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4 Commits

Author SHA1 Message Date
67c4aa07ab give the checkerboard "reflections" 2023-09-06 19:36:08 -07:00
34bfeab267 special case teapot rendering
take advantage of the empty depth buffer, render the true depth afterwards to embed the teapot wall into the scene
2023-09-06 19:36:08 -07:00
52cbda4710 view1 can be identity + clipping bounds fix ups 2023-09-06 19:35:52 -07:00
9d8faeb6fb render a a 3d projection onto a flat surface embedded in world space with screen space pixels 2023-09-06 19:35:52 -07:00
5 changed files with 235 additions and 171 deletions

View File

@@ -1,120 +0,0 @@
pub struct Body {
pub position: glam::Vec3,//I64 where 2^32 = 1 u
pub velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
pub time: TIME,//nanoseconds x xxxxD!
}
pub struct PhysicsState {
pub body: Body,
//pub contacts: Vec<RelativeCollision>,
pub time: TIME,
pub strafe_tick_rate: TIME,
pub tick: u32,
pub mv: f32,
pub walkspeed: f32,
pub friction: f32,
pub gravity: glam::Vec3,
pub grounded: bool,
pub jump_trying: bool,
}
pub type TIME = i64;
const CONTROL_JUMP:u32 = 0b01000000;//temp
impl PhysicsState {
//delete this, we are tickless gamers
pub fn run(&mut self, time: TIME, control_dir: glam::Vec3, controls: u32){
let target_tick = (time/10_000_000) as u32;//100t
//the game code can run for 1 month before running out of ticks
while self.tick<target_tick {
self.tick += 1;
let dt=0.01;
let d=self.body.velocity.dot(control_dir);
if d<self.mv {
self.body.velocity+=(self.mv-d)*control_dir;
}
self.body.velocity+=self.gravity*dt;
self.body.position+=self.body.velocity*dt;
if self.body.position.y<0.0{
self.body.position.y=0.0;
self.body.velocity.y=0.0;
self.grounded=true;
}
if self.grounded&&(controls&CONTROL_JUMP)!=0 {
self.grounded=false;
self.body.velocity+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
}
if self.grounded {
let applied_friction=self.friction*dt;
let targetv=control_dir*self.walkspeed;
let diffv=targetv-self.body.velocity;
if applied_friction*applied_friction<diffv.length_squared() {
self.body.velocity+=applied_friction*diffv.normalize();
} else {
self.body.velocity=targetv;
}
}
}
self.body.time=target_tick as TIME*10_000_000;
}
//delete this
pub fn extrapolate_position(&self, time: TIME) -> glam::Vec3 {
let dt=(time-self.body.time) as f64/1_000_000_000f64;
self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
}
fn next_strafe_event(&self) -> Option<crate::event::EventStruct> {
return Some(crate::event::EventStruct{
time:self.time/self.strafe_tick_rate*self.strafe_tick_rate,//this is floor(n) I need ceil(n)+1
event:crate::event::EventEnum::StrafeTick
});
}
}
impl crate::event::EventTrait for PhysicsState {
//this little next event function can cache its return value and invalidate the cached value by watching the State.
fn next_event(&self) -> Option<crate::event::EventStruct> {
//JUST POLLING!!! NO MUTATION
let mut best_event: Option<crate::event::EventStruct> = None;
let collect_event = |test_event:Option<crate::event::EventStruct>|{
match test_event {
Some(unwrap_test_event) => match best_event {
Some(unwrap_best_event) => if unwrap_test_event.time<unwrap_best_event.time {
best_event=test_event;
},
None => best_event=test_event,
},
None => (),
}
};
//check to see if yee need to jump (this is not the way lol)
if self.grounded&&self.jump_trying {
//scroll will be implemented with InputEvent::InstantJump rather than InputEvent::Jump(true)
collect_event(Some(crate::event::EventStruct{
time:self.time,
event:crate::event::EventEnum::Jump
}));
}
//check for collision stop events with curent contacts
for collision_data in self.contacts.iter() {
collect_event(self.model.predict_collision(collision_data.model));
}
//check for collision start events (against every part in the game with no optimization!!)
for &model in self.world.models {
collect_event(self.model.predict_collision(&model));
}
//check to see when the next strafe tick is
collect_event(self.next_strafe_event());
best_event
}
}
//something that implements body + hitbox can predict collision
impl crate::sweep::PredictCollision for Model {
fn predict_collision(&self,other:&Model) -> Option<crate::event::EventStruct> {
//math!
None
}
}

View File

@@ -1,15 +0,0 @@
pub struct EventStruct {
pub time: crate::body::TIME,
pub event: EventEnum,
}
pub enum EventEnum {
CollisionStart,//(Collideable),//Body::CollisionStart
CollisionEnd,//(Collideable),//Body::CollisionEnd
StrafeTick,
Jump,
}
pub trait EventTrait {
fn next_event(&self) -> Option<EventStruct>;
}

View File

@@ -1,3 +1 @@
pub mod framework;
pub mod body;
pub mod event;

View File

@@ -20,12 +20,16 @@ struct Entity {
//temp?
struct ModelData {
transform: glam::Mat4,
transform_depth: glam::Mat4,
use_depth: glam::Vec4,
vertex_buf: wgpu::Buffer,
entities: Vec<Entity>,
}
struct Model {
transform: glam::Mat4,
transform_depth: glam::Mat4,
use_depth: glam::Vec4,
vertex_buf: wgpu::Buffer,
entities: Vec<Entity>,
bind_group: wgpu::BindGroup,
@@ -34,12 +38,20 @@ struct Model {
// Note: we use the Y=up coordinate space in this example.
struct Camera {
time: Instant,
pos: glam::Vec3,
vel: glam::Vec3,
gravity: glam::Vec3,
friction: f32,
screen_size: (u32, u32),
offset: glam::Vec3,
fov: f32,
yaw: f32,
pitch: f32,
controls: u32,
mv: f32,
grounded: bool,
walkspeed: f32,
}
const CONTROL_MOVEFORWARD:u32 = 0b00000001;
@@ -92,7 +104,7 @@ fn get_control_dir(controls: u32) -> glam::Vec3{
}
impl Camera {
fn to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
let fov = if self.controls&CONTROL_ZOOM==0 {
self.fov
@@ -101,7 +113,7 @@ impl Camera {
};
let proj = perspective_rh(fov, aspect, 0.5, 1000.0);
let proj_inv = proj.inverse();
let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
let view = glam::Mat4::from_translation(self.pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
let view_inv = view.inverse();
let mut raw = [0f32; 16 * 3 + 4];
@@ -114,17 +126,19 @@ impl Camera {
}
pub struct Skybox {
start_time: std::time::Instant,
camera: Camera,
physics: strafe_client::body::PhysicsState,
sky_pipeline: wgpu::RenderPipeline,
entity_pipeline: wgpu::RenderPipeline,
ground_pipeline: wgpu::RenderPipeline,
special_teapot: Model,
checkered_pipeline: wgpu::RenderPipeline,
depth_overwrite_pipeline: wgpu::RenderPipeline,
main_bind_group: wgpu::BindGroup,
camera_buf: wgpu::Buffer,
models: Vec<Model>,
depth_view: wgpu::TextureView,
staging_belt: wgpu::util::StagingBelt,
start_time: Instant,
}
impl Skybox {
@@ -153,9 +167,18 @@ impl Skybox {
}
}
fn get_transform_uniform_data(transform:&glam::Mat4) -> [f32; 4*4] {
let mut raw = [0f32; 4*4];
raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(transform)[..]);
fn get_model_uniform_data(model:&Model) -> [f32; 4*4*2+4] {
let mut raw = [0f32; 4*4*2+4];
raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&model.transform)[..]);
raw[16..32].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&model.transform_depth)[..]);
raw[32..36].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&model.use_depth));
raw
}
fn get_modeldata_uniform_data(model:&ModelData) -> [f32; 4*4*2+4] {
let mut raw = [0f32; 4*4*2+4];
raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&model.transform)[..]);
raw[16..32].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&model.transform_depth)[..]);
raw[32..36].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&model.use_depth));
raw
}
@@ -203,6 +226,8 @@ fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,source:&[u8]){
});
modeldatas.push(ModelData {
transform: glam::Mat4::default(),
transform_depth: glam::Mat4::default(),
use_depth: glam::Vec4::ZERO,
vertex_buf,
entities,
})
@@ -228,7 +253,13 @@ impl strafe_client::framework::Example for Skybox {
add_obj(device,& mut modeldatas,include_bytes!("../models/teapot.obj"));
println!("models.len = {:?}", modeldatas.len());
modeldatas[1].transform=glam::Mat4::from_translation(glam::vec3(10.,5.,10.));
modeldatas[2].transform=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
let proj1 = glam::Mat4::orthographic_rh(-20.0, 20.0, -20.0, 20.0, -20.0, 20.0);
let model0 = glam::Mat4::from_translation(glam::vec3(-10.,5.,10.)) * glam::Mat4::from_scale(glam::vec3(10.0,10.0,10.0));
modeldatas[2].transform=model0;
modeldatas[2].transform_depth=proj1;// * view1_inv
modeldatas[2].use_depth=glam::Vec4::Z;
let main_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
@@ -284,30 +315,22 @@ impl strafe_client::framework::Example for Skybox {
});
let camera = Camera {
time: Instant::now(),
pos: glam::Vec3::new(5.0,0.0,5.0),
vel: glam::Vec3::new(0.0,0.0,0.0),
gravity: glam::Vec3::new(0.0,-100.0,0.0),
friction: 90.0,
screen_size: (config.width, config.height),
offset: glam::Vec3::new(0.0,4.5,0.0),
fov: 1.0, //fov_slope = tan(fov_y/2)
pitch: 0.0,
yaw: 0.0,
controls:0,
};
let physics = strafe_client::body::PhysicsState {
body: strafe_client::body::Body {
position: glam::Vec3::new(5.0,0.0,5.0),
velocity: glam::Vec3::new(0.0,0.0,0.0),
time: 0,
},
time: 0,
tick: 0,
tick_rate: 100,
gravity: glam::Vec3::new(0.0,-100.0,0.0),
friction: 90.0,
mv: 2.7,
controls:0,
grounded: true,
walkspeed: 18.0,
};
let camera_uniforms = camera.to_uniform_data(physics.extrapolate_position(0));
let camera_uniforms = camera.to_uniform_data();
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera"),
contents: bytemuck::cast_slice(&camera_uniforms),
@@ -406,6 +429,60 @@ impl strafe_client::framework::Example for Skybox {
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let checkered_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Checkered"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_square",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_checkered",
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::Always,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let depth_overwrite_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Overwrite"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_square",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_overwrite",
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::Always,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: None,
@@ -512,7 +589,7 @@ impl strafe_client::framework::Example for Skybox {
//drain the modeldata vec so entities can be /moved/ to models.entities
let mut models = Vec::<Model>::with_capacity(modeldatas.len());
for (i,modeldata) in modeldatas.drain(..).enumerate() {
let model_uniforms = get_transform_uniform_data(&modeldata.transform);
let model_uniforms = get_modeldata_uniform_data(&modeldata);
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(format!("Model{}",i).as_str()),
contents: bytemuck::cast_slice(&model_uniforms),
@@ -531,6 +608,8 @@ impl strafe_client::framework::Example for Skybox {
//all of these are being moved here
models.push(Model{
transform: modeldata.transform,
transform_depth: modeldata.transform_depth,
use_depth: modeldata.use_depth,
vertex_buf:modeldata.vertex_buf,
entities: modeldata.entities,
bind_group: model_bind_group,
@@ -538,20 +617,24 @@ impl strafe_client::framework::Example for Skybox {
})
}
let teapot = models.pop().unwrap();
let depth_view = Self::create_depth_texture(config, device);
Skybox {
start_time: Instant::now(),
camera,
physics,
sky_pipeline,
entity_pipeline,
ground_pipeline,
special_teapot: teapot,
checkered_pipeline,
depth_overwrite_pipeline,
main_bind_group,
camera_buf,
models,
depth_view,
staging_belt: wgpu::util::StagingBelt::new(0x100),
start_time: Instant::now(),
}
}
@@ -629,18 +712,49 @@ impl strafe_client::framework::Example for Skybox {
queue: &wgpu::Queue,
_spawner: &strafe_client::framework::Spawner,
) {
let time = Instant::now();
//physique
let dt=(time-self.camera.time).as_secs_f32();
self.camera.time=time;
let camera_mat=glam::Mat3::from_euler(glam::EulerRot::YXZ,self.camera.yaw,0f32,0f32);
let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero();
let d=self.camera.vel.dot(control_dir);
if d<self.camera.mv {
self.camera.vel+=(self.camera.mv-d)*control_dir;
}
self.camera.vel+=self.camera.gravity*dt;
self.camera.pos+=self.camera.vel*dt;
if self.camera.pos.y<0.0{
self.camera.pos.y=0.0;
self.camera.vel.y=0.0;
self.camera.grounded=true;
}
if self.camera.grounded&&(self.camera.controls&CONTROL_JUMP)!=0 {
self.camera.grounded=false;
self.camera.vel+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
}
if self.camera.grounded {
let applied_friction=self.camera.friction*dt;
let targetv=control_dir*self.camera.walkspeed;
let diffv=targetv-self.camera.vel;
if applied_friction*applied_friction<diffv.length_squared() {
self.camera.vel+=applied_friction*diffv.normalize();
} else {
self.camera.vel=targetv;
}
}
let time=self.start_time.elapsed().as_nanos() as i64;
let proj1 = glam::Mat4::orthographic_rh(-20.0, 20.0, -20.0, 20.0, -20.0, 20.0);
let model1 = glam::Mat4::from_euler(glam::EulerRot::YXZ, self.start_time.elapsed().as_secs_f32(),0f32,0f32);
self.physics.run(time,control_dir,self.camera.controls);
self.special_teapot.transform_depth=proj1 * model1;
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
// update rotation
let camera_uniforms = self.camera.to_uniform_data(self.physics.extrapolate_position(time));
let camera_uniforms = self.camera.to_uniform_data();
self.staging_belt
.write_buffer(
&mut encoder,
@@ -650,9 +764,22 @@ impl strafe_client::framework::Example for Skybox {
device,
)
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
//special teapot
{
let model_uniforms = get_model_uniform_data(&self.special_teapot);
self.staging_belt
.write_buffer(
&mut encoder,
&self.special_teapot.model_buf,//description of where data will be written when command is executed
0,//offset in staging belt?
wgpu::BufferSize::new((model_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
device,
)
.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
}
//This code only needs to run when the uniforms change
for model in self.models.iter() {
let model_uniforms = get_transform_uniform_data(&model.transform);
let model_uniforms = get_model_uniform_data(&model);
self.staging_belt
.write_buffer(
&mut encoder,
@@ -693,6 +820,23 @@ impl strafe_client::framework::Example for Skybox {
rpass.set_bind_group(0, &self.main_bind_group, &[]);
//draw special teapot
rpass.set_bind_group(1, &self.special_teapot.bind_group, &[]);
rpass.set_pipeline(&self.checkered_pipeline);
rpass.draw(0..6, 0..1);
rpass.set_pipeline(&self.entity_pipeline);
rpass.set_vertex_buffer(0, self.special_teapot.vertex_buf.slice(..));
for entity in self.special_teapot.entities.iter() {
rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16);
rpass.draw_indexed(0..entity.index_count, 0, 0..1);
}
rpass.set_pipeline(&self.depth_overwrite_pipeline);
rpass.draw(0..6, 0..1);
//draw models
rpass.set_pipeline(&self.entity_pipeline);
for model in self.models.iter() {
rpass.set_bind_group(1, &model.bind_group, &[]);

View File

@@ -68,9 +68,15 @@ struct EntityOutput {
@location(3) view: vec3<f32>,
};
struct TransformData {
transform: mat4x4<f32>,
depth: mat4x4<f32>,
use_depth: vec4<f32>,
};
@group(1)
@binding(0)
var<uniform> r_EntityTransform: mat4x4<f32>;
var<uniform> transform: TransformData;
@vertex
fn vs_entity(
@@ -78,12 +84,42 @@ fn vs_entity(
@location(1) texture: vec2<f32>,
@location(2) normal: vec3<f32>,
) -> EntityOutput {
var position: vec4<f32> = r_EntityTransform * vec4<f32>(pos, 1.0);
var position_depth: vec4<f32> = transform.depth * vec4<f32>(pos, 1.0);
var position_depth_0: vec4<f32> = position_depth;
position_depth_0.z=0.0;
var position: vec4<f32> = transform.transform * mix(position_depth,position_depth_0,transform.use_depth);
var result: EntityOutput;
result.normal = (r_EntityTransform * vec4<f32>(normal, 0.0)).xyz;
result.normal = (transform.transform * mix(vec4<f32>(normal,0.0),vec4<f32>(0.0,0.0,1.0,0.0),transform.use_depth.z)).xyz;
result.texture=texture;
result.view = position.xyz - r_data.cam_pos.xyz;
result.position = r_data.proj * r_data.view * position;
var screen_position: vec4<f32> = r_data.proj * r_data.view * position;
result.position = mix(screen_position,position_depth,transform.use_depth);
return result;
}
struct SquareOutput {
@builtin(position) position: vec4<f32>,
@location(2) normal: vec3<f32>,
@location(3) view: vec3<f32>,
@location(4) pos: vec3<f32>,
};
@vertex
fn vs_square(@builtin(vertex_index) vertex_index: u32) -> SquareOutput {
// hacky way to draw two triangles that make a square
let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
let tmp2 = i32(vertex_index)&1;
let pos = vec3<f32>(
(f32(tmp1) - 0.5)*1.8,
f32(tmp2) - 0.5,
0.0
);
var result: SquareOutput;
result.normal = vec3<f32>(0.0,0.0,1.0);
result.pos = (transform.transform * vec4<f32>(pos, 1.0)).xyz;
result.view = result.pos - r_data.cam_pos.xyz;
result.position = r_data.proj * r_data.view * transform.transform * vec4<f32>(pos, 1.0);
return result;
}
@@ -129,3 +165,24 @@ fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
let dir = vec3<f32>(-1.0)+vec3<f32>(modulo_euclidean(vertex.pos.x/16.,1.0),0.0,modulo_euclidean(vertex.pos.z/16.,1.0))*2.0;
return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
}
@fragment
fn fs_checkered(vertex: SquareOutput) -> @location(0) vec4<f32> {
let voxel_parity: f32 = f32(
u32(modulo_euclidean(vertex.pos.x,2.0)<1.0)
^ u32(modulo_euclidean(vertex.pos.y,2.0)<1.0)
//^ u32(modulo_euclidean(vertex.pos.z,2.0)<1.0)
);
let incident = normalize(vertex.view);
let normal = normalize(vertex.normal);
let d = dot(normal, incident);
let reflected = incident - 2.0 * d * normal;
let texture_color = vec3<f32>(1.0)*voxel_parity;
let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
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);
}
@fragment
fn fs_overwrite(vertex: SquareOutput) {}