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load-textu
Author | SHA1 | Date | |
---|---|---|---|
e2f649baae | |||
140e84341d | |||
5c568dec84 | |||
f457acef2f | |||
f9a725b767 | |||
01153fc929 |
BIN
images/squid.dds
Normal file
BIN
images/squid.dds
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423
src/main.rs
423
src/main.rs
@ -113,20 +113,29 @@ impl Camera {
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}
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}
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}
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}
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pub struct Skybox {
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pub struct GraphicsBindGroups {
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camera: wgpu::BindGroup,
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skybox_texture: wgpu::BindGroup,
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}
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pub struct GraphicsPipelines {
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skybox: wgpu::RenderPipeline,
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model: wgpu::RenderPipeline,
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}
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pub struct GraphicsData {
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start_time: std::time::Instant,
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start_time: std::time::Instant,
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camera: Camera,
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camera: Camera,
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physics: strafe_client::body::PhysicsState,
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physics: strafe_client::body::PhysicsState,
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sky_pipeline: wgpu::RenderPipeline,
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pipelines: GraphicsPipelines,
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entity_pipeline: wgpu::RenderPipeline,
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bind_groups: GraphicsBindGroups,
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main_bind_group: wgpu::BindGroup,
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camera_buf: wgpu::Buffer,
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camera_buf: wgpu::Buffer,
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models: Vec<ModelGraphics>,
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models: Vec<ModelGraphics>,
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depth_view: wgpu::TextureView,
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depth_view: wgpu::TextureView,
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staging_belt: wgpu::util::StagingBelt,
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staging_belt: wgpu::util::StagingBelt,
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}
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}
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impl Skybox {
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impl GraphicsData {
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;
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fn create_depth_texture(
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fn create_depth_texture(
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@ -211,7 +220,7 @@ fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,data:obj::ObjDat
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}
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}
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}
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}
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impl strafe_client::framework::Example for Skybox {
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impl strafe_client::framework::Example for GraphicsData {
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fn optional_features() -> wgpu::Features {
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fn optional_features() -> wgpu::Features {
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wgpu::Features::TEXTURE_COMPRESSION_ASTC
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wgpu::Features::TEXTURE_COMPRESSION_ASTC
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| wgpu::Features::TEXTURE_COMPRESSION_ETC2
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| wgpu::Features::TEXTURE_COMPRESSION_ETC2
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@ -258,8 +267,44 @@ impl strafe_client::framework::Example for Skybox {
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modeldatas[2].transforms[0]=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
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modeldatas[2].transforms[0]=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
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modeldatas[3].transforms[0]=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].transforms[0]=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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let main_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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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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label: None,
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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let skybox_texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Skybox Texture Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::Cube,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Model Bind Group Layout"),
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entries: &[
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entries: &[
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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binding: 0,
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@ -277,7 +322,7 @@ impl strafe_client::framework::Example for Skybox {
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ty: wgpu::BindingType::Texture {
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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multisampled: false,
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::Cube,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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},
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count: None,
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count: None,
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},
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},
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@ -289,20 +334,26 @@ impl strafe_client::framework::Example for Skybox {
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},
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},
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],
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],
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});
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});
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let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Model"),
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let clamp_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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entries: &[
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label: Some("Clamp Sampler"),
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wgpu::BindGroupLayoutEntry {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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binding: 0,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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visibility: wgpu::ShaderStages::VERTEX,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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ty: wgpu::BindingType::Buffer {
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mag_filter: wgpu::FilterMode::Linear,
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ty: wgpu::BufferBindingType::Uniform,
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min_filter: wgpu::FilterMode::Linear,
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has_dynamic_offset: false,
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mipmap_filter: wgpu::FilterMode::Linear,
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min_binding_size: None,
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..Default::default()
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},
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});
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count: None,
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let repeat_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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},
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label: Some("Repeat Sampler"),
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],
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address_mode_u: wgpu::AddressMode::Repeat,
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address_mode_v: wgpu::AddressMode::Repeat,
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address_mode_w: wgpu::AddressMode::Repeat,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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});
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// Create the render pipeline
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// Create the render pipeline
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@ -339,121 +390,10 @@ impl strafe_client::framework::Example for Skybox {
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hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
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hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
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};
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};
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let camera_uniforms = camera.to_uniform_data(physics.body.extrapolated_position(0));
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//load textures
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let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera"),
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contents: bytemuck::cast_slice(&camera_uniforms),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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//drain the modeldata vec so entities can be /moved/ to models.entities
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let mut models = Vec::<ModelGraphics>::with_capacity(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_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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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &model_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: model_buf.as_entire_binding(),
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},
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],
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label: Some(format!("ModelGraphics{}",i).as_str()),
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});
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//all of these are being moved here
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models.push(ModelGraphics{
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transforms: modeldata.transforms,
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vertex_buf:modeldata.vertex_buf,
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entities: modeldata.entities,
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bind_group: model_bind_group,
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model_buf,
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})
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}
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[&main_bind_group_layout, &model_bind_group_layout],
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push_constant_ranges: &[],
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});
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// Create the render pipelines
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let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Sky"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_sky",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_sky",
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targets: &[Some(config.view_formats[0].into())],
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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let entity_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Entity"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_entity",
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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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}],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_entity",
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targets: &[Some(config.view_formats[0].into())],
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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: None,
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
|
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mipmap_filter: wgpu::FilterMode::Linear,
|
|
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..Default::default()
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});
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let device_features = device.features();
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let device_features = device.features();
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let skybox_texture_view={
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let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
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let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
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log::info!("Using ASTC");
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log::info!("Using ASTC");
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wgpu::TextureFormat::Astc {
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wgpu::TextureFormat::Astc {
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@ -502,6 +442,46 @@ impl strafe_client::framework::Example for Skybox {
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_ => unreachable!(),
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_ => unreachable!(),
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};
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};
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let skybox_image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
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let skybox_texture = device.create_texture_with_data(
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queue,
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&wgpu::TextureDescriptor {
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|
size,
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mip_level_count: max_mips,
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|
sample_count: 1,
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|
dimension: wgpu::TextureDimension::D2,
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format: skybox_format,
|
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|
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: Some("Skybox Texture"),
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|
view_formats: &[],
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},
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|
&skybox_image.data,
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|
);
|
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|
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|
skybox_texture.create_view(&wgpu::TextureViewDescriptor {
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|
label: Some("Skybox Texture View"),
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|
dimension: Some(wgpu::TextureViewDimension::Cube),
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||||||
|
..wgpu::TextureViewDescriptor::default()
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|
})
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|
};
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|
|
||||||
|
//squid
|
||||||
|
let squid_texture_view={
|
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|
let size = wgpu::Extent3d {
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|
width: 1076,
|
||||||
|
height: 1076,
|
||||||
|
depth_or_array_layers: 1,
|
||||||
|
};
|
||||||
|
|
||||||
|
let layer_size = wgpu::Extent3d {
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|
depth_or_array_layers: 1,
|
||||||
|
..size
|
||||||
|
};
|
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|
let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
|
||||||
|
|
||||||
|
let bytes = &include_bytes!("../images/squid.dds")[..];
|
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|
|
||||||
let image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
|
let image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
|
||||||
|
|
||||||
let texture = device.create_texture_with_data(
|
let texture = device.create_texture_with_data(
|
||||||
@ -511,47 +491,173 @@ impl strafe_client::framework::Example for Skybox {
|
|||||||
mip_level_count: max_mips,
|
mip_level_count: max_mips,
|
||||||
sample_count: 1,
|
sample_count: 1,
|
||||||
dimension: wgpu::TextureDimension::D2,
|
dimension: wgpu::TextureDimension::D2,
|
||||||
format: skybox_format,
|
format: wgpu::TextureFormat::Bc7RgbaUnorm,
|
||||||
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
|
||||||
label: None,
|
label: Some("Squid Texture"),
|
||||||
view_formats: &[],
|
view_formats: &[],
|
||||||
},
|
},
|
||||||
&image.data,
|
&image.data,
|
||||||
);
|
);
|
||||||
|
|
||||||
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor {
|
texture.create_view(&wgpu::TextureViewDescriptor {
|
||||||
label: None,
|
label: Some("Squid Texture View"),
|
||||||
dimension: Some(wgpu::TextureViewDimension::Cube),
|
dimension: Some(wgpu::TextureViewDimension::D2),
|
||||||
..wgpu::TextureViewDescriptor::default()
|
..wgpu::TextureViewDescriptor::default()
|
||||||
|
})
|
||||||
|
};
|
||||||
|
|
||||||
|
//drain the modeldata vec so entities can be /moved/ to models.entities
|
||||||
|
let mut models = Vec::<ModelGraphics>::with_capacity(modeldatas.len());
|
||||||
|
for (i,modeldata) in modeldatas.drain(..).enumerate() {
|
||||||
|
let model_uniforms = get_transform_uniform_data(&modeldata.transforms);
|
||||||
|
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: Some(format!("ModelGraphics{}",i).as_str()),
|
||||||
|
contents: bytemuck::cast_slice(&model_uniforms),
|
||||||
|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||||
});
|
});
|
||||||
let main_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
layout: &main_bind_group_layout,
|
layout: &model_bind_group_layout,
|
||||||
|
entries: &[
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 0,
|
||||||
|
resource: model_buf.as_entire_binding(),
|
||||||
|
},
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 1,
|
||||||
|
resource: wgpu::BindingResource::TextureView(&squid_texture_view),
|
||||||
|
},
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 2,
|
||||||
|
resource: wgpu::BindingResource::Sampler(&repeat_sampler),
|
||||||
|
},
|
||||||
|
],
|
||||||
|
label: Some(format!("ModelGraphics{}",i).as_str()),
|
||||||
|
});
|
||||||
|
//all of these are being moved here
|
||||||
|
models.push(ModelGraphics{
|
||||||
|
transforms: modeldata.transforms,
|
||||||
|
vertex_buf:modeldata.vertex_buf,
|
||||||
|
entities: modeldata.entities,
|
||||||
|
bind_group: model_bind_group,
|
||||||
|
model_buf,
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||||
|
label: None,
|
||||||
|
bind_group_layouts: &[
|
||||||
|
&camera_bind_group_layout,
|
||||||
|
&model_bind_group_layout,
|
||||||
|
&skybox_texture_bind_group_layout,
|
||||||
|
],
|
||||||
|
push_constant_ranges: &[],
|
||||||
|
});
|
||||||
|
|
||||||
|
// Create the render pipelines
|
||||||
|
let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||||
|
label: Some("Sky Pipeline"),
|
||||||
|
layout: Some(&pipeline_layout),
|
||||||
|
vertex: wgpu::VertexState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: "vs_sky",
|
||||||
|
buffers: &[],
|
||||||
|
},
|
||||||
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: "fs_sky",
|
||||||
|
targets: &[Some(config.view_formats[0].into())],
|
||||||
|
}),
|
||||||
|
primitive: wgpu::PrimitiveState {
|
||||||
|
front_face: wgpu::FrontFace::Cw,
|
||||||
|
..Default::default()
|
||||||
|
},
|
||||||
|
depth_stencil: Some(wgpu::DepthStencilState {
|
||||||
|
format: Self::DEPTH_FORMAT,
|
||||||
|
depth_write_enabled: false,
|
||||||
|
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||||
|
stencil: wgpu::StencilState::default(),
|
||||||
|
bias: wgpu::DepthBiasState::default(),
|
||||||
|
}),
|
||||||
|
multisample: wgpu::MultisampleState::default(),
|
||||||
|
multiview: None,
|
||||||
|
});
|
||||||
|
let model_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||||
|
label: Some("Model Pipeline"),
|
||||||
|
layout: Some(&pipeline_layout),
|
||||||
|
vertex: wgpu::VertexState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: "vs_entity_texture",
|
||||||
|
buffers: &[wgpu::VertexBufferLayout {
|
||||||
|
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||||
|
step_mode: wgpu::VertexStepMode::Vertex,
|
||||||
|
attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3],
|
||||||
|
}],
|
||||||
|
},
|
||||||
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
module: &shader,
|
||||||
|
entry_point: "fs_entity_texture",
|
||||||
|
targets: &[Some(config.view_formats[0].into())],
|
||||||
|
}),
|
||||||
|
primitive: wgpu::PrimitiveState {
|
||||||
|
front_face: wgpu::FrontFace::Cw,
|
||||||
|
..Default::default()
|
||||||
|
},
|
||||||
|
depth_stencil: Some(wgpu::DepthStencilState {
|
||||||
|
format: Self::DEPTH_FORMAT,
|
||||||
|
depth_write_enabled: true,
|
||||||
|
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||||
|
stencil: wgpu::StencilState::default(),
|
||||||
|
bias: wgpu::DepthBiasState::default(),
|
||||||
|
}),
|
||||||
|
multisample: wgpu::MultisampleState::default(),
|
||||||
|
multiview: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
let camera_uniforms = camera.to_uniform_data(physics.body.extrapolated_position(0));
|
||||||
|
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: Some("Camera"),
|
||||||
|
contents: bytemuck::cast_slice(&camera_uniforms),
|
||||||
|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||||
|
});
|
||||||
|
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
layout: &camera_bind_group_layout,
|
||||||
entries: &[
|
entries: &[
|
||||||
wgpu::BindGroupEntry {
|
wgpu::BindGroupEntry {
|
||||||
binding: 0,
|
binding: 0,
|
||||||
resource: camera_buf.as_entire_binding(),
|
resource: camera_buf.as_entire_binding(),
|
||||||
},
|
},
|
||||||
wgpu::BindGroupEntry {
|
|
||||||
binding: 1,
|
|
||||||
resource: wgpu::BindingResource::TextureView(&texture_view),
|
|
||||||
},
|
|
||||||
wgpu::BindGroupEntry {
|
|
||||||
binding: 2,
|
|
||||||
resource: wgpu::BindingResource::Sampler(&sampler),
|
|
||||||
},
|
|
||||||
],
|
],
|
||||||
label: Some("Camera"),
|
label: Some("Camera"),
|
||||||
});
|
});
|
||||||
|
let skybox_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
layout: &skybox_texture_bind_group_layout,
|
||||||
|
entries: &[
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 0,
|
||||||
|
resource: wgpu::BindingResource::TextureView(&skybox_texture_view),
|
||||||
|
},
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 1,
|
||||||
|
resource: wgpu::BindingResource::Sampler(&clamp_sampler),
|
||||||
|
},
|
||||||
|
],
|
||||||
|
label: Some("Sky Texture"),
|
||||||
|
});
|
||||||
|
|
||||||
let depth_view = Self::create_depth_texture(config, device);
|
let depth_view = Self::create_depth_texture(config, device);
|
||||||
|
|
||||||
Skybox {
|
GraphicsData {
|
||||||
start_time: Instant::now(),
|
start_time: Instant::now(),
|
||||||
camera,
|
camera,
|
||||||
physics,
|
physics,
|
||||||
sky_pipeline,
|
pipelines:GraphicsPipelines{
|
||||||
entity_pipeline,
|
skybox:sky_pipeline,
|
||||||
main_bind_group,
|
model:model_pipeline
|
||||||
|
},
|
||||||
|
bind_groups:GraphicsBindGroups{
|
||||||
|
camera:camera_bind_group,
|
||||||
|
skybox_texture:skybox_texture_bind_group,
|
||||||
|
},
|
||||||
camera_buf,
|
camera_buf,
|
||||||
models,
|
models,
|
||||||
depth_view,
|
depth_view,
|
||||||
@ -722,9 +828,10 @@ impl strafe_client::framework::Example for Skybox {
|
|||||||
}),
|
}),
|
||||||
});
|
});
|
||||||
|
|
||||||
rpass.set_bind_group(0, &self.main_bind_group, &[]);
|
rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
|
||||||
|
rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]);
|
||||||
|
|
||||||
rpass.set_pipeline(&self.entity_pipeline);
|
rpass.set_pipeline(&self.pipelines.model);
|
||||||
for model in self.models.iter() {
|
for model in self.models.iter() {
|
||||||
rpass.set_bind_group(1, &model.bind_group, &[]);
|
rpass.set_bind_group(1, &model.bind_group, &[]);
|
||||||
rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
|
rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
|
||||||
@ -735,7 +842,7 @@ impl strafe_client::framework::Example for Skybox {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
rpass.set_pipeline(&self.sky_pipeline);
|
rpass.set_pipeline(&self.pipelines.skybox);
|
||||||
rpass.draw(0..3, 0..1);
|
rpass.draw(0..3, 0..1);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -746,7 +853,7 @@ impl strafe_client::framework::Example for Skybox {
|
|||||||
}
|
}
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
strafe_client::framework::run::<Skybox>(
|
strafe_client::framework::run::<GraphicsData>(
|
||||||
format!("Strafe Client v{}",
|
format!("Strafe Client v{}",
|
||||||
env!("CARGO_PKG_VERSION")
|
env!("CARGO_PKG_VERSION")
|
||||||
).as_str()
|
).as_str()
|
||||||
|
@ -1,9 +1,4 @@
|
|||||||
struct SkyOutput {
|
struct Camera {
|
||||||
@builtin(position) position: vec4<f32>,
|
|
||||||
@location(0) sampledir: vec3<f32>,
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Data {
|
|
||||||
// from camera to screen
|
// from camera to screen
|
||||||
proj: mat4x4<f32>,
|
proj: mat4x4<f32>,
|
||||||
// from screen to camera
|
// from screen to camera
|
||||||
@ -13,9 +8,16 @@ struct Data {
|
|||||||
// camera position
|
// camera position
|
||||||
cam_pos: vec4<f32>,
|
cam_pos: vec4<f32>,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
//group 0 is the camera
|
||||||
@group(0)
|
@group(0)
|
||||||
@binding(0)
|
@binding(0)
|
||||||
var<uniform> r_data: Data;
|
var<uniform> camera: Camera;
|
||||||
|
|
||||||
|
struct SkyOutput {
|
||||||
|
@builtin(position) position: vec4<f32>,
|
||||||
|
@location(0) sampledir: vec3<f32>,
|
||||||
|
};
|
||||||
|
|
||||||
@vertex
|
@vertex
|
||||||
fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
||||||
@ -30,8 +32,8 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
|||||||
);
|
);
|
||||||
|
|
||||||
// transposition = inversion for this orthonormal matrix
|
// transposition = inversion for this orthonormal matrix
|
||||||
let inv_model_view = transpose(mat3x3<f32>(r_data.view[0].xyz, r_data.view[1].xyz, r_data.view[2].xyz));
|
let inv_model_view = transpose(mat3x3<f32>(camera.view[0].xyz, camera.view[1].xyz, camera.view[2].xyz));
|
||||||
let unprojected = r_data.proj_inv * pos;
|
let unprojected = camera.proj_inv * pos;
|
||||||
|
|
||||||
var result: SkyOutput;
|
var result: SkyOutput;
|
||||||
result.sampledir = inv_model_view * unprojected.xyz;
|
result.sampledir = inv_model_view * unprojected.xyz;
|
||||||
@ -39,54 +41,65 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
struct EntityOutput {
|
const MAX_ENTITY_INSTANCES=1024;
|
||||||
|
//group 1 is the model
|
||||||
|
@group(1)
|
||||||
|
@binding(0)
|
||||||
|
var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
|
||||||
|
//var<uniform> entity_texture_transforms: array<mat3x3<f32>,MAX_ENTITY_INSTANCES>;
|
||||||
|
//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?
|
||||||
|
@group(1)
|
||||||
|
@binding(1)
|
||||||
|
var model_texture: texture_2d<f32>;
|
||||||
|
@group(1)
|
||||||
|
@binding(2)
|
||||||
|
var model_sampler: sampler;
|
||||||
|
|
||||||
|
struct EntityOutputTexture {
|
||||||
@builtin(position) position: vec4<f32>,
|
@builtin(position) position: vec4<f32>,
|
||||||
@location(1) texture: vec2<f32>,
|
@location(1) texture: vec2<f32>,
|
||||||
@location(2) normal: vec3<f32>,
|
@location(2) normal: vec3<f32>,
|
||||||
@location(3) view: vec3<f32>,
|
@location(3) view: vec3<f32>,
|
||||||
};
|
};
|
||||||
const MAX_ENTITY_INSTANCES=1024;
|
|
||||||
@group(1)
|
|
||||||
@binding(0)
|
|
||||||
var<uniform> r_EntityTransform: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
|
|
||||||
|
|
||||||
@vertex
|
@vertex
|
||||||
fn vs_entity(
|
fn vs_entity_texture(
|
||||||
@builtin(instance_index) instance: u32,
|
@builtin(instance_index) instance: u32,
|
||||||
@location(0) pos: vec3<f32>,
|
@location(0) pos: vec3<f32>,
|
||||||
@location(1) texture: vec2<f32>,
|
@location(1) texture: vec2<f32>,
|
||||||
@location(2) normal: vec3<f32>,
|
@location(2) normal: vec3<f32>,
|
||||||
) -> EntityOutput {
|
) -> EntityOutputTexture {
|
||||||
var position: vec4<f32> = r_EntityTransform[instance] * vec4<f32>(pos, 1.0);
|
var position: vec4<f32> = entity_transforms[instance] * vec4<f32>(pos, 1.0);
|
||||||
var result: EntityOutput;
|
var result: EntityOutputTexture;
|
||||||
result.normal = (r_EntityTransform[instance] * vec4<f32>(normal, 0.0)).xyz;
|
result.normal = (entity_transforms[instance] * vec4<f32>(normal, 0.0)).xyz;
|
||||||
result.texture=texture;
|
result.texture=texture;//(entity_texture_transforms[instance] * vec3<f32>(texture, 1.0)).xy;
|
||||||
result.view = position.xyz - r_data.cam_pos.xyz;
|
result.view = position.xyz - camera.cam_pos.xyz;
|
||||||
result.position = r_data.proj * r_data.view * position;
|
result.position = camera.proj * camera.view * position;
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
@group(0)
|
//group 2 is the skybox texture
|
||||||
|
@group(2)
|
||||||
|
@binding(0)
|
||||||
|
var cube_texture: texture_cube<f32>;
|
||||||
|
@group(2)
|
||||||
@binding(1)
|
@binding(1)
|
||||||
var r_texture: texture_cube<f32>;
|
var cube_sampler: sampler;
|
||||||
@group(0)
|
|
||||||
@binding(2)
|
|
||||||
var r_sampler: sampler;
|
|
||||||
|
|
||||||
@fragment
|
@fragment
|
||||||
fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
|
fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
|
||||||
return textureSample(r_texture, r_sampler, vertex.sampledir);
|
return textureSample(cube_texture, model_sampler, vertex.sampledir);
|
||||||
}
|
}
|
||||||
|
|
||||||
@fragment
|
@fragment
|
||||||
fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
|
fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
|
||||||
let incident = normalize(vertex.view);
|
let incident = normalize(vertex.view);
|
||||||
let normal = normalize(vertex.normal);
|
let normal = normalize(vertex.normal);
|
||||||
let d = dot(normal, incident);
|
let d = dot(normal, incident);
|
||||||
let reflected = incident - 2.0 * d * normal;
|
let reflected = incident - 2.0 * d * normal;
|
||||||
|
|
||||||
let dir = vec3<f32>(-1.0)+2.0*vec3<f32>(vertex.texture.x,0.0,vertex.texture.y);
|
let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb;
|
||||||
let texture_color = textureSample(r_texture, r_sampler, dir).rgb;
|
let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
|
||||||
let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
|
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);
|
||||||
return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,texture_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
|
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user