>,
|
pub instances: Vec<ModelGraphicsInstance>,
|
||||||
pub vertices: Vec<Vertex>,
|
pub vertices: Vec<Vertex>,
|
||||||
pub entities: Vec<Vec<u16>>,
|
pub entities: Vec<Vec<u16>>,
|
||||||
pub texture: Option<u32>,
|
pub texture: Option<u32>,
|
||||||
}
|
}
|
||||||
#[derive(Clone)]
|
#[derive(Clone)]
|
||||||
|
pub struct ModelGraphicsInstance{
|
||||||
|
pub transform:glam::Mat4,
|
||||||
|
pub normal_transform:glam::Mat4,
|
||||||
|
pub color:glam::Vec4,
|
||||||
|
}
|
||||||
pub struct ModelInstance{
|
pub struct ModelInstance{
|
||||||
pub model_transform:glam::Affine3A,
|
pub transform:glam::Affine3A,
|
||||||
pub color:glam::Vec4,
|
pub color:glam::Vec4,
|
||||||
}
|
}
|
||||||
pub struct IndexedModelInstances{
|
pub struct IndexedModelInstances{
|
||||||
|
@ -42,7 +42,8 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
|||||||
}
|
}
|
||||||
|
|
||||||
struct ModelInstance{
|
struct ModelInstance{
|
||||||
model_transform:mat4x4<f32>,
|
transform:mat4x4<f32>,
|
||||||
|
normal_transform:mat4x4<f32>,
|
||||||
color:vec4<f32>,
|
color:vec4<f32>,
|
||||||
}
|
}
|
||||||
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
|
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
|
||||||
@ -75,9 +76,9 @@ fn vs_entity_texture(
|
|||||||
@location(2) normal: vec3<f32>,
|
@location(2) normal: vec3<f32>,
|
||||||
@location(3) color: vec4<f32>,
|
@location(3) color: vec4<f32>,
|
||||||
) -> EntityOutputTexture {
|
) -> EntityOutputTexture {
|
||||||
var position: vec4<f32> = model_instances[instance].model_transform * vec4<f32>(pos, 1.0);
|
var position: vec4<f32> = model_instances[instance].transform * vec4<f32>(pos, 1.0);
|
||||||
var result: EntityOutputTexture;
|
var result: EntityOutputTexture;
|
||||||
result.normal = (model_instances[instance].model_transform * vec4<f32>(normal, 0.0)).xyz;
|
result.normal = (model_instances[instance].normal_transform * vec4<f32>(normal, 1.0)).xyz;
|
||||||
result.texture = texture;
|
result.texture = texture;
|
||||||
result.color = color;
|
result.color = color;
|
||||||
result.model_color = model_instances[instance].color;
|
result.model_color = model_instances[instance].color;
|
||||||
|
Loading…
Reference in New Issue
Block a user