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18 Commits

Author SHA1 Message Date
24acb46173 comment unused type 2023-09-28 18:59:14 -07:00
ff3b24fe73 count properly 2023-09-28 18:44:18 -07:00
d022549a76 fix decal Color3 2023-09-28 18:36:51 -07:00
ca1786029c group variable 2023-09-28 18:30:25 -07:00
4294ca6360 include all cube faces to be split later 2023-09-28 18:30:09 -07:00
c0e108455a whoops 2023-09-28 18:29:32 -07:00
c32d3ebd98 sky should not be using model_sampler 2023-09-28 18:28:10 -07:00
822c9d6d5f sprinkle sacred runes 2023-09-28 17:45:47 -07:00
59ee0cee3b make invalid states unrepresentable 2023-09-28 17:45:11 -07:00
9dd4a48630 wip 2023-09-28 17:01:26 -07:00
bd191c65a1 primitives generates IndexedModel 2023-09-28 17:00:50 -07:00
39861c526b load_roblox generates IndexedModelInstances 2023-09-28 17:00:46 -07:00
531473ef83 calculate vertex extents for accurate mesh aabb hitboxes 2023-09-28 16:15:12 -07:00
b9c21b6e62 wip refactor everything 2023-09-28 16:14:43 -07:00
b233d497ad guappe 2023-09-28 16:13:14 -07:00
27c7b7b785 wip: color vertices for decals 2023-09-28 16:12:36 -07:00
097dccc91e temp disable part color 2023-09-28 16:12:36 -07:00
84b96960a6 hash color and plumb it into cube gen 2023-09-28 16:12:36 -07:00
8 changed files with 187 additions and 692 deletions

2
Cargo.lock generated

@ -1659,7 +1659,7 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
[[package]]
name = "strafe-client"
version = "0.7.0"
version = "0.6.0"
dependencies = [
"async-executor",
"bytemuck",

@ -1,6 +1,6 @@
[package]
name = "strafe-client"
version = "0.7.0"
version = "0.6.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html

@ -29,10 +29,6 @@ pub enum InputInstruction {
Jump(bool),
Zoom(bool),
Reset,
Idle,
//Idle: there were no input events, but the simulation is safe to advance to this timestep
//for interpolation / networking / playback reasons, most playback heads will always want
//to be 1 instruction ahead to generate the next state for interpolation.
}
pub struct Body {
@ -193,20 +189,20 @@ impl Camera {
offset,
angles: glam::DVec2::ZERO,
fov: glam::vec2(aspect,1.0),
sensitivity: glam::dvec2(1.0/6144.0,1.0/6144.0),
sensitivity: glam::dvec2(1.0/4096.0,1.0/4096.0),
time: 0,
}
}
fn simulate_move_angles(&self, delta: glam::IVec2) -> glam::DVec2 {
let mut a=self.angles-self.sensitivity*delta.as_dvec2();
a.y=a.y.clamp(-std::f64::consts::FRAC_PI_2, std::f64::consts::FRAC_PI_2);
a.y=a.y.clamp(-std::f64::consts::PI, std::f64::consts::PI);
return a
}
fn simulate_move_rotation_y(&self, delta_x: i32) -> glam::Mat3 {
mat3_from_rotation_y_f64(self.angles.x-self.sensitivity.x*(delta_x as f64))
}
pub fn proj(&self)->glam::Mat4{
perspective_rh(self.fov.x, self.fov.y, 0.5, 2000.0)
perspective_rh(self.fov.x, self.fov.y, 0.5, 1000.0)
}
pub fn view(&self,pos:glam::Vec3)->glam::Mat4{
//f32 good enough for view matrix
@ -1026,7 +1022,6 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
self.walk.state=WalkEnum::Reached;
self.grounded=false;
},
InputInstruction::Idle => (),//literally idle!
}
//calculate control dir
let camera_mat=self.camera.simulate_move_rotation_y(self.mouse_interpolation.interpolated_position(self.time).x-self.mouse_interpolation.mouse0.x);

@ -86,30 +86,12 @@ impl std::hash::Hash for RobloxFaceTextureDescription {
}
}
}
impl RobloxFaceTextureDescription{
fn to_face_description(&self)->primitives::FaceDescription{
primitives::FaceDescription{
texture:Some(self.texture),
transform:glam::Affine2::from_translation(
glam::vec2(self.transform.offset_u,self.transform.offset_v)
)
*glam::Affine2::from_scale(
glam::vec2(self.transform.scale_u,self.transform.scale_v)
),
color:self.color,
}
}
}
type RobloxPartDescription=[Option<RobloxFaceTextureDescription>;6];
type RobloxWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
type RobloxCornerWedgeDescription=[Option<RobloxFaceTextureDescription>;4];
//type RobloxWedgeDescription=[Option<RobloxFaceTextureDescription>;5];
#[derive(Clone,Eq,Hash,PartialEq)]
enum RobloxBasePartDescription{
Sphere,
Part(RobloxPartDescription),
Cylinder,
Wedge(RobloxWedgeDescription),
CornerWedge(RobloxCornerWedgeDescription),
//Wedge(RobloxWedgeDescription),
}
pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(IndexedModelInstances,glam::Vec3), Box<dyn std::error::Error>>{
//IndexedModelInstances includes textures
@ -131,11 +113,13 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
Some(rbx_dom_weak::types::Variant::Vector3(size)),
Some(rbx_dom_weak::types::Variant::Float32(transparency)),
Some(rbx_dom_weak::types::Variant::Color3uint8(color3)),
Some(rbx_dom_weak::types::Variant::Enum(shape)),
) = (
object.properties.get("CFrame"),
object.properties.get("Size"),
object.properties.get("Transparency"),
object.properties.get("Color"),
object.properties.get("Shape"),//this will also skip unions
)
{
let model_transform=glam::Affine3A::from_translation(
@ -155,73 +139,13 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
spawn_point=model_transform.transform_point3(glam::Vec3::Y)+glam::vec3(0.0,2.5,0.0);
println!("Found MapStart{:?}",spawn_point);
}
if *transparency==1.0 {
if *transparency==1.0||shape.to_u32()!=1 {
continue;
}
let shape=match &object.class[..]{
"Part"=>{
if let Some(rbx_dom_weak::types::Variant::Enum(shape))=object.properties.get("Shape"){
match shape.to_u32(){
0=>primitives::Primitives::Sphere,
1=>primitives::Primitives::Cube,
2=>primitives::Primitives::Cylinder,
3=>primitives::Primitives::Wedge,
4=>primitives::Primitives::CornerWedge,
_=>{
println!("Funky roblox PartType={}; defaulting to cube",shape.to_u32());
primitives::Primitives::Cube
},
}
}else{
println!("Part has no Shape! defaulting to cube");
primitives::Primitives::Cube
}
},
"WedgePart"=>primitives::Primitives::Wedge,
"CornerWedgePart"=>primitives::Primitives::CornerWedge,
_=>{
println!("Unsupported BasePart ClassName={}; defaulting to cube",object.class);
primitives::Primitives::Cube
}
};
//TODO: also detect "CylinderMesh" etc here
let mut face_map=std::collections::HashMap::new();
match shape{
primitives::Primitives::Cube => {
face_map.insert(0,0);//Right
face_map.insert(1,1);//Top
face_map.insert(2,2);//Back
face_map.insert(3,3);//Left
face_map.insert(4,4);//Bottom
face_map.insert(5,5);//Front
},
primitives::Primitives::Wedge => {
face_map.insert(0,0);//Right
face_map.insert(1,1);//Top -> TopFront (some surf maps put surf textures on the Top face)
face_map.insert(2,1);//Front -> TopFront
face_map.insert(3,2);//Back
face_map.insert(4,3);//Left
face_map.insert(5,4);//Bottom
},
primitives::Primitives::CornerWedge => {
//Right -> None
face_map.insert(1,0);//Top
//Back -> None
face_map.insert(3,1);//Right
face_map.insert(4,2);//Bottom
face_map.insert(5,3);//Front
},
//do not support textured spheres/cylinders imported from roblox
//this can be added later, there are some maps that use it
primitives::Primitives::Sphere
|primitives::Primitives::Cylinder => (),
}
//use the biggest one and cut it down later...
let mut part_texture_description:RobloxPartDescription=[None,None,None,None,None,None];
temp_objects.clear();
recursive_collect_superclass(&mut temp_objects, &dom, object,"Decal");
let mut part_texture_description:RobloxPartDescription=[None,None,None,None,None,None];
for &decal_ref in &temp_objects{
if let Some(decal)=dom.get_by_ref(decal_ref){
if let (
@ -244,8 +168,8 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
asset_id_from_texture_id.push(asset_id.0);
texture_id
};
let normal_id=normalid.to_u32();
if let Some(&face)=face_map.get(&normal_id){
let face=normalid.to_u32();
if face<6{
let mut roblox_texture_transform=RobloxTextureTransform::default();
let mut roblox_texture_color=glam::Vec4::ONE;
if decal.class=="Texture"{
@ -262,7 +186,7 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
decal.properties.get("StudsPerTileV"),
)
{
let (size_u,size_v)=match normal_id{
let (size_u,size_v)=match face{
0=>(size.z,size.y),//right
1=>(size.x,size.z),//top
2=>(size.x,size.y),//back
@ -278,28 +202,20 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
roblox_texture_color=glam::vec4(decal_color3.r,decal_color3.g,decal_color3.b,1.0-*decal_transparency);
}
}
part_texture_description[face]=Some(RobloxFaceTextureDescription{
part_texture_description[face as usize]=Some(RobloxFaceTextureDescription{
texture:texture_id,
color:roblox_texture_color,
transform:roblox_texture_transform,
});
}else{
println!("NormalId={} unsupported for shape={:?}",normal_id,shape);
println!("goofy ahh roblox gave NormalId {}", face);
}
}
}
}
}
//obscure rust syntax "slice pattern"
let [f0,f1,f2,f3,f4,f5]=part_texture_description;
let basepart_texture_description=match shape{
primitives::Primitives::Sphere=>RobloxBasePartDescription::Sphere,
primitives::Primitives::Cube=>RobloxBasePartDescription::Part([f0,f1,f2,f3,f4,f5]),
primitives::Primitives::Cylinder=>RobloxBasePartDescription::Cylinder,
//HAHAHA
primitives::Primitives::Wedge=>RobloxBasePartDescription::Wedge([f0,f1,f2,f3,f4]),
primitives::Primitives::CornerWedge=>RobloxBasePartDescription::CornerWedge([f0,f1,f2,f3]),
};
//TODO: generate unit Block, Wedge, etc. based on part shape lists
let basepart_texture_description=RobloxBasePartDescription::Part(part_texture_description);
//make new model if unit cube has not been crated before
let model_id=if let Some(&model_id)=model_id_from_description.get(&basepart_texture_description){
//push to existing texture model
@ -307,72 +223,34 @@ pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Inde
}else{
let model_id=indexed_models.len();
model_id_from_description.insert(basepart_texture_description.clone(),model_id);//borrow checker going crazy
indexed_models.push(match basepart_texture_description{
RobloxBasePartDescription::Sphere=>primitives::unit_sphere(),
match basepart_texture_description{
RobloxBasePartDescription::Part(part_texture_description)=>{
let mut cube_face_description=primitives::CubeFaceDescription::new();
for (face_id,roblox_face_description) in part_texture_description.iter().enumerate(){
cube_face_description.insert(
match face_id{
0=>primitives::CubeFace::Right,
1=>primitives::CubeFace::Top,
2=>primitives::CubeFace::Back,
3=>primitives::CubeFace::Left,
4=>primitives::CubeFace::Bottom,
5=>primitives::CubeFace::Front,
_=>panic!("unreachable"),
},
match roblox_face_description{
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
None=>primitives::FaceDescription::default(),
});
}
primitives::generate_partial_unit_cube(cube_face_description)
let unit_cube_faces=part_texture_description.map(|face|{
match face{
Some(roblox_texture_transform)=>Some(
primitives::FaceDescription{
texture:Some(roblox_texture_transform.texture),
transform:glam::Affine2::from_translation(
glam::vec2(roblox_texture_transform.transform.offset_u,roblox_texture_transform.transform.offset_v)
)
*glam::Affine2::from_scale(
glam::vec2(roblox_texture_transform.transform.scale_u,roblox_texture_transform.transform.scale_v)
),
color:roblox_texture_transform.color,
}
),
None=>Some(primitives::FaceDescription::default()),
}
});
let indexed_model=primitives::generate_partial_unit_cube(unit_cube_faces);
indexed_models.push(indexed_model);
model_id
},
RobloxBasePartDescription::Cylinder=>primitives::unit_cylinder(),
RobloxBasePartDescription::Wedge(wedge_texture_description)=>{
let mut wedge_face_description=primitives::WedgeFaceDescription::new();
for (face_id,roblox_face_description) in wedge_texture_description.iter().enumerate(){
wedge_face_description.insert(
match face_id{
0=>primitives::WedgeFace::Right,
1=>primitives::WedgeFace::TopFront,
2=>primitives::WedgeFace::Back,
3=>primitives::WedgeFace::Left,
4=>primitives::WedgeFace::Bottom,
_=>panic!("unreachable"),
},
match roblox_face_description{
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
None=>primitives::FaceDescription::default(),
});
}
primitives::generate_partial_unit_wedge(wedge_face_description)
},
RobloxBasePartDescription::CornerWedge(cornerwedge_texture_description)=>{
let mut cornerwedge_face_description=primitives::CornerWedgeFaceDescription::new();
for (face_id,roblox_face_description) in cornerwedge_texture_description.iter().enumerate(){
cornerwedge_face_description.insert(
match face_id{
0=>primitives::CornerWedgeFace::Top,
1=>primitives::CornerWedgeFace::Right,
2=>primitives::CornerWedgeFace::Bottom,
3=>primitives::CornerWedgeFace::Front,
_=>panic!("unreachable"),
},
match roblox_face_description{
Some(roblox_texture_transform)=>roblox_texture_transform.to_face_description(),
None=>primitives::FaceDescription::default(),
});
}
primitives::generate_partial_unit_cornerwedge(cornerwedge_face_description)
},
});
model_id
}
};
indexed_models[model_id].instances.push(ModelInstance {
transform:model_transform,
color:glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
model_transform,
color: glam::Vec4::ONE,//glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
});
}
}

@ -1,6 +1,6 @@
use std::{borrow::Cow, time::Instant};
use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
use model::{Vertex,ModelInstance,ModelGraphicsInstance};
use model::{Vertex,ModelInstance};
use body::{InputInstruction, PhysicsInstruction};
use instruction::{TimedInstruction, InstructionConsumer};
@ -18,7 +18,7 @@ struct Entity {
}
struct ModelGraphics {
instances: Vec<ModelGraphicsInstance>,
instances: Vec<ModelInstance>,
vertex_buf: wgpu::Buffer,
entities: Vec<Entity>,
bind_group: wgpu::BindGroup,
@ -87,7 +87,7 @@ impl GraphicsData {
for model in &indexed_models.models{
//make aabb and run vertices to get realistic bounds
for model_instance in &model.instances{
self.physics.models.push(body::ModelPhysics::from_model(&model,model_instance.transform));
self.physics.models.push(body::ModelPhysics::from_model(&model,model_instance.model_transform));
}
}
println!("Physics Objects: {}",self.physics.models.len());
@ -97,78 +97,50 @@ impl GraphicsData {
//idk how to do this gooder lol
let mut double_map=std::collections::HashMap::<u32,u32>::new();
let mut texture_loading_threads=Vec::new();
let mut texture_views:Vec<wgpu::TextureView>=Vec::with_capacity(indexed_models.textures.len());
for (i,t) in indexed_models.textures.iter().enumerate(){
if let Ok(mut file) = std::fs::File::open(std::path::Path::new(&format!("textures/{}.dds",t))){
double_map.insert(i as u32, texture_loading_threads.len() as u32);
texture_loading_threads.push(std::thread::spawn(move ||{
(i,ddsfile::Dds::read(&mut file).unwrap())
let image = ddsfile::Dds::read(&mut file).unwrap();
let size = wgpu::Extent3d {
width: image.get_width()/4*4,//floor(w,4), should be ceil(w,4)
height: image.get_height()/4*4,
depth_or_array_layers: 1,
};
let layer_size = wgpu::Extent3d {
depth_or_array_layers: 1,
..size
};
let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
let texture = device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor {
size,
mip_level_count: max_mips,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Bc7RgbaUnorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: Some(format!("Texture{}",i).as_str()),
view_formats: &[],
},
&image.data,
);
double_map.insert(i as u32, texture_views.len() as u32);
texture_views.push(texture.create_view(&wgpu::TextureViewDescriptor {
label: Some(format!("Texture{} View",i).as_str()),
dimension: Some(wgpu::TextureViewDimension::D2),
..wgpu::TextureViewDescriptor::default()
}));
}
}
let texture_views:Vec<wgpu::TextureView>=texture_loading_threads.into_iter().map(|t|{
let (i,image)=t.join().unwrap();
let (mut width,mut height)=(image.get_width(),image.get_height());
let format=match image.header10.unwrap().dxgi_format{
ddsfile::DxgiFormat::R8G8B8A8_UNorm_sRGB => wgpu::TextureFormat::Rgba8UnormSrgb,
ddsfile::DxgiFormat::BC7_UNorm_sRGB => {
//floor(w,4), should be ceil(w,4)
width=width/4*4;
height=height/4*4;
wgpu::TextureFormat::Bc7RgbaUnormSrgb
},
other=>panic!("unsupported format {:?}",other),
};
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let layer_size = wgpu::Extent3d {
depth_or_array_layers: 1,
..size
};
let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
let texture = device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor {
size,
mip_level_count: max_mips,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: Some(format!("Texture{}",i).as_str()),
view_formats: &[],
},
&image.data,
);
texture.create_view(&wgpu::TextureViewDescriptor {
label: Some(format!("Texture{} View",i).as_str()),
dimension: Some(wgpu::TextureViewDimension::D2),
..wgpu::TextureViewDescriptor::default()
})
}).collect();
let indexed_models_len=indexed_models.models.len();
//split groups with different textures into separate models
//de-index models and split groups with different textures into separate models
//the models received here are supposed to be tightly packed, i.e. no code needs to check if two models are using the same groups.
let mut unique_texture_models=Vec::with_capacity(indexed_models.models.len());
for mut model in indexed_models.models.drain(..){
//convert ModelInstance into ModelGraphicsInstance
let instances:Vec<ModelGraphicsInstance>=model.instances.iter().map(|instance|{
ModelGraphicsInstance{
transform: glam::Mat4::from(instance.transform),
normal_transform: glam::Mat4::from(instance.transform.inverse()).transpose(),
color: instance.color,
}
}).collect();
//check each group, if it's using a new texture then make a new clone of the model
let id=unique_texture_models.len();
let mut unique_textures=Vec::new();
@ -188,7 +160,7 @@ impl GraphicsData {
unique_vertices:model.unique_vertices.clone(),
texture:group.texture,
groups:Vec::new(),
instances:instances.clone(),
instances:model.instances.clone(),
});
texture_index
};
@ -197,13 +169,11 @@ impl GraphicsData {
});
}
}
//de-index models
let mut models=Vec::with_capacity(unique_texture_models.len());
for model in unique_texture_models.drain(..){
let mut vertices = Vec::new();
let mut index_from_vertex = std::collections::HashMap::new();//::<IndexedVertex,usize>
let mut entities = Vec::new();
//TODO: combine groups using the same render pattern
for group in model.groups {
let mut indices = Vec::new();
for poly in group.polys {
@ -304,24 +274,19 @@ impl GraphicsData {
});
}
}
println!("Texture References={}",indexed_models.textures.len());
println!("Textures Loaded={}",texture_views.len());
println!("Indexed Models={}",indexed_models_len);
println!("Graphics Objects: {}",self.models.len());
println!("Graphics Instances: {}",instance_count);
}
}
const MODEL_BUFFER_SIZE:usize=4*4 + 4*4 + 4;//let size=std::mem::size_of::<ModelInstance>();
const MODEL_BUFFER_SIZE:usize=4*4 + 4;//let size=std::mem::size_of::<ModelInstance>();
const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
fn get_instances_buffer_data(instances:&[ModelGraphicsInstance]) -> Vec<f32> {
fn get_instances_buffer_data(instances:&[ModelInstance]) -> Vec<f32> {
let mut raw = Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
for (i,mi) in instances.iter().enumerate(){
let mut v = raw.split_off(MODEL_BUFFER_SIZE*i);
//model transform
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
//normal transform
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.normal_transform)[..]);
//model_transform
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&glam::Mat4::from(mi.model_transform))[..]);
//color
raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color));
raw.append(&mut v);
@ -362,39 +327,39 @@ impl framework::Example for GraphicsData {
) -> Self {
let mut indexed_models = Vec::new();
indexed_models.append(&mut model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()));
indexed_models.push(primitives::unit_sphere());
indexed_models.push(primitives::unit_cylinder());
indexed_models.push(primitives::unit_cube());
indexed_models.append(&mut model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()));
indexed_models.append(&mut model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()));
indexed_models.push(primitives::the_unit_cube_lol());
println!("models.len = {:?}", indexed_models.len());
indexed_models[0].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
model_transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
color:glam::Vec4::ONE,
});
//quad monkeys
indexed_models[1].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
color:glam::Vec4::ONE,
});
indexed_models[1].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
color:glam::vec4(1.0,0.0,0.0,1.0),
});
indexed_models[1].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
color:glam::vec4(0.0,1.0,0.0,1.0),
});
indexed_models[1].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
color:glam::vec4(0.0,0.0,1.0,1.0),
});
//teapot
indexed_models[2].instances.push(ModelInstance{
transform:glam::Affine3A::from_scale_rotation_translation(glam::vec3(0.5, 1.0, 0.2),glam::quat(-0.22248298016985793,-0.839457167990537,-0.05603504040830783,-0.49261857546227916),glam::vec3(-10.,7.,10.)),
model_transform:glam::Affine3A::from_translation(glam::vec3(-10.,5.,10.)),
color:glam::Vec4::ONE,
});
//ground
indexed_models[3].instances.push(ModelInstance{
transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
model_transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
color:glam::Vec4::ONE,
});
@ -792,24 +757,22 @@ impl framework::Example for GraphicsData {
if let (Ok(()),Ok(()))=(std::io::Read::read_exact(&mut input, &mut first_8),std::io::Seek::rewind(&mut input)){
//
if let Some(Ok((indexed_model_instances,spawn_point)))={
match &first_8[0..4]{
b"<rob"=>{
match match &first_8[4..8]{
b"lox!"=>rbx_binary::from_reader(input).map_err(|e|format!("{:?}",e)),
b"lox "=>rbx_xml::from_reader(input,rbx_xml::DecodeOptions::default()).map_err(|e|format!("{:?}",e)),
other=>Err(format!("Unknown Roblox file type {:?}",other)),
}{
Ok(dom)=>Some(load_roblox::generate_indexed_models_roblox(dom)),
Err(e)=>{
println!("Error loading roblox file:{:?}",e);
None
},
}
},
//b"VBSP"=>load_valve::generate_indexed_models_valve(input),
//b"SNFM"=>sniffer::generate_indexed_models(input),
//b"SNFB"=>sniffer::load_bot(input),
_=>None,
if &first_8==b"<roblox!"{
if let Ok(dom) = rbx_binary::from_reader(input){
Some(load_roblox::generate_indexed_models_roblox(dom))
}else{
None
}
}else if &first_8==b"<roblox "{
if let Ok(dom) = rbx_xml::from_reader(input,rbx_xml::DecodeOptions::default()){
Some(load_roblox::generate_indexed_models_roblox(dom))
}else{
None
}
//}else if &first_8[0..4]==b"VBSP"{
// self.generate_indexed_models_valve(input)
}else{
None
}
}{
//if generate_indexed_models succeeds, clear the previous ones
@ -831,7 +794,7 @@ impl framework::Example for GraphicsData {
println!("No modeldatas were generated");
}
}else{
println!("Failed to read first 8 bytes and seek back to beginning of file.");
println!("Failed ro read first 8 bytes and seek back to beginning of file.");
}
}else{
println!("Could not open file");

@ -41,22 +41,17 @@ pub struct IndexedModelSingleTexture{
pub unique_vertices:Vec<IndexedVertex>,
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
pub groups: Vec<IndexedGroupFixedTexture>,
pub instances:Vec<ModelGraphicsInstance>,
pub instances:Vec<ModelInstance>,
}
pub struct ModelSingleTexture{
pub instances: Vec<ModelGraphicsInstance>,
pub instances: Vec<ModelInstance>,
pub vertices: Vec<Vertex>,
pub entities: Vec<Vec<u16>>,
pub texture: Option<u32>,
}
#[derive(Clone)]
pub struct ModelGraphicsInstance{
pub transform:glam::Mat4,
pub normal_transform:glam::Mat4,
pub color:glam::Vec4,
}
pub struct ModelInstance{
pub transform:glam::Affine3A,
pub model_transform:glam::Affine3A,
pub color:glam::Vec4,
}
pub struct IndexedModelInstances{
@ -104,4 +99,4 @@ pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) ->
instances:Vec::new(),
}
}).collect()
}
}

@ -1,22 +1,5 @@
use crate::model::{IndexedModel, IndexedPolygon, IndexedGroup, IndexedVertex};
#[derive(Debug)]
pub enum Primitives{
Sphere,
Cube,
Cylinder,
Wedge,
CornerWedge,
}
#[derive(Hash,PartialEq,Eq)]
pub enum CubeFace{
Right,
Top,
Back,
Left,
Bottom,
Front,
}
const CUBE_DEFAULT_TEXTURE_COORDS:[[f32;2];4]=[[0.0,0.0],[1.0,0.0],[1.0,1.0],[0.0,1.0]];
const CUBE_DEFAULT_VERTICES:[[f32;3];8]=[
[-1.,-1., 1.],//0 left bottom back
@ -29,12 +12,12 @@ const CUBE_DEFAULT_VERTICES:[[f32;3];8]=[
[-1.,-1.,-1.],//7 left bottom front
];
const CUBE_DEFAULT_NORMALS:[[f32;3];6]=[
[ 1., 0., 0.],//CubeFace::Right
[ 0., 1., 0.],//CubeFace::Top
[ 0., 0., 1.],//CubeFace::Back
[-1., 0., 0.],//CubeFace::Left
[ 0.,-1., 0.],//CubeFace::Bottom
[ 0., 0.,-1.],//CubeFace::Front
[ 1., 0., 0.],//AabbFace::Right
[ 0., 1., 0.],//AabbFace::Top
[ 0., 0., 1.],//AabbFace::Back
[-1., 0., 0.],//AabbFace::Left
[ 0.,-1., 0.],//AabbFace::Bottom
[ 0., 0.,-1.],//AabbFace::Front
];
const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[
// right (1, 0, 0)
@ -80,92 +63,8 @@ const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[
[7,2,5],
],
];
#[derive(Hash,PartialEq,Eq)]
pub enum WedgeFace{
Right,
TopFront,
Back,
Left,
Bottom,
}
const WEDGE_DEFAULT_NORMALS:[[f32;3];5]=[
[ 1., 0., 0.],//Wedge::Right
[ 0., 1.,-1.],//Wedge::TopFront
[ 0., 0., 1.],//Wedge::Back
[-1., 0., 0.],//Wedge::Left
[ 0.,-1., 0.],//Wedge::Bottom
];
/*
local cornerWedgeVerticies = {
Vector3.new(-1/2,-1/2,-1/2),7
Vector3.new(-1/2,-1/2, 1/2),0
Vector3.new( 1/2,-1/2,-1/2),6
Vector3.new( 1/2,-1/2, 1/2),1
Vector3.new( 1/2, 1/2,-1/2),5
}
*/
#[derive(Hash,PartialEq,Eq)]
pub enum CornerWedgeFace{
Top,
Right,
Bottom,
Front,
}
const CORNERWEDGE_DEFAULT_NORMALS:[[f32;3];5]=[
[ 1., 0., 0.],//Wedge::Right
[ 0., 1., 1.],//Wedge::BackTop
[-1., 1., 0.],//Wedge::LeftTop
[ 0.,-1., 0.],//Wedge::Bottom
[ 0., 0.,-1.],//Wedge::Front
];
//HashMap fits this use case perfectly but feels like using a sledgehammer to drive a nail
pub fn unit_sphere()->crate::model::IndexedModel{
let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()).remove(0);
for pos in indexed_model.unique_pos.iter_mut(){
pos[0]=pos[0]*0.5;
pos[1]=pos[1]*0.5;
pos[2]=pos[2]*0.5;
}
indexed_model
}
pub type CubeFaceDescription=std::collections::HashMap::<CubeFace,FaceDescription>;
pub fn unit_cube()->crate::model::IndexedModel{
let mut t=CubeFaceDescription::new();
t.insert(CubeFace::Right,FaceDescription::default());
t.insert(CubeFace::Top,FaceDescription::default());
t.insert(CubeFace::Back,FaceDescription::default());
t.insert(CubeFace::Left,FaceDescription::default());
t.insert(CubeFace::Bottom,FaceDescription::default());
t.insert(CubeFace::Front,FaceDescription::default());
generate_partial_unit_cube(t)
}
const TEAPOT_TRANSFORM:glam::Mat3=glam::mat3(glam::vec3(0.0,0.1,0.0),glam::vec3(-0.1,0.0,0.0),glam::vec3(0.0,0.0,0.1));
pub fn unit_cylinder()->crate::model::IndexedModel{
let mut indexed_model=crate::model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),*glam::Vec4::ONE.as_ref()).remove(0);
for pos in indexed_model.unique_pos.iter_mut(){
[pos[0],pos[1],pos[2]]=*(TEAPOT_TRANSFORM*glam::Vec3::from_array(*pos)).as_ref();
}
indexed_model
}
pub type WedgeFaceDescription=std::collections::HashMap::<WedgeFace,FaceDescription>;
pub fn unit_wedge()->crate::model::IndexedModel{
let mut t=WedgeFaceDescription::new();
t.insert(WedgeFace::Right,FaceDescription::default());
t.insert(WedgeFace::TopFront,FaceDescription::default());
t.insert(WedgeFace::Back,FaceDescription::default());
t.insert(WedgeFace::Left,FaceDescription::default());
t.insert(WedgeFace::Bottom,FaceDescription::default());
generate_partial_unit_wedge(t)
}
pub type CornerWedgeFaceDescription=std::collections::HashMap::<CornerWedgeFace,FaceDescription>;
pub fn unit_cornerwedge()->crate::model::IndexedModel{
let mut t=CornerWedgeFaceDescription::new();
t.insert(CornerWedgeFace::Right,FaceDescription::default());
t.insert(CornerWedgeFace::Top,FaceDescription::default());
t.insert(CornerWedgeFace::Bottom,FaceDescription::default());
t.insert(CornerWedgeFace::Front,FaceDescription::default());
generate_partial_unit_cornerwedge(t)
pub fn the_unit_cube_lol() -> crate::model::IndexedModel{
generate_partial_unit_cube([Some(FaceDescription::default());6])
}
#[derive(Copy,Clone)]
@ -175,11 +74,11 @@ pub struct FaceDescription{
pub color:glam::Vec4,
}
impl std::default::Default for FaceDescription{
fn default()->Self {
fn default() -> Self {
Self{
texture:None,
transform:glam::Affine2::IDENTITY,
color:glam::vec4(1.0,1.0,1.0,0.0),//zero alpha to hide the default texture
color:glam::Vec4::ONE,
}
}
}
@ -196,8 +95,7 @@ impl FaceDescription{
}
}
//TODO: it's probably better to use a shared vertex buffer between all primitives and use indexed rendering instead of generating a unique vertex buffer for each primitive.
//implementation: put all roblox primitives into one model.groups <- this won't work but I forget why
pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate::model::IndexedModel{
pub fn generate_partial_unit_cube(face_descriptions:[Option<FaceDescription>;6]) -> crate::model::IndexedModel{
let mut generated_pos=Vec::<[f32;3]>::new();
let mut generated_tex=Vec::new();
let mut generated_normal=Vec::new();
@ -206,290 +104,59 @@ pub fn generate_partial_unit_cube(face_descriptions:CubeFaceDescription)->crate:
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face,face_description) in face_descriptions.iter(){
//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
}else{
//create new transform_index
let transform_index=transforms.len();
transforms.push(face_description.transform);
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
}
transform_index
} as u32;
let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
color_index
}else{
//create new color_index
let color_index=generated_color.len();
generated_color.push(*face_description.color.as_ref());
color_index
} as u32;
let face_id=match face{
CubeFace::Right => 0,
CubeFace::Top => 1,
CubeFace::Back => 2,
CubeFace::Left => 3,
CubeFace::Bottom => 4,
CubeFace::Front => 5,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(CUBE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:CUBE_DEFAULT_POLYS[face_id].map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:pos_index,
tex:tup[1]+4*transform_index,
normal:normal_index,
color:color_index,
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
vert_index as u32
}).to_vec(),
}],
});
}
IndexedModel{
unique_pos:generated_pos,
unique_tex:generated_tex,
unique_normal:generated_normal,
unique_color:generated_color,
unique_vertices:generated_vertices,
groups,
instances:Vec::new(),
}
}
//don't think too hard about the copy paste because this is all going into the map tool eventually...
pub fn generate_partial_unit_wedge(face_descriptions:WedgeFaceDescription)->crate::model::IndexedModel{
let wedge_default_polys=vec![
// right (1, 0, 0)
vec![
[6,2,0],//[vertex,tex,norm]
[2,0,0],
[1,3,0],
],
// FrontTop (0, 1, -1)
vec![
[3,1,1],
[2,0,1],
[6,3,1],
[7,2,1],
],
// back (0, 0, 1)
vec![
[0,3,2],
[1,2,2],
[2,1,2],
[3,0,2],
],
// left (-1, 0, 0)
vec![
[0,2,3],
[3,1,3],
[7,3,3],
],
// bottom (0,-1, 0)
vec![
[1,1,4],
[0,0,4],
[7,3,4],
[6,2,4],
],
];
let mut generated_pos=Vec::<[f32;3]>::new();
let mut generated_tex=Vec::new();
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face,face_description) in face_descriptions.iter(){
//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
}else{
//create new transform_index
let transform_index=transforms.len();
transforms.push(face_description.transform);
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
}
transform_index
} as u32;
let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
color_index
}else{
//create new color_index
let color_index=generated_color.len();
generated_color.push(*face_description.color.as_ref());
color_index
} as u32;
let face_id=match face{
WedgeFace::Right => 0,
WedgeFace::TopFront => 1,
WedgeFace::Back => 2,
WedgeFace::Left => 3,
WedgeFace::Bottom => 4,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(WEDGE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:wedge_default_polys[face_id].iter().map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:pos_index,
tex:tup[1]+4*transform_index,
normal:normal_index,
color:color_index,
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
vert_index as u32
}).collect(),
}],
});
}
IndexedModel{
unique_pos:generated_pos,
unique_tex:generated_tex,
unique_normal:generated_normal,
unique_color:generated_color,
unique_vertices:generated_vertices,
groups,
instances:Vec::new(),
}
}
pub fn generate_partial_unit_cornerwedge(face_descriptions:CornerWedgeFaceDescription)->crate::model::IndexedModel{
let cornerwedge_default_polys=vec![
// right (1, 0, 0)
vec![
[6,2,0],//[vertex,tex,norm]
[5,1,0],
[1,3,0],
],
// BackTop (0, 1, 1)
vec![
[5,3,1],
[0,1,1],
[1,0,1],
],
// LeftTop (-1, 1, 0)
vec![
[5,3,2],
[7,2,2],
[0,1,2],
],
// bottom (0,-1, 0)
vec![
[1,1,3],
[0,0,3],
[7,3,3],
[6,2,3],
],
// front (0, 0,-1)
vec![
[5,0,4],
[6,3,4],
[7,2,4],
],
];
let mut generated_pos=Vec::<[f32;3]>::new();
let mut generated_tex=Vec::new();
let mut generated_normal=Vec::new();
let mut generated_color=Vec::new();
let mut generated_vertices=Vec::new();
let mut groups=Vec::new();
let mut transforms=Vec::new();
//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
for (face,face_description) in face_descriptions.iter(){
//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
}else{
//create new transform_index
let transform_index=transforms.len();
transforms.push(face_description.transform);
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
}
transform_index
} as u32;
let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
color_index
}else{
//create new color_index
let color_index=generated_color.len();
generated_color.push(*face_description.color.as_ref());
color_index
} as u32;
let face_id=match face{
CornerWedgeFace::Right => 0,
CornerWedgeFace::Top => 1,
CornerWedgeFace::Bottom => 2,
CornerWedgeFace::Front => 3,
};
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(CORNERWEDGE_DEFAULT_NORMALS[face_id]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:cornerwedge_default_polys[face_id].iter().map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:pos_index,
tex:tup[1]+4*transform_index,
normal:normal_index,
color:color_index,
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
vert_index as u32
}).collect(),
}],
});
for (i,maybe_face_description) in face_descriptions.iter().enumerate(){
if let Some(face_description)=maybe_face_description{
//assume that scanning short lists is faster than hashing.
let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
transform_index
}else{
//create new transform_index
let transform_index=transforms.len();
transforms.push(face_description.transform);
for tex in CUBE_DEFAULT_TEXTURE_COORDS{
generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
}
transform_index
} as u32;
let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
color_index
}else{
//create new color_index
let color_index=generated_color.len();
generated_color.push(*face_description.color.as_ref());
color_index
} as u32;
//always push normal
let normal_index=generated_normal.len() as u32;
generated_normal.push(CUBE_DEFAULT_NORMALS[i]);
//push vertices as they are needed
groups.push(IndexedGroup{
texture:face_description.texture,
polys:vec![IndexedPolygon{
vertices:CUBE_DEFAULT_POLYS[i].map(|tup|{
let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
pos_index
}else{
//create new pos_index
let pos_index=generated_pos.len();
generated_pos.push(pos);
pos_index
} as u32;
//always push vertex
let vertex=IndexedVertex{
pos:pos_index,
tex:tup[1]+4*transform_index,
normal:normal_index,
color:color_index,
};
let vert_index=generated_vertices.len();
generated_vertices.push(vertex);
vert_index as u32
}).to_vec(),
}],
});
}
}
IndexedModel{
unique_pos:generated_pos,

@ -42,8 +42,7 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
}
struct ModelInstance{
transform:mat4x4<f32>,
normal_transform:mat4x4<f32>,
model_transform:mat4x4<f32>,
color:vec4<f32>,
}
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
@ -66,7 +65,6 @@ struct EntityOutputTexture {
@location(2) normal: vec3<f32>,
@location(3) view: vec3<f32>,
@location(4) color: vec4<f32>,
@location(5) @interpolate(flat) model_color: vec4<f32>,
};
@vertex
fn vs_entity_texture(
@ -76,12 +74,11 @@ fn vs_entity_texture(
@location(2) normal: vec3<f32>,
@location(3) color: vec4<f32>,
) -> EntityOutputTexture {
var position: vec4<f32> = model_instances[instance].transform * vec4<f32>(pos, 1.0);
var position: vec4<f32> = model_instances[instance].model_transform * vec4<f32>(pos, 1.0);
var result: EntityOutputTexture;
result.normal = (model_instances[instance].normal_transform * vec4<f32>(normal, 1.0)).xyz;
result.normal = (model_instances[instance].model_transform * vec4<f32>(normal, 0.0)).xyz;
result.texture = texture;
result.color = color;
result.model_color = model_instances[instance].color;
result.color = model_instances[instance].color * color;
result.view = position.xyz - camera.cam_pos.xyz;
result.position = camera.proj * camera.view * position;
return result;
@ -109,5 +106,5 @@ fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
let fragment_color = textureSample(model_texture, model_sampler, vertex.texture)*vertex.color;
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),1.0-pow(1.0-abs(d),2.0));
return mix(vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color,1.0),fragment_color,1.0-pow(1.0-abs(d),2.0));
}