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35 Commits
debug-grap
...
mesh-shade
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1
Cargo.lock
generated
1
Cargo.lock
generated
@@ -3892,6 +3892,7 @@ dependencies = [
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"glam",
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"id",
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"strafesnet_common",
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"strafesnet_physics",
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"strafesnet_session",
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"strafesnet_settings",
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"wgpu",
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@@ -9,6 +9,7 @@ ddsfile = "0.5.1"
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glam = "0.30.0"
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id = { version = "0.1.0", registry = "strafesnet" }
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strafesnet_common = { path = "../../lib/common", registry = "strafesnet" }
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strafesnet_physics = { path = "../physics", registry = "strafesnet" }
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strafesnet_session = { path = "../session", registry = "strafesnet" }
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strafesnet_settings = { path = "../settings", registry = "strafesnet" }
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wgpu = "28.0.0"
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@@ -8,7 +8,17 @@ use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
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use crate::model::{self as model_graphics,IndexedGraphicsMeshOwnedRenderConfig,IndexedGraphicsMeshOwnedRenderConfigId,GraphicsMeshOwnedRenderConfig,GraphicsModelColor4,GraphicsModelOwned,GraphicsVertex,DebugGraphicsVertex};
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pub fn required_limits()->wgpu::Limits{
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wgpu::Limits::default()
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let mut limits=wgpu::Limits::default();
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limits.max_task_invocations_per_dimension=1;
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limits.max_task_invocations_per_workgroup=1;
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limits.max_mesh_invocations_per_dimension=1;
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limits.max_mesh_invocations_per_workgroup=1;
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limits.max_task_mesh_workgroup_total_count=1;
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limits.max_task_mesh_workgroups_per_dimension=1;
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limits.max_task_payload_size=4;
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limits.max_mesh_output_vertices=2*(3+2+4+8);
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limits.max_mesh_output_primitives=2*(1+2+4+8)+2;
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limits
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}
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struct Indices{
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@@ -36,13 +46,23 @@ struct GraphicsModel{
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instance_count:u32,
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}
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struct DebugGraphicsSubmesh{
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verts:Vec<strafesnet_physics::model::MeshVertId>,
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edges:Vec<[strafesnet_physics::model::MeshVertId;2]>,
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faces:Vec<Indices>,
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}
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struct DebugGraphicsMesh{
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indices:Indices,
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vertices:Vec<DebugGraphicsVertex>,
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submeshes:Vec<DebugGraphicsSubmesh>,
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vertex_buf:wgpu::Buffer,
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}
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struct DebugGraphicsModel{
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debug_mesh_id:u32,
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bind_group:wgpu::BindGroup,
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// 32 bytes used to tell the mesh shader where to draw
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// Vert: [vec4,_]
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// Edge: [vec4,vec4]
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debug_buf:wgpu::Buffer,
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}
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struct GraphicsSamplers{
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@@ -62,7 +82,9 @@ struct GraphicsBindGroups{
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struct GraphicsPipelines{
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skybox:wgpu::RenderPipeline,
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model:wgpu::RenderPipeline,
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debug:wgpu::RenderPipeline,
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debug_face:wgpu::RenderPipeline,
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debug_edge:wgpu::RenderPipeline,
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debug_vert:wgpu::RenderPipeline,
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}
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struct GraphicsCamera{
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@@ -181,10 +203,9 @@ impl GraphicsState{
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pub fn generate_models(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,map:&map::CompleteMap){
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//generate debug meshes, each debug model refers to one
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self.debug_meshes=map.meshes.iter().map(|mesh|{
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let vertices:Vec<DebugGraphicsVertex>=mesh.unique_vertices.iter().map(|vertex|{
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let vertices:Vec<DebugGraphicsVertex>=mesh.unique_pos.iter().copied().map(|pos|{
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DebugGraphicsVertex{
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pos:mesh.unique_pos[vertex.pos.get() as usize].to_array().map(Into::into),
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normal:mesh.unique_normal[vertex.normal.get() as usize].to_array().map(Into::into),
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pos:pos.to_array().map(Into::into),
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}
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}).collect();
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let vertex_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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@@ -193,30 +214,43 @@ impl GraphicsState{
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usage:wgpu::BufferUsages::VERTEX,
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});
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let mut indices=Vec::new();
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for physics_group in &mesh.physics_groups{
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for polygon_group_id in &physics_group.groups{
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for poly in mesh.polygon_groups[polygon_group_id.get() as usize].polys(){
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macro_rules! indices{
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($indices:expr)=>{
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if (u32::MAX as usize)<vertices.len(){
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panic!("Model has too many vertices!");
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}else if (u16::MAX as usize)<vertices.len(){
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Indices::new(device,&$indices.into_iter().map(|vertex_idx|vertex_idx.get() as u32).collect(),wgpu::IndexFormat::Uint32)
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}else{
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Indices::new(device,&$indices.into_iter().map(|vertex_idx|vertex_idx.get() as u16).collect(),wgpu::IndexFormat::Uint16)
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}
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};
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}
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let submeshes=if let Ok(physics_mesh)=strafesnet_physics::model::PhysicsMesh::try_from(mesh){
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physics_mesh.submesh_views().into_iter().map(|submesh_view|DebugGraphicsSubmesh{
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verts:submesh_view.verts().to_owned(),
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edges:submesh_view.edge_vert_ids_iter().collect(),
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faces:submesh_view.face_vert_ids_iter().map(|face_verts|{
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// triangulate
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let mut poly_vertices=poly.into_iter().copied();
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let mut indices=Vec::new();
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let mut poly_vertices=face_verts.into_iter();
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if let (Some(a),Some(mut b))=(poly_vertices.next(),poly_vertices.next()){
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for c in poly_vertices{
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indices.extend([a,b,c]);
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b=c;
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}
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}
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}
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}
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}
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indices!(indices)
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}).collect(),
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}).collect()
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}else{
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//idc
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Vec::new()
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};
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DebugGraphicsMesh{
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indices:if (u32::MAX as usize)<vertices.len(){
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panic!("Model has too many vertices!")
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}else if (u16::MAX as usize)<vertices.len(){
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Indices::new(device,&indices.into_iter().map(|vertex_idx|vertex_idx.get() as u32).collect(),wgpu::IndexFormat::Uint32)
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}else{
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Indices::new(device,&indices.into_iter().map(|vertex_idx|vertex_idx.get() as u16).collect(),wgpu::IndexFormat::Uint16)
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},
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vertices,
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submeshes,
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vertex_buf,
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}
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}).collect();
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@@ -233,6 +267,11 @@ impl GraphicsState{
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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 debug_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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label:Some(format!("Debug Model{} EV Buf",model_id).as_str()),
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contents:bytemuck::cast_slice(&[0u8;32]),
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usage:wgpu::BufferUsages::UNIFORM|wgpu::BufferUsages::COPY_DST,
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});
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let bind_group=device.create_bind_group(&wgpu::BindGroupDescriptor{
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layout:&self.bind_group_layouts.debug_model,
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entries:&[
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@@ -240,12 +279,17 @@ impl GraphicsState{
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binding:0,
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resource:model_buf.as_entire_binding(),
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},
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wgpu::BindGroupEntry{
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binding:1,
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resource:debug_buf.as_entire_binding(),
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},
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],
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label:Some(format!("Debug Model{} Bind Group",model_id).as_str()),
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});
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DebugGraphicsModel{
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debug_mesh_id:model.mesh.get(),
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bind_group,
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debug_buf,
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}
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}).collect();
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@@ -629,7 +673,7 @@ impl GraphicsState{
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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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visibility:wgpu::ShaderStages::VERTEX|wgpu::ShaderStages::MESH,
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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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@@ -696,7 +740,17 @@ impl GraphicsState{
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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_FRAGMENT,
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visibility:wgpu::ShaderStages::VERTEX_FRAGMENT|wgpu::ShaderStages::MESH,
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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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wgpu::BindGroupLayoutEntry{
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binding:1,
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visibility:wgpu::ShaderStages::MESH,
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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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@@ -860,7 +914,7 @@ impl GraphicsState{
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&camera_bind_group_layout,
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&debug_model_bind_group_layout,
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],
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push_constant_ranges:&[],
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immediate_size:0,
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});
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let sky_pipeline_layout=device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor{
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label:None,
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@@ -937,16 +991,16 @@ impl GraphicsState{
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multiview_mask:None,
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cache:None,
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});
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let debug_model_pipeline=device.create_render_pipeline(&wgpu::RenderPipelineDescriptor{
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label:Some("Debug Model Pipeline"),
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let debug_model_pipeline_face=device.create_render_pipeline(&wgpu::RenderPipelineDescriptor{
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label:Some("Debug Face Pipeline"),
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layout:Some(&debug_model_pipeline_layout),
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vertex:wgpu::VertexState{
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module:&shader,
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entry_point:Some("vs_debug"),
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entry_point:Some("vs_debug_face"),
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buffers:&[wgpu::VertexBufferLayout{
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array_stride:size_of::<DebugGraphicsVertex>() as wgpu::BufferAddress,
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step_mode:wgpu::VertexStepMode::Vertex,
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attributes:&wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x3],
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attributes:&wgpu::vertex_attr_array![0=>Float32x3],
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}],
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compilation_options:wgpu::PipelineCompilationOptions::default(),
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},
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@@ -961,6 +1015,7 @@ impl GraphicsState{
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compilation_options:wgpu::PipelineCompilationOptions::default(),
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}),
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primitive:wgpu::PrimitiveState{
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topology:wgpu::PrimitiveTopology::TriangleList,
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front_face:wgpu::FrontFace::Cw,
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cull_mode:Some(wgpu::Face::Front),
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..Default::default()
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@@ -973,9 +1028,55 @@ impl GraphicsState{
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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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multiview_mask:None,
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cache:None,
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});
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let mut debug_model_pipeline=wgpu::MeshPipelineDescriptor{
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label:None,//filled in below
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layout:Some(&debug_model_pipeline_layout),
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task:Some(wgpu::TaskState{
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module:&shader,
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entry_point:Some("ts_main"),
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compilation_options:wgpu::PipelineCompilationOptions::default(),
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}),
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mesh:wgpu::MeshState{
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module:&shader,
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entry_point:None,//filled in below
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compilation_options:wgpu::PipelineCompilationOptions::default(),
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},
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fragment:Some(wgpu::FragmentState{
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module:&shader,
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entry_point:Some("fs_debug"),
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targets:&[Some(wgpu::ColorTargetState{
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format:config.view_formats[0],
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blend:Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask:wgpu::ColorWrites::default(),
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})],
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compilation_options:wgpu::PipelineCompilationOptions::default(),
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}),
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primitive:wgpu::PrimitiveState{
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topology:wgpu::PrimitiveTopology::TriangleList,
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front_face:wgpu::FrontFace::Cw,
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cull_mode:None,
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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::Always,
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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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cache:None,
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};
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debug_model_pipeline.label=Some("Debug Vert Pipeline");
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debug_model_pipeline.mesh.entry_point=Some("ms_debug_vert");
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let debug_model_pipeline_vert=device.create_mesh_pipeline(&debug_model_pipeline);
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debug_model_pipeline.label=Some("Debug Edge Pipeline");
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debug_model_pipeline.mesh.entry_point=Some("ms_debug_edge");
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let debug_model_pipeline_edge=device.create_mesh_pipeline(&debug_model_pipeline);
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let camera=GraphicsCamera::default();
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let camera_uniforms=camera.to_uniform_data(glam::Vec3::ZERO,glam::Vec2::ZERO);
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@@ -1016,7 +1117,9 @@ impl GraphicsState{
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pipelines:GraphicsPipelines{
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skybox:sky_pipeline,
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model:model_pipeline,
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debug:debug_model_pipeline,
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debug_face:debug_model_pipeline_face,
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debug_edge:debug_model_pipeline_edge,
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debug_vert:debug_model_pipeline_vert,
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},
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bind_groups:GraphicsBindGroups{
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camera:camera_bind_group,
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@@ -1086,6 +1189,49 @@ impl GraphicsState{
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.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
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}
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*/
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// upload the edge or vertex for teh mesh shader to highlight
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if let Some(hit)=&frame_state.hit{
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if let Some(closest_fev)=&hit.closest_fev{
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let model_id:model::ModelId=hit.convex_mesh_id.model_id.into();
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if let Some(model)=self.debug_models.get(model_id.get() as usize){
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let mesh=&self.debug_meshes[model.debug_mesh_id as usize];
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match closest_fev{
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strafesnet_physics::model::FEV::Face(_face)=>{
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// face is rendered normally
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},
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strafesnet_physics::model::FEV::Edge(edge)=>{
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let [v0_id,v1_id]=mesh.submeshes[hit.convex_mesh_id.submesh_id.get() as usize].edges[edge.get() as usize];
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let v0_pos=mesh.vertices[v0_id.get() as usize].pos;
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let v1_pos=mesh.vertices[v1_id.get() as usize].pos;
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let debug_data=[glam::Vec3A::from_array(v0_pos).extend(1.0).to_array(),glam::Vec3A::from_array(v1_pos).extend(1.0).to_array()];
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let debug_slice=bytemuck::cast_slice(&debug_data);
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self.staging_belt
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.write_buffer(
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&mut encoder,
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&model.debug_buf,
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0,
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wgpu::BufferSize::new(debug_slice.len() as wgpu::BufferAddress).unwrap(),
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)
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.copy_from_slice(debug_slice);
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},
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strafesnet_physics::model::FEV::Vert(vert)=>{
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let vert_id=mesh.submeshes[hit.convex_mesh_id.submesh_id.get() as usize].verts[vert.get() as usize].get();
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let pos=mesh.vertices[vert_id as usize].pos;
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let debug_data=[glam::Vec3A::from_array(pos).extend(1.0).to_array()];
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let debug_slice=bytemuck::cast_slice(&debug_data);
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self.staging_belt
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.write_buffer(
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&mut encoder,
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&model.debug_buf,
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0,
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wgpu::BufferSize::new(debug_slice.len() as wgpu::BufferAddress).unwrap(),
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)
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.copy_from_slice(debug_slice);
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},
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}
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||||
}
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||||
}
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||||
}
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self.staging_belt.finish();
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||||
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{
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||||
@@ -1135,15 +1281,33 @@ impl GraphicsState{
|
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rpass.draw(0..3,0..1);
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// render a single debug_model in red
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if let Some(model_id)=frame_state.debug_model{
|
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if let Some(model)=self.debug_models.get(model_id.get() as usize){
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let mesh=&self.debug_meshes[model.debug_mesh_id as usize];
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rpass.set_pipeline(&self.pipelines.debug);
|
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rpass.set_bind_group(1,&model.bind_group,&[]);
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rpass.set_vertex_buffer(0,mesh.vertex_buf.slice(..));
|
||||
rpass.set_index_buffer(mesh.indices.buf.slice(..),mesh.indices.format);
|
||||
//TODO: loop over triangle strips
|
||||
rpass.draw_indexed(0..mesh.indices.count,0,0..1);
|
||||
if let Some(hit)=&frame_state.hit{
|
||||
if let Some(closest_fev)=&hit.closest_fev{
|
||||
let model_id:model::ModelId=hit.convex_mesh_id.model_id.into();
|
||||
if let Some(model)=self.debug_models.get(model_id.get() as usize){
|
||||
let mesh=&self.debug_meshes[model.debug_mesh_id as usize];
|
||||
rpass.set_bind_group(1,&model.bind_group,&[]);
|
||||
rpass.set_vertex_buffer(0,mesh.vertex_buf.slice(..));
|
||||
match closest_fev{
|
||||
strafesnet_physics::model::FEV::Face(face)=>{
|
||||
rpass.set_pipeline(&self.pipelines.debug_face);
|
||||
let indices=&mesh.submeshes[hit.convex_mesh_id.submesh_id.get() as usize].faces[face.get() as usize];
|
||||
rpass.set_index_buffer(indices.buf.slice(..),indices.format);
|
||||
//TODO: loop over triangle strips
|
||||
rpass.draw_indexed(0..indices.count,0,0..1);
|
||||
},
|
||||
strafesnet_physics::model::FEV::Edge(_edge)=>{
|
||||
rpass.set_pipeline(&self.pipelines.debug_edge);
|
||||
// the data has already been primed by the staging belt
|
||||
rpass.draw_mesh_tasks(1, 1, 1);
|
||||
},
|
||||
strafesnet_physics::model::FEV::Vert(_vert)=>{
|
||||
rpass.set_pipeline(&self.pipelines.debug_vert);
|
||||
// the data has already been primed by the staging belt
|
||||
rpass.draw_mesh_tasks(1, 1, 1);
|
||||
},
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,7 +12,6 @@ pub struct GraphicsVertex{
|
||||
#[repr(C)]
|
||||
pub struct DebugGraphicsVertex{
|
||||
pub pos:[f32;3],
|
||||
pub normal:[f32;3],
|
||||
}
|
||||
#[derive(Clone,Copy,id::Id)]
|
||||
pub struct IndexedGraphicsMeshOwnedRenderConfigId(u32);
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
mod body;
|
||||
mod face_crawler;
|
||||
mod model;
|
||||
pub mod model;
|
||||
mod push_solve;
|
||||
mod minimum_difference;
|
||||
|
||||
|
||||
@@ -60,7 +60,7 @@ impl DirectedEdge for SubmeshDirectedEdgeId{
|
||||
}
|
||||
|
||||
//Vertex <-> Edge <-> Face -> Collide
|
||||
#[derive(Debug)]
|
||||
#[derive(Debug,Clone)]
|
||||
pub enum FEV<M:MeshQuery>{
|
||||
Face(M::Face),
|
||||
Edge(<M::Edge as DirectedEdge>::UndirectedEdge),
|
||||
@@ -445,6 +445,24 @@ pub struct PhysicsMeshView<'a>{
|
||||
data:&'a PhysicsMeshData,
|
||||
topology:&'a PhysicsMeshTopology,
|
||||
}
|
||||
impl PhysicsMeshView<'_>{
|
||||
pub fn verts(&self)->&[MeshVertId]{
|
||||
&self.topology.verts
|
||||
}
|
||||
pub fn edge_vert_ids_iter(&self)->impl Iterator<Item=[MeshVertId;2]>+'_{
|
||||
self.topology.edge_topology.iter().map(|edge|{
|
||||
edge.verts.map(|vert_id|self.topology.verts[vert_id.get() as usize])
|
||||
})
|
||||
}
|
||||
pub fn face_vert_ids_iter(&self)->impl Iterator<Item=impl Iterator<Item=MeshVertId>>+'_{
|
||||
self.topology.face_topology.iter().map(|face|{
|
||||
face.edges.iter().map(|edge_id|{
|
||||
let vert_id=self.topology.edge_topology[edge_id.as_undirected().get() as usize].verts[edge_id.parity() as usize];
|
||||
self.topology.verts[vert_id.get() as usize]
|
||||
})
|
||||
})
|
||||
}
|
||||
}
|
||||
impl MeshQuery for PhysicsMeshView<'_>{
|
||||
type Face=SubmeshFaceId;
|
||||
type Edge=SubmeshDirectedEdgeId;
|
||||
|
||||
@@ -670,7 +670,7 @@ impl From<CollisionAttributesId> for IntersectAttributesId{
|
||||
}
|
||||
}
|
||||
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
|
||||
struct ContactModelId(u32);
|
||||
pub struct ContactModelId(u32);
|
||||
impl From<ContactModelId> for ModelId{
|
||||
fn from(value:ContactModelId)->ModelId{
|
||||
ModelId::new(value.get())
|
||||
@@ -682,7 +682,7 @@ impl From<ModelId> for ContactModelId{
|
||||
}
|
||||
}
|
||||
#[derive(Debug,Clone,Copy,Hash,id::Id,Eq,PartialEq)]
|
||||
struct IntersectModelId(u32);
|
||||
pub struct IntersectModelId(u32);
|
||||
impl From<IntersectModelId> for ModelId{
|
||||
fn from(value:IntersectModelId)->ModelId{
|
||||
ModelId::new(value.get())
|
||||
@@ -694,7 +694,7 @@ impl From<ModelId> for IntersectModelId{
|
||||
}
|
||||
}
|
||||
#[derive(Debug,Clone,Copy,Hash,Eq,PartialEq)]
|
||||
enum PhysicsModelId{
|
||||
pub enum PhysicsModelId{
|
||||
Contact(ContactModelId),
|
||||
Intersect(IntersectModelId),
|
||||
}
|
||||
@@ -708,9 +708,9 @@ impl From<PhysicsModelId> for ModelId{
|
||||
}
|
||||
//unique physics meshes indexed by this
|
||||
#[derive(Debug,Clone,Copy,Eq,Hash,PartialEq)]
|
||||
struct ConvexMeshId<Id>{
|
||||
model_id:Id,
|
||||
submesh_id:PhysicsSubmeshId,
|
||||
pub struct ConvexMeshId<Id>{
|
||||
pub model_id:Id,
|
||||
pub submesh_id:PhysicsSubmeshId,
|
||||
}
|
||||
impl<Id> ConvexMeshId<Id>{
|
||||
fn map<NewId>(self,model_id:NewId)->ConvexMeshId<NewId>{
|
||||
@@ -999,7 +999,7 @@ impl PhysicsData{
|
||||
hitbox_mesh:StyleModifiers::default().calculate_mesh(),
|
||||
}
|
||||
}
|
||||
pub fn trace_ray(&self,ray:strafesnet_common::ray::Ray)->Option<ModelId>{
|
||||
pub fn trace_ray(&self,ray:strafesnet_common::ray::Ray)->Option<ConvexMeshId<PhysicsModelId>>{
|
||||
let (_time,convex_mesh_id)=self.bvh.sample_ray(&ray,Time::ZERO,Time::MAX/4,|&model,ray|{
|
||||
let mesh=self.models.mesh(model);
|
||||
// brute force trace every face
|
||||
@@ -1036,7 +1036,32 @@ impl PhysicsData{
|
||||
}
|
||||
min.map(Into::into)
|
||||
})?;
|
||||
Some(convex_mesh_id.model_id.into())
|
||||
Some(*convex_mesh_id)
|
||||
}
|
||||
pub fn closest_fev_not_inside(&self,convex_mesh_id:ConvexMeshId<PhysicsModelId>,point:Planar64Vec3)->Option<model_physics::FEV<TransformedMesh<'static>>>{
|
||||
let model_mesh=self.models.mesh(convex_mesh_id);
|
||||
let minkowski=model_physics::MinkowskiMesh::minkowski_sum(model_mesh,self.hitbox_mesh.transformed_mesh());
|
||||
let fev=crate::minimum_difference::closest_fev_not_inside(&minkowski,point)?;
|
||||
Some(match fev{
|
||||
model_physics::FEV::Face(face)=>{
|
||||
match face{
|
||||
model_physics::MinkowskiFace::VertFace(submesh_vert_id,_)=>model_physics::FEV::Vert(submesh_vert_id),
|
||||
model_physics::MinkowskiFace::EdgeEdge(submesh_edge_id,..)=>model_physics::FEV::Edge(submesh_edge_id),
|
||||
model_physics::MinkowskiFace::FaceVert(submesh_face_id,_)=>model_physics::FEV::Face(submesh_face_id),
|
||||
}
|
||||
},
|
||||
model_physics::FEV::Edge(edge)=>{
|
||||
match edge{
|
||||
model_physics::MinkowskiEdge::VertEdge(submesh_vert_id,_)=>model_physics::FEV::Vert(submesh_vert_id),
|
||||
model_physics::MinkowskiEdge::EdgeVert(submesh_edge_id,_)=>model_physics::FEV::Edge(submesh_edge_id),
|
||||
}
|
||||
},
|
||||
model_physics::FEV::Vert(vert)=>{
|
||||
match vert{
|
||||
model_physics::MinkowskiVert::VertVert(submesh_vert_id,_)=>model_physics::FEV::Vert(submesh_vert_id),
|
||||
}
|
||||
},
|
||||
})
|
||||
}
|
||||
pub fn new(map:&map::CompleteMap)->Self{
|
||||
let modes=map.modes.clone().denormalize();
|
||||
|
||||
@@ -2,7 +2,6 @@ use std::collections::HashMap;
|
||||
|
||||
use strafesnet_common::gameplay_modes::{ModeId,StageId};
|
||||
use strafesnet_common::instruction::{InstructionConsumer,InstructionEmitter,InstructionFeedback,TimedInstruction};
|
||||
use strafesnet_common::model::ModelId;
|
||||
// session represents the non-hardware state of the client.
|
||||
// Ideally it is a deterministic state which is atomically updated by instructions, same as the simulation state.
|
||||
use strafesnet_common::physics::{
|
||||
@@ -62,7 +61,7 @@ pub struct FrameState{
|
||||
pub body:physics::Body,
|
||||
pub camera:physics::PhysicsCamera,
|
||||
pub time:PhysicsTime,
|
||||
pub debug_model:Option<ModelId>,
|
||||
pub hit:Option<Hit>,
|
||||
}
|
||||
|
||||
pub struct Simulation{
|
||||
@@ -79,12 +78,12 @@ impl Simulation{
|
||||
physics,
|
||||
}
|
||||
}
|
||||
pub fn get_frame_state(&self,time:SessionTime,debug_model:Option<ModelId>)->FrameState{
|
||||
pub fn get_frame_state(&self,time:SessionTime,debug_model:Option<Hit>)->FrameState{
|
||||
FrameState{
|
||||
body:self.physics.camera_body(),
|
||||
camera:self.physics.camera(),
|
||||
time:self.timer.time(time),
|
||||
debug_model,
|
||||
hit: debug_model,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -152,6 +151,12 @@ enum ViewState{
|
||||
Replay(BotId),
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
pub struct Hit{
|
||||
pub convex_mesh_id:physics::ConvexMeshId<physics::PhysicsModelId>,
|
||||
pub closest_fev:Option<strafesnet_physics::model::FEV<strafesnet_physics::model::TransformedMesh<'static>>>
|
||||
}
|
||||
|
||||
pub struct Session{
|
||||
directories:Directories,
|
||||
user_settings:UserSettings,
|
||||
@@ -164,7 +169,7 @@ pub struct Session{
|
||||
recording:Recording,
|
||||
//players:HashMap<PlayerId,Simulation>,
|
||||
replays:HashMap<BotId,Replay>,
|
||||
last_ray_hit:Option<ModelId>,
|
||||
last_ray_hit:Option<Hit>,
|
||||
}
|
||||
impl Session{
|
||||
pub fn new(
|
||||
@@ -193,7 +198,7 @@ impl Session{
|
||||
}
|
||||
pub fn get_frame_state(&self,time:SessionTime)->Option<FrameState>{
|
||||
match &self.view_state{
|
||||
ViewState::Play=>Some(self.simulation.get_frame_state(time,self.last_ray_hit)),
|
||||
ViewState::Play=>Some(self.simulation.get_frame_state(time,self.last_ray_hit.clone())),
|
||||
ViewState::Replay(bot_id)=>self.replays.get(bot_id).map(|replay|
|
||||
replay.simulation.get_frame_state(time,None)
|
||||
),
|
||||
@@ -205,10 +210,15 @@ impl Session{
|
||||
origin:frame_state.body.extrapolated_position(self.simulation.timer.time(time)),
|
||||
direction:-frame_state.camera.rotation().z_axis,
|
||||
};
|
||||
let model_id=self.geometry_shared.trace_ray(ray);
|
||||
if model_id!=self.last_ray_hit{
|
||||
println!("hit={model_id:?}");
|
||||
self.last_ray_hit=model_id;
|
||||
match self.geometry_shared.trace_ray(ray){
|
||||
Some(convex_mesh_id)=>{
|
||||
let closest_fev=self.geometry_shared.closest_fev_not_inside(convex_mesh_id,self.simulation.physics.body().position);
|
||||
self.last_ray_hit=Some(Hit{
|
||||
convex_mesh_id,
|
||||
closest_fev,
|
||||
});
|
||||
},
|
||||
None=>self.last_ray_hit=None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,7 +3,7 @@ fn optional_features()->wgpu::Features{
|
||||
|wgpu::Features::TEXTURE_COMPRESSION_ETC2
|
||||
}
|
||||
fn required_features()->wgpu::Features{
|
||||
wgpu::Features::TEXTURE_COMPRESSION_BC
|
||||
wgpu::Features::TEXTURE_COMPRESSION_BC|wgpu::Features::EXPERIMENTAL_MESH_SHADER
|
||||
}
|
||||
fn required_downlevel_capabilities()->wgpu::DownlevelCapabilities{
|
||||
wgpu::DownlevelCapabilities{
|
||||
@@ -125,7 +125,7 @@ impl<'a> SetupContextPartial3<'a>{
|
||||
required_limits:needed_limits,
|
||||
memory_hints:wgpu::MemoryHints::Performance,
|
||||
trace:wgpu::Trace::Off,
|
||||
experimental_features:wgpu::ExperimentalFeatures::disabled(),
|
||||
experimental_features:unsafe{wgpu::ExperimentalFeatures::enabled()},
|
||||
},
|
||||
))
|
||||
.expect("Unable to find a suitable GPU adapter!");
|
||||
|
||||
@@ -1,3 +1,5 @@
|
||||
enable wgpu_mesh_shader;
|
||||
|
||||
struct Camera {
|
||||
// from camera to screen
|
||||
proj: mat4x4<f32>,
|
||||
@@ -90,25 +92,162 @@ fn vs_entity_texture(
|
||||
@binding(0)
|
||||
var<uniform> model_instance: ModelInstance;
|
||||
|
||||
@group(1)
|
||||
@binding(1)
|
||||
var<uniform> ve_verts: array<vec4<f32>, 2>;
|
||||
|
||||
struct DebugEntityOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(1) normal: vec3<f32>,
|
||||
@location(2) view: vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_debug(
|
||||
fn vs_debug_face(
|
||||
@location(0) pos: vec3<f32>,
|
||||
@location(1) normal: vec3<f32>,
|
||||
) -> DebugEntityOutput {
|
||||
var position: vec4<f32> = model_instance.transform * vec4<f32>(pos, 1.0);
|
||||
var result: DebugEntityOutput;
|
||||
result.normal = model_instance.normal_transform * normal;
|
||||
result.view = position.xyz - camera.view_inv[3].xyz;//col(3)
|
||||
result.position = camera.proj * camera.view * position;
|
||||
return result;
|
||||
}
|
||||
|
||||
struct TaskPayload {
|
||||
four_bytes: u32,
|
||||
}
|
||||
|
||||
var<task_payload> taskPayload: TaskPayload;
|
||||
|
||||
@task
|
||||
@payload(taskPayload)
|
||||
@workgroup_size(1)
|
||||
fn ts_main() -> @builtin(mesh_task_size) vec3<u32> {
|
||||
taskPayload.four_bytes = 0;
|
||||
return vec3(1, 1, 1);
|
||||
}
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(0) color: vec4<f32>,
|
||||
}
|
||||
struct PrimitiveOutput {
|
||||
@builtin(triangle_indices) indices: vec3<u32>,
|
||||
}
|
||||
|
||||
struct CircleOutput {
|
||||
@builtin(vertices) vertices: array<VertexOutput, 24>,
|
||||
@builtin(primitives) primitives: array<PrimitiveOutput, 22>,
|
||||
@builtin(vertex_count) vertex_count: u32,
|
||||
@builtin(primitive_count) primitive_count: u32,
|
||||
}
|
||||
|
||||
var<workgroup> mesh_output: CircleOutput;
|
||||
|
||||
const tau: f32 = 3.141592653589793 * 2.0;
|
||||
|
||||
fn modulo(value:u32,modulus:u32)->u32{
|
||||
return value-value/modulus*modulus;
|
||||
}
|
||||
|
||||
@mesh(mesh_output)
|
||||
@payload(taskPayload)
|
||||
@workgroup_size(1)
|
||||
fn ms_debug_vert(){
|
||||
// circle with 24 vertices.
|
||||
const LAYERS:u32 = 3;
|
||||
const N:u32 = 3*(1<<LAYERS);
|
||||
mesh_output.vertex_count = N;
|
||||
mesh_output.primitive_count = N-2;
|
||||
|
||||
var vertex_world_position: vec4<f32> = model_instance.transform * ve_verts[0];
|
||||
var vertex_screen_position: vec4<f32> = camera.proj * camera.view * vertex_world_position;
|
||||
|
||||
for (var i:u32 = 0; i<N/4; i++){
|
||||
// draw a 1 unit redius circle
|
||||
var theta: f32 = f32(i) * tau / f32(N);
|
||||
var cos_sin: vec2<f32> = vec2(cos(theta), sin(theta));
|
||||
var offset: vec2<f32> = 0.5 * cos_sin;
|
||||
mesh_output.vertices[i].position = vertex_screen_position + vec4<f32>(offset, 0.0, 0.0);
|
||||
mesh_output.vertices[i+N/4].position = vertex_screen_position + vec4<f32>(-offset.y, offset.x, 0.0, 0.0);
|
||||
mesh_output.vertices[i+N/4*2].position = vertex_screen_position + vec4<f32>(-offset, 0.0, 0.0);
|
||||
mesh_output.vertices[i+N/4*3].position = vertex_screen_position + vec4<f32>(offset.y, -offset.x, 0.0, 0.0);
|
||||
}
|
||||
|
||||
// max area triangle indices
|
||||
|
||||
// the big triangle
|
||||
mesh_output.primitives[0].indices = vec3<u32>(0, N/3, N/3*2);
|
||||
|
||||
// 3 layers of infill triangles to approximate circle better than 1 triangle.
|
||||
// we start on the outer layer because it's easier to construct this way
|
||||
var count:u32=N;
|
||||
var base:u32=1;
|
||||
for (var layer:u32 = 0; layer<LAYERS; layer++){
|
||||
count=count>>1;
|
||||
var step:u32=N/count;
|
||||
for (var i:u32 = 0; i<count; i++){
|
||||
mesh_output.primitives[base+i].indices = vec3<u32>(i*step, i*step+(step>>1), modulo(i*step+step,N));
|
||||
}
|
||||
base+=count;
|
||||
}
|
||||
}
|
||||
|
||||
@mesh(mesh_output)
|
||||
@payload(taskPayload)
|
||||
@workgroup_size(1)
|
||||
fn ms_debug_edge(){
|
||||
// draw two circles for now.
|
||||
const LAYERS:u32 = 3;
|
||||
const N:u32 = 2*(1<<LAYERS);
|
||||
mesh_output.vertex_count = 2*(3+2+4+8);
|
||||
mesh_output.primitive_count = 2*(1+2+4+8)+2;
|
||||
|
||||
var v0_world_position: vec4<f32> = model_instance.transform * ve_verts[0];
|
||||
var v1_world_position: vec4<f32> = model_instance.transform * ve_verts[1];
|
||||
|
||||
var v0_screen_position: vec4<f32> = camera.proj * camera.view * v0_world_position;
|
||||
var v1_screen_position: vec4<f32> = camera.proj * camera.view * v1_world_position;
|
||||
|
||||
var edge_dir_world: vec4<f32> = normalize(v0_world_position - v1_world_position);
|
||||
var edge_dir_screen: vec4<f32> = camera.proj * camera.view * edge_dir_world;
|
||||
|
||||
for (var i:u32 = 0; i<=N/2; i++){
|
||||
// two half circles that make a whole
|
||||
var theta: f32 = f32(i) * tau / f32(N);
|
||||
var cos_sin: vec2<f32> = vec2(cos(theta), sin(theta));
|
||||
|
||||
// construct basis vectors
|
||||
var y_axis: vec2<f32> = edge_dir_screen.xy;
|
||||
var x_axis: vec2<f32> = y_axis.yx;
|
||||
x_axis.x = -x_axis.x;
|
||||
|
||||
var offset: vec4<f32> = vec4<f32>(0.5 * (x_axis * cos_sin.x + y_axis * cos_sin.y), 0.0, 0.0);;
|
||||
|
||||
mesh_output.vertices[i].position = v0_screen_position + offset;
|
||||
mesh_output.vertices[N/2+1+i].position = v1_screen_position - offset;
|
||||
}
|
||||
|
||||
// max area triangle indices
|
||||
// number of primitives per circle half
|
||||
const P:u32 = N/2;
|
||||
// the big triangles between the circles
|
||||
mesh_output.primitives[0].indices = vec3<u32>(0, N/2+1, P);
|
||||
mesh_output.primitives[P].indices = vec3<u32>(N/2+1, 0, P + N/2+1);
|
||||
|
||||
// 3 layers of infill triangles to approximate circle better than 1 triangle.
|
||||
// we start on the outer layer because it's easier to construct this way
|
||||
var count:u32=P;
|
||||
var base:u32=1;
|
||||
for (var layer:u32 = 0; layer<LAYERS; layer++){
|
||||
count=count>>1;
|
||||
var step:u32=P/count;
|
||||
for (var i:u32 = 0; i<count; i++){
|
||||
var indices = vec3<u32>(i*step, i*step+(step>>1), i*step+step);
|
||||
mesh_output.primitives[base+i].indices = indices;
|
||||
mesh_output.primitives[P+base+i].indices = indices + N/2+1;
|
||||
}
|
||||
base+=count;
|
||||
}
|
||||
}
|
||||
|
||||
//group 2 is the skybox texture
|
||||
@group(1)
|
||||
@binding(0)
|
||||
|
||||
Reference in New Issue
Block a user