remove texture transform lol
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8fc87a59ce
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f0d9c219b6
@ -148,7 +148,6 @@ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<Mode
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}
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let model_instance=ModelInstance {
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model_transform,
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texture_transform,
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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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match i_can_only_load_one_texture_per_model{
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14
src/main.rs
14
src/main.rs
@ -285,7 +285,7 @@ impl GraphicsData {
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}
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}
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const MODEL_BUFFER_SIZE:usize=4*4 + 2*2 + 2+2 + 4;//let size=std::mem::size_of::<ModelInstance>();
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const MODEL_BUFFER_SIZE:usize=4*4 + 4;//let size=std::mem::size_of::<ModelInstance>();
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const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
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fn get_instances_buffer_data(instances:&[ModelInstance]) -> Vec<f32> {
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let mut raw = Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
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@ -293,11 +293,6 @@ fn get_instances_buffer_data(instances:&[ModelInstance]) -> Vec<f32> {
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let mut v = raw.split_off(MODEL_BUFFER_SIZE*i);
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//model_transform
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raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&glam::Mat4::from(mi.model_transform))[..]);
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//texture_matrix
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raw.extend_from_slice(&AsRef::<[f32; 2*2]>::as_ref(&mi.texture_transform.matrix2)[..]);
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//texture_offset
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raw.extend_from_slice(AsRef::<[f32; 2]>::as_ref(&mi.texture_transform.translation));
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raw.extend_from_slice(&[0.0,0.0]);
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//color
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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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@ -329,40 +324,33 @@ impl framework::Example for GraphicsData {
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println!("models.len = {:?}", modeldatas.len());
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modeldatas[0].instances.push(ModelInstance{
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model_transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
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texture_transform:glam::Affine2::IDENTITY,
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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].instances.push(ModelInstance{
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model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
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texture_transform:glam::Affine2::IDENTITY,
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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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model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
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texture_transform:glam::Affine2::IDENTITY,
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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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model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
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texture_transform:glam::Affine2::IDENTITY,
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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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model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
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texture_transform:glam::Affine2::IDENTITY,
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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].instances.push(ModelInstance{
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model_transform:glam::Affine3A::from_translation(glam::vec3(-10.,5.,10.)),
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texture_transform:glam::Affine2::from_scale(glam::vec2(2.0,2.0)),
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color:ModelData::COLOR_VEC4_WHITE,
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});
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//ground
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modeldatas[3].instances.push(ModelInstance{
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model_transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
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texture_transform:glam::Affine2::IDENTITY,
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color:ModelData::COLOR_VEC4_WHITE,
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});
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@ -10,7 +10,6 @@ pub struct Vertex {
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#[derive(Clone)]
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pub struct ModelInstance {
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pub model_transform: glam::Affine3A,
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pub texture_transform: glam::Affine2,
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pub color: glam::Vec4,
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}
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@ -43,9 +43,6 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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struct ModelInstance{
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model_transform:mat4x4<f32>,
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//simple to save 4 bytes, so do it. above would need to be spit out into components.
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texture_matrix:mat2x2<f32>,
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texture_offset:vec2<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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@ -80,7 +77,7 @@ fn vs_entity_texture(
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var position: vec4<f32> = model_instances[instance].model_transform * vec4<f32>(pos, 1.0);
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var result: EntityOutputTexture;
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result.normal = (model_instances[instance].model_transform * vec4<f32>(normal, 0.0)).xyz;
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result.texture = model_instances[instance].texture_matrix * texture + model_instances[instance].texture_offset;
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result.texture = texture;
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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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