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24 Commits

Author SHA1 Message Date
7e9d57aebc plumb device and context into generate_model_graphics 2023-09-20 23:42:07 -07:00
b1c350dc0e wip 2023-09-20 22:53:18 -07:00
7fae3063cc comment code that will be deleted soon and cause merge conflicts for no reason 2023-09-20 22:37:14 -07:00
25cfd615be drag & drop to load roblox map 2023-09-20 22:37:14 -07:00
8b9981e4b4 make handy unit cube 2023-09-20 22:37:14 -07:00
7e53e84e86 load_roblox module 2023-09-20 22:32:49 -07:00
365ecb1d0b add roblox deps 2023-09-20 22:32:49 -07:00
1d9d4efedb do not step physics on mouse input, only update pos (overwriting previous pos) 2023-09-20 22:31:26 -07:00
bd04f680d8 fix angles 2023-09-20 22:31:26 -07:00
46cc082c07 accumulate deltas 2023-09-20 22:31:26 -07:00
55fcdb8e27 implement jump() + remove jump_trying + prevent air jumping 2023-09-20 22:31:26 -07:00
d7df468388 wip 2 2023-09-20 22:31:26 -07:00
990199b4c7 wip 2023-09-20 22:31:26 -07:00
1de3501e89 no default transform 2023-09-20 22:29:46 -07:00
0135b17917 make proper model data and stop passing device into add_obj 2023-09-20 22:29:33 -07:00
1878528a4f v0.4.0 instanced rendering + model textures 2023-09-20 17:45:39 -07:00
25e80a7c17 scope skybox 2023-09-20 17:13:08 -07:00
21835d13f6 load squid texture 2023-09-20 17:13:08 -07:00
91f6a5261f move camera_uniforms and skybox_texture 2023-09-20 17:13:08 -07:00
fb4a5efa14 split main bind group, rename everything, organize GraphicsData 2023-09-20 17:13:08 -07:00
acb658f3e9 goal: repeating ground texture 2023-09-20 14:07:11 -07:00
7e427b3879 instanced rendering 2023-09-20 13:48:07 -07:00
d16485ae6d replace visual ground with custom ground model! 2023-09-20 13:37:46 -07:00
cdf695ee6e label bind group 2023-09-20 13:02:47 -07:00
8 changed files with 527 additions and 438 deletions

2
Cargo.lock generated
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@@ -1645,7 +1645,7 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
[[package]]
name = "strafe-client"
version = "0.3.0"
version = "0.4.0"
dependencies = [
"async-executor",
"bytemuck",

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@@ -1,6 +1,6 @@
[package]
name = "strafe-client"
version = "0.3.0"
version = "0.4.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html

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images/squid.dds Normal file

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@@ -51,7 +51,7 @@ pub trait Example: 'static + Sized {
device: &wgpu::Device,
queue: &wgpu::Queue,
);
fn update(&mut self, event: WindowEvent);
fn update(&mut self, device: &wgpu::Device, event: WindowEvent);
fn device_event(&mut self, event: DeviceEvent);
fn render(
&mut self,
@@ -344,7 +344,7 @@ fn start<E: Example>(
println!("{:#?}", instance.generate_report());
}
_ => {
example.update(event);
example.update(&device,event);
}
},
event::Event::DeviceEvent {

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@@ -10,8 +10,7 @@ fn class_is_a(class: &str, superclass: &str) -> bool {
}
return false
}
pub fn get_objects(buf_thing: std::io::BufReader<&[u8]>, superclass: &str) -> Result<std::vec::Vec<rbx_dom_weak::Instance>, Box<dyn std::error::Error>> {
pub fn get_objects<R: std::io::Read>(buf_thing: R, superclass: &str) -> Result<std::vec::Vec<rbx_dom_weak::Instance>, Box<dyn std::error::Error>> {
// Using buffered I/O is recommended with rbx_binary
let dom = rbx_binary::from_reader(buf_thing)?;

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@@ -1,9 +1,4 @@
struct SkyOutput {
@builtin(position) position: vec4<f32>,
@location(0) sampledir: vec3<f32>,
};
struct Data {
struct Camera {
// from camera to screen
proj: mat4x4<f32>,
// from screen to camera
@@ -13,9 +8,16 @@ struct Data {
// camera position
cam_pos: vec4<f32>,
};
//group 0 is the camera
@group(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
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
let inv_model_view = transpose(mat3x3<f32>(r_data.view[0].xyz, r_data.view[1].xyz, r_data.view[2].xyz));
let unprojected = r_data.proj_inv * pos;
let inv_model_view = transpose(mat3x3<f32>(camera.view[0].xyz, camera.view[1].xyz, camera.view[2].xyz));
let unprojected = camera.proj_inv * pos;
var result: SkyOutput;
result.sampledir = inv_model_view * unprojected.xyz;
@@ -39,93 +41,65 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
return result;
}
struct GroundOutput {
@builtin(position) position: vec4<f32>,
@location(4) pos: vec3<f32>,
};
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;
@vertex
fn vs_ground(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
// 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) * 2.0 - 1.0,
0.0,
f32(tmp2) * 2.0 - 1.0
) * 160.0;
var result: GroundOutput;
result.pos = pos;
result.position = r_data.proj * r_data.view * vec4<f32>(pos, 1.0);
return result;
}
struct EntityOutput {
struct EntityOutputTexture {
@builtin(position) position: vec4<f32>,
@location(1) texture: vec2<f32>,
@location(2) normal: vec3<f32>,
@location(3) view: vec3<f32>,
};
@group(1)
@binding(0)
var<uniform> r_EntityTransform: mat4x4<f32>;
@vertex
fn vs_entity(
fn vs_entity_texture(
@builtin(instance_index) instance: u32,
@location(0) pos: vec3<f32>,
@location(1) texture: vec2<f32>,
@location(2) normal: vec3<f32>,
) -> EntityOutput {
var position: vec4<f32> = r_EntityTransform * vec4<f32>(pos, 1.0);
var result: EntityOutput;
result.normal = (r_EntityTransform * vec4<f32>(normal, 0.0)).xyz;
result.texture=texture;
result.view = position.xyz - r_data.cam_pos.xyz;
result.position = r_data.proj * r_data.view * position;
) -> EntityOutputTexture {
var position: vec4<f32> = entity_transforms[instance] * vec4<f32>(pos, 1.0);
var result: EntityOutputTexture;
result.normal = (entity_transforms[instance] * vec4<f32>(normal, 0.0)).xyz;
result.texture=texture;//(entity_texture_transforms[instance] * vec3<f32>(texture, 1.0)).xy;
result.view = position.xyz - camera.cam_pos.xyz;
result.position = camera.proj * camera.view * position;
return result;
}
@group(0)
//group 2 is the skybox texture
@group(2)
@binding(0)
var cube_texture: texture_cube<f32>;
@group(2)
@binding(1)
var r_texture: texture_cube<f32>;
@group(0)
@binding(2)
var r_sampler: sampler;
var cube_sampler: sampler;
@fragment
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
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 normal = normalize(vertex.normal);
let d = dot(normal, incident);
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 texture_color = textureSample(r_texture, r_sampler, dir).rgb;
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);
}
fn modulo_euclidean (a: f32, b: f32) -> f32 {
var m = a % b;
if (m < 0.0) {
if (b < 0.0) {
m -= b;
} else {
m += b;
}
}
return m;
}
@fragment
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);
let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb;
let reflected_color = textureSample(cube_texture, cube_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);
}