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debug-grap
Author | SHA1 | Date | |
---|---|---|---|
63f954f65a | |||
f52399a931 | |||
7be7d40c8a |
engine
strafe-client/src
@ -5,7 +5,7 @@ use strafesnet_settings::settings;
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use strafesnet_session::session;
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use strafesnet_common::model::{self, ColorId, NormalId, PolygonIter, PositionId, RenderConfigId, TextureCoordinateId, VertexId};
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use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
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use crate::model::{self as model_graphics,IndexedGraphicsMeshOwnedRenderConfig,IndexedGraphicsMeshOwnedRenderConfigId,GraphicsMeshOwnedRenderConfig,GraphicsModelColor4,GraphicsModelOwned,GraphicsVertex};
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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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@ -36,12 +36,22 @@ struct GraphicsModel{
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instance_count:u32,
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}
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struct DebugGraphicsMesh{
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indices:Indices,
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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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}
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struct GraphicsSamplers{
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repeat:wgpu::Sampler,
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}
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struct GraphicsBindGroupLayouts{
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model:wgpu::BindGroupLayout,
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debug_model:wgpu::BindGroupLayout,
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}
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struct GraphicsBindGroups{
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@ -52,6 +62,7 @@ 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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}
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struct GraphicsCamera{
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@ -112,6 +123,8 @@ pub struct GraphicsState{
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camera_buf:wgpu::Buffer,
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temp_squid_texture_view:wgpu::TextureView,
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models:Vec<GraphicsModel>,
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debug_meshes:Vec<DebugGraphicsMesh>,
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debug_models:Vec<DebugGraphicsModel>,
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depth_view:wgpu::TextureView,
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staging_belt:wgpu::util::StagingBelt,
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}
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@ -146,6 +159,76 @@ impl GraphicsState{
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self.camera.fov=user_settings.calculate_fov(1.0,&self.camera.screen_size).as_vec2();
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}
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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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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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}
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}).collect();
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let vertex_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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label:Some("Vertex"),
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contents:bytemuck::cast_slice(&vertices),
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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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// triangulate
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let mut poly_vertices=poly.into_iter().copied();
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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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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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vertex_buf,
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}
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}).collect();
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//generate debug models, only one will be rendered at a time
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self.debug_models=map.models.iter().enumerate().map(|(model_id,model)|{
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let model_uniforms=get_instance_buffer_data(&GraphicsModelOwned{
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transform:model.transform.into(),
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normal_transform:glam::Mat3::from_cols_array_2d(&model.transform.matrix3.to_array().map(|row|row.map(Into::into))).inverse().transpose(),
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color:GraphicsModelColor4::new(glam::vec4(1.0,0.0,0.0,0.2)),
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});
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let model_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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label:Some(format!("Debug Model{} Buf",model_id).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 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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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!("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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}
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}).collect();
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//generate texture view per texture
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let texture_views:HashMap<strafesnet_common::model::TextureId,wgpu::TextureView>=map.textures.iter().enumerate().filter_map(|(texture_id,texture_data)|{
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let texture_id=model::TextureId::new(texture_id as u32);
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@ -588,6 +671,21 @@ impl GraphicsState{
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},
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],
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});
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let debug_model_bind_group_layout=device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor{
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label:Some("Debug Model 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::VERTEX_FRAGMENT,
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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 clamp_sampler=device.create_sampler(&wgpu::SamplerDescriptor{
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label:Some("Clamp Sampler"),
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@ -736,6 +834,14 @@ impl GraphicsState{
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],
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push_constant_ranges:&[],
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});
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let debug_model_pipeline_layout=device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor{
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label:None,
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bind_group_layouts:&[
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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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});
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let sky_pipeline_layout=device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor{
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label:None,
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bind_group_layouts:&[
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@ -811,6 +917,45 @@ impl GraphicsState{
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multiview: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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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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buffers:&[wgpu::VertexBufferLayout{
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array_stride:std::mem::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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}],
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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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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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},
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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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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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@ -850,7 +995,8 @@ impl GraphicsState{
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Self{
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pipelines:GraphicsPipelines{
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skybox:sky_pipeline,
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model:model_pipeline
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model:model_pipeline,
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debug:debug_model_pipeline,
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},
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bind_groups:GraphicsBindGroups{
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camera:camera_bind_group,
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@ -859,9 +1005,14 @@ impl GraphicsState{
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camera,
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camera_buf,
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models:Vec::new(),
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debug_meshes:Vec::new(),
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debug_models:Vec::new(),
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depth_view,
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staging_belt:wgpu::util::StagingBelt::new(0x100),
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bind_group_layouts:GraphicsBindGroupLayouts{model:model_bind_group_layout},
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bind_group_layouts:GraphicsBindGroupLayouts{
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model:model_bind_group_layout,
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debug_model:debug_model_bind_group_layout,
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},
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samplers:GraphicsSamplers{repeat:repeat_sampler},
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temp_squid_texture_view:squid_texture_view,
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}
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@ -949,6 +1100,7 @@ impl GraphicsState{
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rpass.set_bind_group(0,&self.bind_groups.camera,&[]);
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rpass.set_bind_group(1,&self.bind_groups.skybox_texture,&[]);
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// Draw all models.
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rpass.set_pipeline(&self.pipelines.model);
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for model in &self.models{
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rpass.set_bind_group(2,&model.bind_group,&[]);
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@ -960,6 +1112,19 @@ impl GraphicsState{
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rpass.set_pipeline(&self.pipelines.skybox);
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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(..));
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rpass.set_index_buffer(mesh.indices.buf.slice(..),mesh.indices.format);
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//TODO: loop over triangle strips
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rpass.draw_indexed(0..mesh.indices.count,0,0..1);
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}
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}
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}
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queue.submit(std::iter::once(encoder.finish()));
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@ -968,21 +1133,23 @@ impl GraphicsState{
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}
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}
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const MODEL_BUFFER_SIZE:usize=4*4 + 12 + 4;//let size=std::mem::size_of::<ModelInstance>();
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const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
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const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*core::mem::size_of::<f32>();
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fn get_instance_buffer_data(instance:&GraphicsModelOwned)->[f32;MODEL_BUFFER_SIZE]{
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let mut out=[0.0;MODEL_BUFFER_SIZE];
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out[0..16].copy_from_slice(instance.transform.as_ref());
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out[16..19].copy_from_slice(instance.normal_transform.x_axis.as_ref());
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// out[20]=0.0;
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out[20..23].copy_from_slice(instance.normal_transform.y_axis.as_ref());
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// out[24]=0.0;
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out[24..27].copy_from_slice(instance.normal_transform.z_axis.as_ref());
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// out[28]=0.0;
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out[28..32].copy_from_slice(instance.color.get().as_ref());
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out
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}
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fn get_instances_buffer_data(instances:&[GraphicsModelOwned])->Vec<f32>{
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let mut raw=Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
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for mi in instances{
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//model transform
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raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
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//normal transform
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raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.x_axis));
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raw.extend_from_slice(&[0.0]);
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raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.y_axis));
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raw.extend_from_slice(&[0.0]);
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raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.z_axis));
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raw.extend_from_slice(&[0.0]);
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//color
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raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color.get()));
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raw.extend_from_slice(&get_instance_buffer_data(mi));
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}
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raw
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}
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@ -8,6 +8,12 @@ pub struct GraphicsVertex{
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pub normal:[f32;3],
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pub color:[f32;4],
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}
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#[derive(Clone,Copy,Pod,Zeroable)]
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#[repr(C)]
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pub struct DebugGraphicsVertex{
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pub pos:[f32;3],
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pub normal:[f32;3],
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}
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#[derive(Clone,Copy,id::Id)]
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pub struct IndexedGraphicsMeshOwnedRenderConfigId(u32);
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pub struct IndexedGraphicsMeshOwnedRenderConfig{
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@ -1,4 +1,5 @@
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use std::collections::{HashMap,HashSet};
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use crate::model::DirectedEdge;
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use crate::model::{self as model_physics,PhysicsMesh,PhysicsMeshTransform,TransformedMesh,MeshQuery,PhysicsMeshId,PhysicsSubmeshId};
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use strafesnet_common::bvh;
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use strafesnet_common::map;
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@ -280,7 +281,8 @@ impl PhysicsCamera{
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.clamp(Self::ANGLE_PITCH_LOWER_LIMIT,Self::ANGLE_PITCH_UPPER_LIMIT);
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mat3::from_rotation_yx(ax,ay)
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}
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fn rotation(&self)->Planar64Mat3{
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#[inline]
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pub fn rotation(&self)->Planar64Mat3{
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self.get_rotation(self.clamped_mouse_pos)
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}
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fn simulate_move_rotation(&self,mouse_delta:glam::IVec2)->Planar64Mat3{
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@ -980,6 +982,34 @@ impl PhysicsContext<'_>{
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}
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}
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impl PhysicsData{
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pub fn trace_ray(&self,ray:strafesnet_common::ray::Ray)->Option<ModelId>{
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let (_time,convex_mesh_id)=self.bvh.sample_ray(&ray,Time::ZERO,Time::MAX/4,|&model,ray|{
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let mesh=self.models.mesh(model);
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// brute force trace every face
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mesh.faces().filter_map(|face_id|{
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let (n,d)=mesh.face_nd(face_id);
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// trace ray onto face
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// n.(o+d*t)==n.p
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// n.o + n.d * t == n.p
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// t == (n.p - n.o)/n.d
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let nd=n.dot(ray.direction);
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if nd.is_zero(){
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return None;
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}
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let t=(d-n.dot(ray.origin))/nd;
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// check if point of intersection is behind face edges
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// *2 because average of 2 vertices
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let p=ray.extrapolate(t)*2;
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mesh.face_edges(face_id).iter().all(|&directed_edge_id|{
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let edge_n=mesh.directed_edge_n(directed_edge_id);
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let cross_n=edge_n.cross(n);
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let &[vert0,vert1]=mesh.edge_verts(directed_edge_id.as_undirected()).as_ref();
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cross_n.dot(p)<cross_n.dot(mesh.vert(vert0)+mesh.vert(vert1))
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}).then(||t)
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}).min().map(Into::into)
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})?;
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Some(convex_mesh_id.model_id.into())
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}
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/// use with caution, this is the only non-instruction way to mess with physics
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pub fn generate_models(&mut self,map:&map::CompleteMap){
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let mut modes=map.modes.clone().denormalize();
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|
@ -2,6 +2,7 @@ use std::collections::HashMap;
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use strafesnet_common::gameplay_modes::{ModeId,StageId};
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use strafesnet_common::instruction::{InstructionConsumer,InstructionEmitter,InstructionFeedback,TimedInstruction};
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use strafesnet_common::model::ModelId;
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// session represents the non-hardware state of the client.
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// Ideally it is a deterministic state which is atomically updated by instructions, same as the simulation state.
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use strafesnet_common::physics::{
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@ -61,6 +62,7 @@ pub struct FrameState{
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pub body:physics::Body,
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pub camera:physics::PhysicsCamera,
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pub time:PhysicsTime,
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pub debug_model:Option<strafesnet_common::model::ModelId>,
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}
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pub struct Simulation{
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@ -77,11 +79,12 @@ impl Simulation{
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physics,
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}
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}
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pub fn get_frame_state(&self,time:SessionTime)->FrameState{
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pub fn get_frame_state(&self,time:SessionTime,debug_model:Option<ModelId>)->FrameState{
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FrameState{
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body:self.physics.camera_body(),
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camera:self.physics.camera(),
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time:self.timer.time(time),
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debug_model,
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}
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}
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}
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@ -161,6 +164,7 @@ pub struct Session{
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recording:Recording,
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//players:HashMap<PlayerId,Simulation>,
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replays:HashMap<BotId,Replay>,
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last_ray_hit:Option<strafesnet_common::model::ModelId>,
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}
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impl Session{
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pub fn new(
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@ -177,6 +181,7 @@ impl Session{
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view_state:ViewState::Play,
|
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recording:Default::default(),
|
||||
replays:HashMap::new(),
|
||||
last_ray_hit:None,
|
||||
}
|
||||
}
|
||||
fn clear_recording(&mut self){
|
||||
@ -188,12 +193,25 @@ 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)),
|
||||
ViewState::Play=>Some(self.simulation.get_frame_state(time,self.last_ray_hit)),
|
||||
ViewState::Replay(bot_id)=>self.replays.get(bot_id).map(|replay|
|
||||
replay.simulation.get_frame_state(time)
|
||||
replay.simulation.get_frame_state(time,None)
|
||||
),
|
||||
}
|
||||
}
|
||||
pub fn debug_raycast_print_model_id_if_changed(&mut self,time:SessionTime){
|
||||
if let Some(frame_state)=self.get_frame_state(time){
|
||||
let ray=strafesnet_common::ray::Ray{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
pub fn user_settings(&self)->&UserSettings{
|
||||
&self.user_settings
|
||||
}
|
||||
|
@ -77,5 +77,8 @@ pub fn new<'a>(
|
||||
run_session_instruction!(ins.time,SessionInstruction::LoadReplay(bot));
|
||||
}
|
||||
}
|
||||
|
||||
//whatever just do it
|
||||
session.debug_raycast_print_model_id_if_changed(ins.time);
|
||||
})
|
||||
}
|
||||
|
@ -86,6 +86,29 @@ fn vs_entity_texture(
|
||||
return result;
|
||||
}
|
||||
|
||||
@group(1)
|
||||
@binding(0)
|
||||
var<uniform> model_instance: ModelInstance;
|
||||
|
||||
struct DebugEntityOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(1) normal: vec3<f32>,
|
||||
@location(2) view: vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_debug(
|
||||
@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;
|
||||
}
|
||||
|
||||
//group 2 is the skybox texture
|
||||
@group(1)
|
||||
@binding(0)
|
||||
@ -110,3 +133,8 @@ fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
|
||||
let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
|
||||
return mix(vec4<f32>(vec3<f32>(0.05) + 0.2 * reflected_color,1.0),mix(vertex.model_color,vec4<f32>(fragment_color.rgb,1.0),fragment_color.a),0.5+0.5*abs(d));
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_debug(vertex: DebugEntityOutput) -> @location(0) vec4<f32> {
|
||||
return model_instance.color;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user