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Author SHA1 Message Date
17b0d12d4d we're chilling 2023-10-01 15:05:39 -07:00
1f9bdd9a34 multithreading remains a mystery 2023-10-01 14:56:02 -07:00
38 changed files with 4432 additions and 7394 deletions

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[registries.strafesnet]
index = "sparse+https://git.itzana.me/api/packages/strafesnet/cargo/"

1
.gitignore vendored
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/target
/textures

2402
Cargo.lock generated

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[package]
name = "strafe-client"
version = "0.10.5"
version = "0.7.0"
edition = "2021"
repository = "https://git.itzana.me/StrafesNET/strafe-client"
license = "Custom"
description = "StrafesNET game client for bhop and surf."
authors = ["Rhys Lloyd <krakow20@gmail.com>"]
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[features]
default = ["snf"]
snf = ["dep:strafesnet_snf"]
source = ["dep:strafesnet_deferred_loader", "dep:strafesnet_bsp_loader"]
roblox = ["dep:strafesnet_deferred_loader", "dep:strafesnet_rbx_loader"]
[dependencies]
async-executor = "1.5.1"
bytemuck = { version = "1.13.1", features = ["derive"] }
configparser = "3.0.2"
ddsfile = "0.5.1"
glam = "0.29.0"
id = { version = "0.1.0", registry = "strafesnet" }
parking_lot = "0.12.1"
env_logger = "0.10.0"
glam = "0.24.1"
log = "0.4.20"
obj = "0.10.2"
pollster = "0.3.0"
strafesnet_bsp_loader = { version = "0.2.1", registry = "strafesnet", optional = true }
strafesnet_common = { version = "0.5.2", registry = "strafesnet" }
strafesnet_deferred_loader = { version = "0.4.0", features = ["legacy"], registry = "strafesnet", optional = true }
strafesnet_rbx_loader = { version = "0.5.1", registry = "strafesnet", optional = true }
strafesnet_snf = { version = "0.2.0", registry = "strafesnet", optional = true }
wgpu = "22.1.0"
winit = "0.30.5"
rbx_binary = "0.7.1"
rbx_dom_weak = "2.5.0"
rbx_reflection_database = "0.2.7"
rbx_xml = "0.13.1"
regex = "1.9.5"
wgpu = "0.17.0"
winit = "0.28.6"
[profile.release]
#lto = true
lto = true
strip = true
codegen-units = 1

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/*******************************************************
* Copyright (C) 2023-2024 Rhys Lloyd <krakow20@gmail.com>
* Copyright (C) 2023 Rhys Lloyd <krakow20@gmail.com>
*
* This file is part of the StrafesNET bhop/surf client.
*

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src/body.rs Normal file

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pub type QNWorker<'a,Task>=CompatNWorker<'a,Task>;
pub type INWorker<'a,Task>=CompatNWorker<'a,Task>;
pub struct CompatNWorker<'a,Task>{
data:std::marker::PhantomData<Task>,
f:Box<dyn FnMut(Task)+Send+'a>,
}
impl<'a,Task> CompatNWorker<'a,Task>{
pub fn new(f:impl FnMut(Task)+Send+'a)->CompatNWorker<'a,Task>{
Self{
data:std::marker::PhantomData,
f:Box::new(f),
}
}
pub fn send(&mut self,task:Task)->Result<(),()>{
(self.f)(task);
Ok(())
}
}

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use crate::physics::Body;
use crate::model_physics::{GigaTime,FEV,MeshQuery,DirectedEdge,MinkowskiMesh,MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert};
use strafesnet_common::integer::{Time,Fixed,Ratio};
#[derive(Debug)]
enum Transition<F,E:DirectedEdge,V>{
Miss,
Next(FEV<F,E,V>,GigaTime),
Hit(F,GigaTime),
}
type MinkowskiFEV=FEV<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert>;
type MinkowskiTransition=Transition<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert>;
fn next_transition(fev:&MinkowskiFEV,body_time:GigaTime,mesh:&MinkowskiMesh,body:&Body,mut best_time:GigaTime)->MinkowskiTransition{
//conflicting derivative means it crosses in the wrong direction.
//if the transition time is equal to an already tested transition, do not replace the current best.
let mut best_transition=MinkowskiTransition::Miss;
match fev{
&MinkowskiFEV::Face(face_id)=>{
//test own face collision time, ignoring roots with zero or conflicting derivative
//n=face.normal d=face.dot
//n.a t^2+n.v t+n.p-d==0
let (n,d)=mesh.face_nd(face_id);
//TODO: use higher precision d value?
//use the mesh transform translation instead of baking it into the d value.
for dt in Fixed::<4,128>::zeroes2((n.dot(body.position)-d)*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
if body_time.le_ratio(dt)&&dt.lt_ratio(best_time)&&n.dot(body.extrapolated_velocity_ratio_dt(dt)).is_negative(){
best_time=dt;
best_transition=MinkowskiTransition::Hit(face_id,dt);
break;
}
}
//test each edge collision time, ignoring roots with zero or conflicting derivative
for &directed_edge_id in mesh.face_edges(face_id).iter(){
let edge_n=mesh.directed_edge_n(directed_edge_id);
let n=n.cross(edge_n);
let verts=mesh.edge_verts(directed_edge_id.as_undirected());
//WARNING: d is moved out of the *2 block because of adding two vertices!
//WARNING: precision is swept under the rug!
for dt in Fixed::<4,128>::zeroes2(n.dot(body.position*2-(mesh.vert(verts[0])+mesh.vert(verts[1]))).fix_4(),n.dot(body.velocity).fix_4()*2,n.dot(body.acceleration).fix_4()){
if body_time.le_ratio(dt)&&dt.lt_ratio(best_time)&&n.dot(body.extrapolated_velocity_ratio_dt(dt)).is_negative(){
best_time=dt;
best_transition=MinkowskiTransition::Next(MinkowskiFEV::Edge(directed_edge_id.as_undirected()),dt);
break;
}
}
}
//if none:
},
&MinkowskiFEV::Edge(edge_id)=>{
//test each face collision time, ignoring roots with zero or conflicting derivative
let edge_n=mesh.edge_n(edge_id);
let edge_verts=mesh.edge_verts(edge_id);
let delta_pos=body.position*2-(mesh.vert(edge_verts[0])+mesh.vert(edge_verts[1]));
for (i,&edge_face_id) in mesh.edge_faces(edge_id).iter().enumerate(){
let face_n=mesh.face_nd(edge_face_id).0;
//edge_n gets parity from the order of edge_faces
let n=face_n.cross(edge_n)*((i as i64)*2-1);
//WARNING yada yada d *2
for dt in Fixed::<4,128>::zeroes2(n.dot(delta_pos).fix_4(),n.dot(body.velocity).fix_4()*2,n.dot(body.acceleration).fix_4()){
if body_time.le_ratio(dt)&&dt.lt_ratio(best_time)&&n.dot(body.extrapolated_velocity_ratio_dt(dt)).is_negative(){
best_time=dt;
best_transition=MinkowskiTransition::Next(MinkowskiFEV::Face(edge_face_id),dt);
break;
}
}
}
//test each vertex collision time, ignoring roots with zero or conflicting derivative
for (i,&vert_id) in edge_verts.iter().enumerate(){
//vertex normal gets parity from vert index
let n=edge_n*(1-2*(i as i64));
for dt in Fixed::<2,64>::zeroes2((n.dot(body.position-mesh.vert(vert_id)))*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
if body_time.le_ratio(dt)&&dt.lt_ratio(best_time)&&n.dot(body.extrapolated_velocity_ratio_dt(dt)).is_negative(){
let dt=Ratio::new(dt.num.fix_4(),dt.den.fix_4());
best_time=dt;
best_transition=MinkowskiTransition::Next(MinkowskiFEV::Vert(vert_id),dt);
break;
}
}
}
//if none:
},
&MinkowskiFEV::Vert(vert_id)=>{
//test each edge collision time, ignoring roots with zero or conflicting derivative
for &directed_edge_id in mesh.vert_edges(vert_id).iter(){
//edge is directed away from vertex, but we want the dot product to turn out negative
let n=-mesh.directed_edge_n(directed_edge_id);
for dt in Fixed::<2,64>::zeroes2((n.dot(body.position-mesh.vert(vert_id)))*2,n.dot(body.velocity)*2,n.dot(body.acceleration)){
if body_time.le_ratio(dt)&&dt.lt_ratio(best_time)&&n.dot(body.extrapolated_velocity_ratio_dt(dt)).is_negative(){
let dt=Ratio::new(dt.num.fix_4(),dt.den.fix_4());
best_time=dt;
best_transition=MinkowskiTransition::Next(MinkowskiFEV::Edge(directed_edge_id.as_undirected()),dt);
break;
}
}
}
//if none:
},
}
best_transition
}
pub enum CrawlResult<F,E:DirectedEdge,V>{
Miss(FEV<F,E,V>),
Hit(F,GigaTime),
}
type MinkowskiCrawlResult=CrawlResult<MinkowskiFace,MinkowskiDirectedEdge,MinkowskiVert>;
pub fn crawl_fev(mut fev:MinkowskiFEV,mesh:&MinkowskiMesh,relative_body:&Body,start_time:Time,time_limit:Time)->MinkowskiCrawlResult{
let mut body_time={
let r=(start_time-relative_body.time).to_ratio();
Ratio::new(r.num.fix_4(),r.den.fix_4())
};
let time_limit={
let r=(time_limit-relative_body.time).to_ratio();
Ratio::new(r.num.fix_4(),r.den.fix_4())
};
for _ in 0..20{
match next_transition(&fev,body_time,mesh,relative_body,time_limit){
Transition::Miss=>return CrawlResult::Miss(fev),
Transition::Next(next_fev,next_time)=>(fev,body_time)=(next_fev,next_time),
Transition::Hit(face,time)=>return CrawlResult::Hit(face,time),
}
}
//TODO: fix all bugs
//println!("Too many iterations! Using default behaviour instead of crashing...");
CrawlResult::Miss(fev)
}

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use std::io::Read;
#[derive(Debug)]
pub enum ReadError{
#[cfg(feature="roblox")]
Roblox(strafesnet_rbx_loader::ReadError),
#[cfg(feature="source")]
Source(strafesnet_bsp_loader::ReadError),
#[cfg(feature="snf")]
StrafesNET(strafesnet_snf::Error),
#[cfg(feature="snf")]
StrafesNETMap(strafesnet_snf::map::Error),
Io(std::io::Error),
UnknownFileFormat,
}
impl std::fmt::Display for ReadError{
fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
write!(f,"{self:?}")
}
}
impl std::error::Error for ReadError{}
pub enum DataStructure{
#[cfg(feature="roblox")]
Roblox(strafesnet_rbx_loader::Model),
#[cfg(feature="source")]
Source(strafesnet_bsp_loader::Bsp),
#[cfg(feature="snf")]
StrafesNET(strafesnet_common::map::CompleteMap),
}
pub fn read<R:Read+std::io::Seek>(input:R)->Result<DataStructure,ReadError>{
let mut buf=std::io::BufReader::new(input);
let peek=std::io::BufRead::fill_buf(&mut buf).map_err(ReadError::Io)?;
match &peek[0..4]{
#[cfg(feature="roblox")]
b"<rob"=>Ok(DataStructure::Roblox(strafesnet_rbx_loader::read(buf).map_err(ReadError::Roblox)?)),
#[cfg(feature="source")]
b"VBSP"=>Ok(DataStructure::Source(strafesnet_bsp_loader::read(buf).map_err(ReadError::Source)?)),
#[cfg(feature="snf")]
b"SNFM"=>Ok(DataStructure::StrafesNET(
strafesnet_snf::read_map(buf).map_err(ReadError::StrafesNET)?
.into_complete_map().map_err(ReadError::StrafesNETMap)?
)),
_=>Err(ReadError::UnknownFileFormat),
}
}
#[derive(Debug)]
pub enum LoadError{
ReadError(ReadError),
File(std::io::Error),
Io(std::io::Error),
}
impl std::fmt::Display for LoadError{
fn fmt(&self,f:&mut std::fmt::Formatter<'_>)->std::fmt::Result{
write!(f,"{self:?}")
}
}
impl std::error::Error for LoadError{}
pub fn load<P:AsRef<std::path::Path>>(path:P)->Result<strafesnet_common::map::CompleteMap,LoadError>{
//blocking because it's simpler...
let file=std::fs::File::open(path).map_err(LoadError::File)?;
match read(file).map_err(LoadError::ReadError)?{
#[cfg(feature="snf")]
DataStructure::StrafesNET(map)=>Ok(map),
#[cfg(feature="roblox")]
DataStructure::Roblox(model)=>{
let mut place=model.into_place();
place.run_scripts();
let mut loader=strafesnet_deferred_loader::roblox_legacy();
let (texture_loader,mesh_loader)=loader.get_inner_mut();
let map_step1=strafesnet_rbx_loader::convert(
&place,
|name|texture_loader.acquire_render_config_id(name),
|name|mesh_loader.acquire_mesh_id(name),
);
let meshpart_meshes=mesh_loader.load_meshes().map_err(LoadError::Io)?;
let map_step2=map_step1.add_meshpart_meshes_and_calculate_attributes(
meshpart_meshes.into_iter().map(|(mesh_id,loader_model)|
(mesh_id,strafesnet_rbx_loader::data::RobloxMeshBytes::new(loader_model.get()))
)
);
let (textures,render_configs)=loader.into_render_configs().map_err(LoadError::Io)?.consume();
let map=map_step2.add_render_configs_and_textures(
render_configs.into_iter(),
textures.into_iter().map(|(texture_id,texture)|
(texture_id,match texture{
strafesnet_deferred_loader::texture::Texture::ImageDDS(data)=>data,
})
)
);
Ok(map)
},
#[cfg(feature="source")]
DataStructure::Source(bsp)=>{
let mut loader=strafesnet_deferred_loader::source_legacy();
let (texture_loader,mesh_loader)=loader.get_inner_mut();
let map_step1=strafesnet_bsp_loader::convert(
&bsp,
|name|texture_loader.acquire_render_config_id(name),
|name|mesh_loader.acquire_mesh_id(name),
);
let prop_meshes=mesh_loader.load_meshes(bsp.as_ref());
let map_step2=map_step1.add_prop_meshes(
//the type conflagulator 9000
prop_meshes.into_iter().map(|(mesh_id,loader_model)|
(mesh_id,strafesnet_bsp_loader::data::ModelData{
mdl:strafesnet_bsp_loader::data::MdlData::new(loader_model.mdl.get()),
vtx:strafesnet_bsp_loader::data::VtxData::new(loader_model.vtx.get()),
vvd:strafesnet_bsp_loader::data::VvdData::new(loader_model.vvd.get()),
})
),
|name|texture_loader.acquire_render_config_id(name),
);
let (textures,render_configs)=loader.into_render_configs().map_err(LoadError::Io)?.consume();
let map=map_step2.add_render_configs_and_textures(
render_configs.into_iter(),
textures.into_iter().map(|(texture_id,texture)|
(texture_id,match texture{
strafesnet_deferred_loader::texture::Texture::ImageDDS(data)=>data,
})
),
);
Ok(map)
},
}
}

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use std::future::Future;
#[cfg(target_arch = "wasm32")]
use std::str::FromStr;
#[cfg(target_arch = "wasm32")]
use web_sys::{ImageBitmapRenderingContext, OffscreenCanvas};
use winit::{
event::{self, WindowEvent, DeviceEvent},
event_loop::{ControlFlow, EventLoop},
};
#[allow(dead_code)]
pub fn cast_slice<T>(data: &[T]) -> &[u8] {
use std::{mem::size_of, slice::from_raw_parts};
unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
}
#[allow(dead_code)]
pub enum ShaderStage {
Vertex,
Fragment,
Compute,
}
pub trait Example: 'static + Sized {
fn optional_features() -> wgpu::Features {
wgpu::Features::empty()
}
fn required_features() -> wgpu::Features {
wgpu::Features::empty()
}
fn required_downlevel_capabilities() -> wgpu::DownlevelCapabilities {
wgpu::DownlevelCapabilities {
flags: wgpu::DownlevelFlags::empty(),
shader_model: wgpu::ShaderModel::Sm5,
..wgpu::DownlevelCapabilities::default()
}
}
fn required_limits() -> wgpu::Limits {
wgpu::Limits::downlevel_webgl2_defaults() // These downlevel limits will allow the code to run on all possible hardware
}
fn init(
config: &wgpu::SurfaceConfiguration,
adapter: &wgpu::Adapter,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> Self;
fn resize(
&mut self,
config: &wgpu::SurfaceConfiguration,
device: &wgpu::Device,
queue: &wgpu::Queue,
);
fn update(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, event: WindowEvent);
fn device_event(&mut self, event: DeviceEvent);
fn render(
&mut self,
view: &wgpu::TextureView,
device: &wgpu::Device,
queue: &wgpu::Queue,
spawner: &Spawner,
);
}
struct Setup {
window: winit::window::Window,
event_loop: EventLoop<()>,
instance: wgpu::Instance,
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
#[cfg(target_arch = "wasm32")]
offscreen_canvas_setup: Option<OffscreenCanvasSetup>,
}
#[cfg(target_arch = "wasm32")]
struct OffscreenCanvasSetup {
offscreen_canvas: OffscreenCanvas,
bitmap_renderer: ImageBitmapRenderingContext,
}
async fn setup<E: Example>(title: &str) -> Setup {
#[cfg(not(target_arch = "wasm32"))]
{
env_logger::init();
};
let event_loop = EventLoop::new();
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
let window = builder.build(&event_loop).unwrap();
#[cfg(target_arch = "wasm32")]
{
use winit::platform::web::WindowExtWebSys;
let query_string = web_sys::window().unwrap().location().search().unwrap();
let level: log::Level = parse_url_query_string(&query_string, "RUST_LOG")
.and_then(|x| x.parse().ok())
.unwrap_or(log::Level::Error);
console_log::init_with_level(level).expect("could not initialize logger");
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
// On wasm, append the canvas to the document body
web_sys::window()
.and_then(|win| win.document())
.and_then(|doc| doc.body())
.and_then(|body| {
body.append_child(&web_sys::Element::from(window.canvas()))
.ok()
})
.expect("couldn't append canvas to document body");
}
#[cfg(target_arch = "wasm32")]
let mut offscreen_canvas_setup: Option<OffscreenCanvasSetup> = None;
#[cfg(target_arch = "wasm32")]
{
use wasm_bindgen::JsCast;
use winit::platform::web::WindowExtWebSys;
let query_string = web_sys::window().unwrap().location().search().unwrap();
if let Some(offscreen_canvas_param) =
parse_url_query_string(&query_string, "offscreen_canvas")
{
if FromStr::from_str(offscreen_canvas_param) == Ok(true) {
log::info!("Creating OffscreenCanvasSetup");
let offscreen_canvas =
OffscreenCanvas::new(1024, 768).expect("couldn't create OffscreenCanvas");
let bitmap_renderer = window
.canvas()
.get_context("bitmaprenderer")
.expect("couldn't create ImageBitmapRenderingContext (Result)")
.expect("couldn't create ImageBitmapRenderingContext (Option)")
.dyn_into::<ImageBitmapRenderingContext>()
.expect("couldn't convert into ImageBitmapRenderingContext");
offscreen_canvas_setup = Some(OffscreenCanvasSetup {
offscreen_canvas,
bitmap_renderer,
})
}
}
};
log::info!("Initializing the surface...");
let backends = wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
let dx12_shader_compiler = wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends,
dx12_shader_compiler,
});
let (size, surface) = unsafe {
let size = window.inner_size();
#[cfg(any(not(target_arch = "wasm32"), target_os = "emscripten"))]
let surface = instance.create_surface(&window).unwrap();
#[cfg(all(target_arch = "wasm32", not(target_os = "emscripten")))]
let surface = {
if let Some(offscreen_canvas_setup) = &offscreen_canvas_setup {
log::info!("Creating surface from OffscreenCanvas");
instance.create_surface_from_offscreen_canvas(
offscreen_canvas_setup.offscreen_canvas.clone(),
)
} else {
instance.create_surface(&window)
}
}
.unwrap();
(size, surface)
};
let adapter;
let optional_features = E::optional_features();
let required_features = E::required_features();
//no helper function smh gotta write it myself
let adapters = instance.enumerate_adapters(backends);
let mut chosen_adapter = None;
let mut chosen_adapter_score=0;
for adapter in adapters {
if !adapter.is_surface_supported(&surface) {
continue;
}
let score=match adapter.get_info().device_type{
wgpu::DeviceType::IntegratedGpu=>3,
wgpu::DeviceType::DiscreteGpu=>4,
wgpu::DeviceType::VirtualGpu=>2,
wgpu::DeviceType::Other|wgpu::DeviceType::Cpu=>1,
};
let adapter_features = adapter.features();
if chosen_adapter_score<score&&adapter_features.contains(required_features) {
chosen_adapter_score=score;
chosen_adapter=Some(adapter);
}
}
if let Some(maybe_chosen_adapter) = chosen_adapter{
adapter=maybe_chosen_adapter;
}else{
panic!("No suitable GPU adapters found on the system!");
}
#[cfg(not(target_arch = "wasm32"))]
{
let adapter_info = adapter.get_info();
println!("Using {} ({:?})", adapter_info.name, adapter_info.backend);
}
let required_downlevel_capabilities = E::required_downlevel_capabilities();
let downlevel_capabilities = adapter.get_downlevel_capabilities();
assert!(
downlevel_capabilities.shader_model >= required_downlevel_capabilities.shader_model,
"Adapter does not support the minimum shader model required to run this example: {:?}",
required_downlevel_capabilities.shader_model
);
assert!(
downlevel_capabilities
.flags
.contains(required_downlevel_capabilities.flags),
"Adapter does not support the downlevel capabilities required to run this example: {:?}",
required_downlevel_capabilities.flags - downlevel_capabilities.flags
);
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the surface.
let needed_limits = E::required_limits().using_resolution(adapter.limits());
let trace_dir = std::env::var("WGPU_TRACE");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: (optional_features & adapter.features()) | required_features,
limits: needed_limits,
},
trace_dir.ok().as_ref().map(std::path::Path::new),
)
.await
.expect("Unable to find a suitable GPU adapter!");
Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
#[cfg(target_arch = "wasm32")]
offscreen_canvas_setup,
}
}
fn start<E: Example>(
#[cfg(not(target_arch = "wasm32"))] Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
}: Setup,
#[cfg(target_arch = "wasm32")] Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
offscreen_canvas_setup,
}: Setup,
) {
let spawner = Spawner::new();
let mut config = surface
.get_default_config(&adapter, size.width, size.height)
.expect("Surface isn't supported by the adapter.");
let surface_view_format = config.format.add_srgb_suffix();
config.view_formats.push(surface_view_format);
surface.configure(&device, &config);
log::info!("Initializing the example...");
let mut example = E::init(&config, &adapter, &device, &queue);
log::info!("Entering render loop...");
event_loop.run(move |event, _, control_flow| {
let _ = (&instance, &adapter); // force ownership by the closure
*control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit
} else {
ControlFlow::Poll
};
match event {
event::Event::RedrawEventsCleared => {
#[cfg(not(target_arch = "wasm32"))]
spawner.run_until_stalled();
window.request_redraw();
}
event::Event::WindowEvent {
event:
WindowEvent::Resized(size)
| WindowEvent::ScaleFactorChanged {
new_inner_size: &mut size,
..
},
..
} => {
// Once winit is fixed, the detection conditions here can be removed.
// https://github.com/rust-windowing/winit/issues/2876
let max_dimension = adapter.limits().max_texture_dimension_2d;
if size.width > max_dimension || size.height > max_dimension {
log::warn!(
"The resizing size {:?} exceeds the limit of {}.",
size,
max_dimension
);
} else {
log::info!("Resizing to {:?}", size);
config.width = size.width.max(1);
config.height = size.height.max(1);
example.resize(&config, &device, &queue);
surface.configure(&device, &config);
}
}
event::Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
..
},
..
}
| WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
#[cfg(not(target_arch = "wasm32"))]
WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Scroll),
state: event::ElementState::Pressed,
..
},
..
} => {
println!("{:#?}", instance.generate_report());
}
_ => {
example.update(&device,&queue,event);
}
},
event::Event::DeviceEvent {
event,
..
} => {
example.device_event(event);
},
event::Event::RedrawRequested(_) => {
let frame = match surface.get_current_texture() {
Ok(frame) => frame,
Err(_) => {
surface.configure(&device, &config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view = frame.texture.create_view(&wgpu::TextureViewDescriptor {
format: Some(surface_view_format),
..wgpu::TextureViewDescriptor::default()
});
example.render(&view, &device, &queue, &spawner);
frame.present();
#[cfg(target_arch = "wasm32")]
{
if let Some(offscreen_canvas_setup) = &offscreen_canvas_setup {
let image_bitmap = offscreen_canvas_setup
.offscreen_canvas
.transfer_to_image_bitmap()
.expect("couldn't transfer offscreen canvas to image bitmap.");
offscreen_canvas_setup
.bitmap_renderer
.transfer_from_image_bitmap(&image_bitmap);
log::info!("Transferring OffscreenCanvas to ImageBitmapRenderer");
}
}
}
_ => {}
}
});
}
#[cfg(not(target_arch = "wasm32"))]
pub struct Spawner<'a> {
executor: async_executor::LocalExecutor<'a>,
}
#[cfg(not(target_arch = "wasm32"))]
impl<'a> Spawner<'a> {
fn new() -> Self {
Self {
executor: async_executor::LocalExecutor::new(),
}
}
#[allow(dead_code)]
pub fn spawn_local(&self, future: impl Future<Output = ()> + 'a) {
self.executor.spawn(future).detach();
}
fn run_until_stalled(&self) {
while self.executor.try_tick() {}
}
}
#[cfg(target_arch = "wasm32")]
pub struct Spawner {}
#[cfg(target_arch = "wasm32")]
impl Spawner {
fn new() -> Self {
Self {}
}
#[allow(dead_code)]
pub fn spawn_local(&self, future: impl Future<Output = ()> + 'static) {
wasm_bindgen_futures::spawn_local(future);
}
}
#[cfg(not(target_arch = "wasm32"))]
pub fn run<E: Example>(title: &str) {
let setup = pollster::block_on(setup::<E>(title));
start::<E>(setup);
}
#[cfg(target_arch = "wasm32")]
pub fn run<E: Example>(title: &str) {
use wasm_bindgen::prelude::*;
let title = title.to_owned();
wasm_bindgen_futures::spawn_local(async move {
let setup = setup::<E>(&title).await;
let start_closure = Closure::once_into_js(move || start::<E>(setup));
// make sure to handle JS exceptions thrown inside start.
// Otherwise wasm_bindgen_futures Queue would break and never handle any tasks again.
// This is required, because winit uses JS exception for control flow to escape from `run`.
if let Err(error) = call_catch(&start_closure) {
let is_control_flow_exception = error.dyn_ref::<js_sys::Error>().map_or(false, |e| {
e.message().includes("Using exceptions for control flow", 0)
});
if !is_control_flow_exception {
web_sys::console::error_1(&error);
}
}
#[wasm_bindgen]
extern "C" {
#[wasm_bindgen(catch, js_namespace = Function, js_name = "prototype.call.call")]
fn call_catch(this: &JsValue) -> Result<(), JsValue>;
}
});
}
#[cfg(target_arch = "wasm32")]
/// Parse the query string as returned by `web_sys::window()?.location().search()?` and get a
/// specific key out of it.
pub fn parse_url_query_string<'a>(query: &'a str, search_key: &str) -> Option<&'a str> {
let query_string = query.strip_prefix('?')?;
for pair in query_string.split('&') {
let mut pair = pair.split('=');
let key = pair.next()?;
let value = pair.next()?;
if key == search_key {
return Some(value);
}
}
None
}
// This allows treating the framework as a standalone example,
// thus avoiding listing the example names in `Cargo.toml`.
#[allow(dead_code)]
fn main() {}

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@ -1,989 +0,0 @@
use std::borrow::Cow;
use std::collections::{HashSet,HashMap};
use strafesnet_common::map;
use strafesnet_common::integer;
use strafesnet_common::model::{self, ColorId, NormalId, PolygonIter, PositionId, RenderConfigId, TextureCoordinateId, VertexId};
use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
use crate::model_graphics::{self,IndexedGraphicsMeshOwnedRenderConfig,IndexedGraphicsMeshOwnedRenderConfigId,GraphicsMeshOwnedRenderConfig,GraphicsModelColor4,GraphicsModelOwned,GraphicsVertex};
struct Indices{
count:u32,
buf:wgpu::Buffer,
format:wgpu::IndexFormat,
}
impl Indices{
fn new<T:bytemuck::Pod>(device:&wgpu::Device,indices:&Vec<T>,format:wgpu::IndexFormat)->Self{
Self{
buf:device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some("Index"),
contents:bytemuck::cast_slice(indices),
usage:wgpu::BufferUsages::INDEX,
}),
count:indices.len() as u32,
format,
}
}
}
struct GraphicsModel{
indices:Indices,
vertex_buf:wgpu::Buffer,
bind_group:wgpu::BindGroup,
instance_count:u32,
}
struct GraphicsSamplers{
repeat:wgpu::Sampler,
}
struct GraphicsBindGroupLayouts{
model:wgpu::BindGroupLayout,
}
struct GraphicsBindGroups{
camera:wgpu::BindGroup,
skybox_texture:wgpu::BindGroup,
}
struct GraphicsPipelines{
skybox:wgpu::RenderPipeline,
model:wgpu::RenderPipeline,
}
struct GraphicsCamera{
screen_size:glam::UVec2,
fov:glam::Vec2,//slope
//camera angles and such are extrapolated and passed in every time
}
#[inline]
fn perspective_rh(fov_x_slope:f32,fov_y_slope:f32,z_near:f32,z_far:f32)->glam::Mat4{
//glam_assert!(z_near > 0.0 && z_far > 0.0);
let r=z_far/(z_near-z_far);
glam::Mat4::from_cols(
glam::Vec4::new(1.0/fov_x_slope,0.0,0.0,0.0),
glam::Vec4::new(0.0,1.0/fov_y_slope,0.0,0.0),
glam::Vec4::new(0.0,0.0,r,-1.0),
glam::Vec4::new(0.0,0.0,r*z_near,0.0),
)
}
impl GraphicsCamera{
pub fn proj(&self)->glam::Mat4{
perspective_rh(self.fov.x,self.fov.y,0.4,4000.0)
}
pub fn world(&self,pos:glam::Vec3,angles:glam::Vec2)->glam::Mat4{
//f32 good enough for view matrix
glam::Mat4::from_translation(pos)*glam::Mat4::from_euler(glam::EulerRot::YXZ,angles.x,angles.y,0f32)
}
pub fn to_uniform_data(&self,pos:glam::Vec3,angles:glam::Vec2)->[f32;16*4]{
let proj=self.proj();
let proj_inv=proj.inverse();
let view_inv=self.world(pos,angles);
let view=view_inv.inverse();
let mut raw=[0f32; 16 * 4];
raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view)[..]);
raw[48..64].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
raw
}
}
impl std::default::Default for GraphicsCamera{
fn default()->Self{
Self{
screen_size:glam::UVec2::ONE,
fov:glam::Vec2::ONE,
}
}
}
pub struct FrameState{
pub body:crate::physics::Body,
pub camera:crate::physics::PhysicsCamera,
pub time:integer::Time,
}
pub struct GraphicsState{
pipelines:GraphicsPipelines,
bind_groups:GraphicsBindGroups,
bind_group_layouts:GraphicsBindGroupLayouts,
samplers:GraphicsSamplers,
camera:GraphicsCamera,
camera_buf:wgpu::Buffer,
temp_squid_texture_view:wgpu::TextureView,
models:Vec<GraphicsModel>,
depth_view:wgpu::TextureView,
staging_belt:wgpu::util::StagingBelt,
}
impl GraphicsState{
const DEPTH_FORMAT:wgpu::TextureFormat=wgpu::TextureFormat::Depth24Plus;
fn create_depth_texture(
config:&wgpu::SurfaceConfiguration,
device:&wgpu::Device,
)->wgpu::TextureView{
let depth_texture=device.create_texture(&wgpu::TextureDescriptor{
size:wgpu::Extent3d{
width:config.width,
height:config.height,
depth_or_array_layers:1,
},
mip_level_count:1,
sample_count:1,
dimension:wgpu::TextureDimension::D2,
format:Self::DEPTH_FORMAT,
usage:wgpu::TextureUsages::RENDER_ATTACHMENT,
label:None,
view_formats:&[],
});
depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
}
pub fn clear(&mut self){
self.models.clear();
}
pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
self.camera.fov=user_settings.calculate_fov(1.0,&self.camera.screen_size).as_vec2();
}
pub fn generate_models(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,map:&map::CompleteMap){
//generate texture view per texture
let texture_views:HashMap<strafesnet_common::model::TextureId,wgpu::TextureView>=map.textures.iter().enumerate().filter_map(|(texture_id,texture_data)|{
let texture_id=model::TextureId::new(texture_id as u32);
let image=match ddsfile::Dds::read(std::io::Cursor::new(texture_data)){
Ok(image)=>image,
Err(e)=>{
println!("Error loading texture: {e}");
return None;
},
};
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=>{
println!("unsupported texture format{:?}",other);
return None;
},
};
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{}",texture_id.get()).as_str()),
view_formats:&[],
},
wgpu::util::TextureDataOrder::LayerMajor,
&image.data,
);
Some((texture_id,texture.create_view(&wgpu::TextureViewDescriptor{
label:Some(format!("Texture{} View",texture_id.get()).as_str()),
dimension:Some(wgpu::TextureViewDimension::D2),
..wgpu::TextureViewDescriptor::default()
})))
}).collect();
let num_textures=texture_views.len();
//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 indexed_models_len=map.models.len();
//models split into graphics_group.RenderConfigId
let mut owned_mesh_id_from_mesh_id_render_config_id:HashMap<model::MeshId,HashMap<RenderConfigId,IndexedGraphicsMeshOwnedRenderConfigId>>=HashMap::new();
let mut unique_render_config_models:Vec<IndexedGraphicsMeshOwnedRenderConfig>=Vec::with_capacity(indexed_models_len);
for model in &map.models{
//wow
let instance=GraphicsModelOwned{
transform:model.transform.into(),
normal_transform:glam::Mat3::from_cols_array_2d(&model.transform.matrix3.to_array().map(|row|row.map(Into::into))).inverse().transpose(),
color:GraphicsModelColor4::new(model.color),
};
//get or create owned mesh map
let owned_mesh_map=owned_mesh_id_from_mesh_id_render_config_id
.entry(model.mesh).or_insert_with(||{
let mut owned_mesh_map=HashMap::new();
//add mesh if renderid never before seen for this model
//add instance
//convert Model into GraphicsModelOwned
//check each group, if it's using a new render config then make a new clone of the model
if let Some(mesh)=map.meshes.get(model.mesh.get() as usize){
for graphics_group in mesh.graphics_groups.iter(){
//get or create owned mesh
let owned_mesh_id=owned_mesh_map
.entry(graphics_group.render).or_insert_with(||{
//create
let owned_mesh_id=IndexedGraphicsMeshOwnedRenderConfigId::new(unique_render_config_models.len() as u32);
unique_render_config_models.push(IndexedGraphicsMeshOwnedRenderConfig{
unique_pos:mesh.unique_pos.iter().map(|v|v.to_array().map(Into::into)).collect(),
unique_tex:mesh.unique_tex.iter().map(|v|*v.as_ref()).collect(),
unique_normal:mesh.unique_normal.iter().map(|v|v.to_array().map(Into::into)).collect(),
unique_color:mesh.unique_color.iter().map(|v|*v.as_ref()).collect(),
unique_vertices:mesh.unique_vertices.clone(),
render_config:graphics_group.render,
polys:model::PolygonGroup::PolygonList(model::PolygonList::new(Vec::new())),
instances:Vec::new(),
});
owned_mesh_id
});
let owned_mesh=unique_render_config_models.get_mut(owned_mesh_id.get() as usize).unwrap();
match &mut owned_mesh.polys{
model::PolygonGroup::PolygonList(polygon_list)=>polygon_list.extend(
graphics_group.groups.iter().flat_map(|polygon_group_id|{
mesh.polygon_groups[polygon_group_id.get() as usize].polys()
})
.map(|vertex_id_slice|
vertex_id_slice.to_vec()
)
),
}
}
}
owned_mesh_map
});
for owned_mesh_id in owned_mesh_map.values(){
let owned_mesh=unique_render_config_models.get_mut(owned_mesh_id.get() as usize).unwrap();
let render_config=&map.render_configs[owned_mesh.render_config.get() as usize];
if model.color.w==0.0&&render_config.texture.is_none(){
continue;
}
owned_mesh.instances.push(instance.clone());
}
}
//check every model to see if it's using the same (texture,color) but has few instances,if it is combine it into one model
//1. collect unique instances of texture and color,note model id
//2. for each model id,check if removing it from the pool decreases both the model count and instance count by more than one
//3. transpose all models that stay in the set
//best plan:benchmark set_bind_group,set_vertex_buffer,set_index_buffer and draw_indexed
//check if the estimated render performance is better by transposing multiple model instances into one model instance
//for now:just deduplicate single models...
let mut deduplicated_models=Vec::with_capacity(indexed_models_len);//use indexed_models_len because the list will likely get smaller instead of bigger
let mut unique_texture_color=HashMap::new();//texture->color->vec![(model_id,instance_id)]
for (model_id,model) in unique_render_config_models.iter().enumerate(){
//for now:filter out models with more than one instance
if 1<model.instances.len(){
continue;
}
//populate hashmap
let unique_color=unique_texture_color
.entry(model.render_config)
.or_insert_with(||HashMap::new());
//separate instances by color
for (instance_id,instance) in model.instances.iter().enumerate(){
let model_instance_list=unique_color
.entry(instance.color)
.or_insert_with(||Vec::new());
//add model instance to list
model_instance_list.push((model_id,instance_id));
}
}
//populate a hashset of models selected for transposition
//construct transposed models
let mut selected_model_instances=HashSet::new();
for (render_config,unique_color) in unique_texture_color.into_iter(){
for (color,model_instance_list) in unique_color.into_iter(){
//world transforming one model does not meet the definition of deduplicaiton
if 1<model_instance_list.len(){
//create model
let mut unique_pos=Vec::new();
let mut pos_id_from=HashMap::new();
let mut unique_tex=Vec::new();
let mut tex_id_from=HashMap::new();
let mut unique_normal=Vec::new();
let mut normal_id_from=HashMap::new();
let mut unique_color=Vec::new();
let mut color_id_from=HashMap::new();
let mut unique_vertices=Vec::new();
let mut vertex_id_from=HashMap::new();
let mut polys=Vec::new();
//transform instance vertices
for (model_id,instance_id) in model_instance_list.into_iter(){
//populate hashset to prevent these models from being copied
selected_model_instances.insert(model_id);
//there is only one instance per model
let model=&unique_render_config_models[model_id];
let instance=&model.instances[instance_id];
//just hash word slices LOL
let map_pos_id:Vec<PositionId>=model.unique_pos.iter().map(|untransformed_pos|{
let pos=instance.transform.transform_point3(glam::Vec3::from_array(untransformed_pos.clone())).to_array();
let h=bytemuck::cast::<[f32;3],[u32;3]>(pos);
PositionId::new(*pos_id_from.entry(h).or_insert_with(||{
let pos_id=unique_pos.len();
unique_pos.push(pos);
pos_id
}) as u32)
}).collect();
let map_tex_id:Vec<TextureCoordinateId>=model.unique_tex.iter().map(|&tex|{
let h=bytemuck::cast::<[f32;2],[u32;2]>(tex);
TextureCoordinateId::new(*tex_id_from.entry(h).or_insert_with(||{
let tex_id=unique_tex.len();
unique_tex.push(tex);
tex_id
}) as u32)
}).collect();
let map_normal_id:Vec<NormalId>=model.unique_normal.iter().map(|untransformed_normal|{
let normal=(instance.normal_transform*glam::Vec3::from_array(untransformed_normal.clone())).to_array();
let h=bytemuck::cast::<[f32;3],[u32;3]>(normal);
NormalId::new(*normal_id_from.entry(h).or_insert_with(||{
let normal_id=unique_normal.len();
unique_normal.push(normal);
normal_id
}) as u32)
}).collect();
let map_color_id:Vec<ColorId>=model.unique_color.iter().map(|&color|{
let h=bytemuck::cast::<[f32;4],[u32;4]>(color);
ColorId::new(*color_id_from.entry(h).or_insert_with(||{
let color_id=unique_color.len();
unique_color.push(color);
color_id
}) as u32)
}).collect();
//map the indexed vertices onto new indices
//creating the vertex map is slightly different because the vertices are directly hashable
let map_vertex_id:Vec<VertexId>=model.unique_vertices.iter().map(|unmapped_vertex|{
let vertex=model::IndexedVertex{
pos:map_pos_id[unmapped_vertex.pos.get() as usize],
tex:map_tex_id[unmapped_vertex.tex.get() as usize],
normal:map_normal_id[unmapped_vertex.normal.get() as usize],
color:map_color_id[unmapped_vertex.color.get() as usize],
};
VertexId::new(*vertex_id_from.entry(vertex.clone()).or_insert_with(||{
let vertex_id=unique_vertices.len();
unique_vertices.push(vertex);
vertex_id
}) as u32)
}).collect();
polys.extend(model.polys.polys().map(|poly|
poly.iter().map(|vertex_id|
map_vertex_id[vertex_id.get() as usize]
).collect()
));
}
//push model into dedup
deduplicated_models.push(IndexedGraphicsMeshOwnedRenderConfig{
unique_pos,
unique_tex,
unique_normal,
unique_color,
unique_vertices,
render_config,
polys:model::PolygonGroup::PolygonList(model::PolygonList::new(polys)),
instances:vec![GraphicsModelOwned{
transform:glam::Mat4::IDENTITY,
normal_transform:glam::Mat3::IDENTITY,
color
}],
});
}
}
}
//fill untouched models
for (model_id,model) in unique_render_config_models.into_iter().enumerate(){
if !selected_model_instances.contains(&model_id){
deduplicated_models.push(model);
}
}
//de-index models
let deduplicated_models_len=deduplicated_models.len();
let models:Vec<GraphicsMeshOwnedRenderConfig>=deduplicated_models.into_iter().map(|model|{
let mut vertices=Vec::new();
let mut index_from_vertex=HashMap::new();//::<IndexedVertex,usize>
//this mut be combined in a more complex way if the models use different render patterns per group
let mut indices=Vec::new();
for poly in model.polys.polys(){
let mut poly_vertices=poly.iter()
.map(|&vertex_index|*index_from_vertex.entry(vertex_index).or_insert_with(||{
let i=vertices.len();
let vertex=&model.unique_vertices[vertex_index.get() as usize];
vertices.push(GraphicsVertex{
pos:model.unique_pos[vertex.pos.get() as usize],
tex:model.unique_tex[vertex.tex.get() as usize],
normal:model.unique_normal[vertex.normal.get() as usize],
color:model.unique_color[vertex.color.get() as usize],
});
i
}));
let a=poly_vertices.next().unwrap();
let mut b=poly_vertices.next().unwrap();
poly_vertices.for_each(|c|{
indices.extend([a,b,c]);
b=c;
});
}
GraphicsMeshOwnedRenderConfig{
instances:model.instances,
indices:if (u32::MAX as usize)<vertices.len(){
panic!("Model has too many vertices!")
}else if (u16::MAX as usize)<vertices.len(){
model_graphics::Indices::U32(indices.into_iter().map(|vertex_idx|vertex_idx as u32).collect())
}else{
model_graphics::Indices::U16(indices.into_iter().map(|vertex_idx|vertex_idx as u16).collect())
},
vertices,
render_config:model.render_config,
}
}).collect();
//.into_iter() the modeldata vec so entities can be /moved/ to models.entities
let mut model_count=0;
let mut instance_count=0;
let uniform_buffer_binding_size=crate::setup::required_limits().max_uniform_buffer_binding_size as usize;
let chunk_size=uniform_buffer_binding_size/MODEL_BUFFER_SIZE_BYTES;
self.models.reserve(models.len());
for model in models.into_iter(){
instance_count+=model.instances.len();
for instances_chunk in model.instances.rchunks(chunk_size){
model_count+=1;
let mut model_uniforms=get_instances_buffer_data(instances_chunk);
//TEMP: fill with zeroes to pass validation
model_uniforms.resize(MODEL_BUFFER_SIZE*512,0.0f32);
let model_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some(format!("Model{} Buf",model_count).as_str()),
contents:bytemuck::cast_slice(&model_uniforms),
usage:wgpu::BufferUsages::UNIFORM|wgpu::BufferUsages::COPY_DST,
});
let render_config=&map.render_configs[model.render_config.get() as usize];
let texture_view=render_config.texture.and_then(|texture_id|
texture_views.get(&texture_id)
).unwrap_or(&self.temp_squid_texture_view);
let bind_group=device.create_bind_group(&wgpu::BindGroupDescriptor{
layout:&self.bind_group_layouts.model,
entries:&[
wgpu::BindGroupEntry{
binding:0,
resource:model_buf.as_entire_binding(),
},
wgpu::BindGroupEntry{
binding:1,
resource:wgpu::BindingResource::TextureView(texture_view),
},
wgpu::BindGroupEntry{
binding:2,
resource:wgpu::BindingResource::Sampler(&self.samplers.repeat),
},
],
label:Some(format!("Model{} Bind Group",model_count).as_str()),
});
let vertex_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some("Vertex"),
contents:bytemuck::cast_slice(&model.vertices),
usage:wgpu::BufferUsages::VERTEX,
});
//all of these are being moved here
self.models.push(GraphicsModel{
instance_count:instances_chunk.len() as u32,
vertex_buf,
indices:match &model.indices{
model_graphics::Indices::U32(indices)=>Indices::new(device,indices,wgpu::IndexFormat::Uint32),
model_graphics::Indices::U16(indices)=>Indices::new(device,indices,wgpu::IndexFormat::Uint16),
},
bind_group,
});
}
}
println!("Texture References={}",num_textures);
println!("Textures Loaded={}",texture_views.len());
println!("Indexed Models={}",indexed_models_len);
println!("Deduplicated Models={}",deduplicated_models_len);
println!("Graphics Objects:{}",self.models.len());
println!("Graphics Instances:{}",instance_count);
}
pub fn new(
device:&wgpu::Device,
queue:&wgpu::Queue,
config:&wgpu::SurfaceConfiguration,
)->Self{
let camera_bind_group_layout=device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor{
label:None,
entries:&[
wgpu::BindGroupLayoutEntry{
binding:0,
visibility:wgpu::ShaderStages::VERTEX,
ty:wgpu::BindingType::Buffer{
ty:wgpu::BufferBindingType::Uniform,
has_dynamic_offset:false,
min_binding_size:None,
},
count:None,
},
],
});
let skybox_texture_bind_group_layout=device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor{
label:Some("Skybox Texture Bind Group Layout"),
entries:&[
wgpu::BindGroupLayoutEntry{
binding:0,
visibility:wgpu::ShaderStages::FRAGMENT,
ty:wgpu::BindingType::Texture{
sample_type:wgpu::TextureSampleType::Float{filterable:true},
multisampled:false,
view_dimension:wgpu::TextureViewDimension::Cube,
},
count:None,
},
wgpu::BindGroupLayoutEntry{
binding:1,
visibility:wgpu::ShaderStages::FRAGMENT,
ty:wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count:None,
},
],
});
let model_bind_group_layout=device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor{
label:Some("Model Bind Group Layout"),
entries:&[
wgpu::BindGroupLayoutEntry{
binding:0,
visibility:wgpu::ShaderStages::VERTEX,
ty:wgpu::BindingType::Buffer{
ty:wgpu::BufferBindingType::Uniform,
has_dynamic_offset:false,
min_binding_size:None,
},
count:None,
},
wgpu::BindGroupLayoutEntry{
binding:1,
visibility:wgpu::ShaderStages::FRAGMENT,
ty:wgpu::BindingType::Texture{
sample_type:wgpu::TextureSampleType::Float{filterable:true},
multisampled:false,
view_dimension:wgpu::TextureViewDimension::D2,
},
count:None,
},
wgpu::BindGroupLayoutEntry{
binding:2,
visibility:wgpu::ShaderStages::FRAGMENT,
ty:wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count:None,
},
],
});
let clamp_sampler=device.create_sampler(&wgpu::SamplerDescriptor{
label:Some("Clamp Sampler"),
address_mode_u:wgpu::AddressMode::ClampToEdge,
address_mode_v:wgpu::AddressMode::ClampToEdge,
address_mode_w:wgpu::AddressMode::ClampToEdge,
mag_filter:wgpu::FilterMode::Linear,
min_filter:wgpu::FilterMode::Linear,
mipmap_filter:wgpu::FilterMode::Linear,
..Default::default()
});
let repeat_sampler=device.create_sampler(&wgpu::SamplerDescriptor{
label:Some("Repeat Sampler"),
address_mode_u:wgpu::AddressMode::Repeat,
address_mode_v:wgpu::AddressMode::Repeat,
address_mode_w:wgpu::AddressMode::Repeat,
mag_filter:wgpu::FilterMode::Linear,
min_filter:wgpu::FilterMode::Linear,
mipmap_filter:wgpu::FilterMode::Linear,
anisotropy_clamp:16,
..Default::default()
});
// Create the render pipeline
let shader=device.create_shader_module(wgpu::ShaderModuleDescriptor{
label:None,
source:wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
});
//load textures
let device_features=device.features();
let skybox_texture_view={
let skybox_format=if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC){
println!("Using ASTC");
wgpu::TextureFormat::Astc{
block:AstcBlock::B4x4,
channel:AstcChannel::UnormSrgb,
}
}else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ETC2){
println!("Using ETC2");
wgpu::TextureFormat::Etc2Rgb8UnormSrgb
}else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_BC){
println!("Using BC");
wgpu::TextureFormat::Bc1RgbaUnormSrgb
}else{
println!("Using plain");
wgpu::TextureFormat::Bgra8UnormSrgb
};
let bytes=match skybox_format{
wgpu::TextureFormat::Astc{
block:AstcBlock::B4x4,
channel:AstcChannel::UnormSrgb,
}=>&include_bytes!("../images/astc.dds")[..],
wgpu::TextureFormat::Etc2Rgb8UnormSrgb=>&include_bytes!("../images/etc2.dds")[..],
wgpu::TextureFormat::Bc1RgbaUnormSrgb=>&include_bytes!("../images/bc1.dds")[..],
wgpu::TextureFormat::Bgra8UnormSrgb=>&include_bytes!("../images/bgra.dds")[..],
_=>unreachable!(),
};
let skybox_image=ddsfile::Dds::read(&mut std::io::Cursor::new(bytes)).unwrap();
let size=wgpu::Extent3d{
width:skybox_image.get_width(),
height:skybox_image.get_height(),
depth_or_array_layers:6,
};
let layer_size=wgpu::Extent3d{
depth_or_array_layers:1,
..size
};
let max_mips=layer_size.max_mips(wgpu::TextureDimension::D2);
let skybox_texture=device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor{
size,
mip_level_count:max_mips,
sample_count:1,
dimension:wgpu::TextureDimension::D2,
format:skybox_format,
usage:wgpu::TextureUsages::TEXTURE_BINDING|wgpu::TextureUsages::COPY_DST,
label:Some("Skybox Texture"),
view_formats:&[],
},
wgpu::util::TextureDataOrder::LayerMajor,
&skybox_image.data,
);
skybox_texture.create_view(&wgpu::TextureViewDescriptor{
label:Some("Skybox Texture View"),
dimension:Some(wgpu::TextureViewDimension::Cube),
..wgpu::TextureViewDescriptor::default()
})
};
//squid
let squid_texture_view={
let bytes=include_bytes!("../images/squid.dds");
let image=ddsfile::Dds::read(&mut std::io::Cursor::new(bytes)).unwrap();
let size=wgpu::Extent3d{
width:image.get_width(),
height:image.get_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:wgpu::TextureFormat::Bc7RgbaUnorm,
usage:wgpu::TextureUsages::TEXTURE_BINDING|wgpu::TextureUsages::COPY_DST,
label:Some("Squid Texture"),
view_formats:&[],
},
wgpu::util::TextureDataOrder::LayerMajor,
&image.data,
);
texture.create_view(&wgpu::TextureViewDescriptor{
label:Some("Squid Texture View"),
dimension:Some(wgpu::TextureViewDimension::D2),
..wgpu::TextureViewDescriptor::default()
})
};
let model_pipeline_layout=device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor{
label:None,
bind_group_layouts:&[
&camera_bind_group_layout,
&skybox_texture_bind_group_layout,
&model_bind_group_layout,
],
push_constant_ranges:&[],
});
let sky_pipeline_layout=device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor{
label:None,
bind_group_layouts:&[
&camera_bind_group_layout,
&skybox_texture_bind_group_layout,
],
push_constant_ranges:&[],
});
// Create the render pipelines
let sky_pipeline=device.create_render_pipeline(&wgpu::RenderPipelineDescriptor{
label:Some("Sky Pipeline"),
layout:Some(&sky_pipeline_layout),
vertex:wgpu::VertexState{
module:&shader,
entry_point:"vs_sky",
buffers:&[],
compilation_options:wgpu::PipelineCompilationOptions::default(),
},
fragment:Some(wgpu::FragmentState{
module:&shader,
entry_point:"fs_sky",
targets:&[Some(config.view_formats[0].into())],
compilation_options:wgpu::PipelineCompilationOptions::default(),
}),
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::LessEqual,
stencil:wgpu::StencilState::default(),
bias:wgpu::DepthBiasState::default(),
}),
multisample:wgpu::MultisampleState::default(),
multiview:None,
cache:None,
});
let model_pipeline=device.create_render_pipeline(&wgpu::RenderPipelineDescriptor{
label:Some("Model Pipeline"),
layout:Some(&model_pipeline_layout),
vertex:wgpu::VertexState{
module:&shader,
entry_point:"vs_entity_texture",
buffers:&[wgpu::VertexBufferLayout{
array_stride:std::mem::size_of::<GraphicsVertex>() as wgpu::BufferAddress,
step_mode:wgpu::VertexStepMode::Vertex,
attributes:&wgpu::vertex_attr_array![0=>Float32x3,1=>Float32x2,2=>Float32x3,3=>Float32x4],
}],
compilation_options:wgpu::PipelineCompilationOptions::default(),
},
fragment:Some(wgpu::FragmentState{
module:&shader,
entry_point:"fs_entity_texture",
targets:&[Some(config.view_formats[0].into())],
compilation_options:wgpu::PipelineCompilationOptions::default(),
}),
primitive:wgpu::PrimitiveState{
front_face:wgpu::FrontFace::Cw,
cull_mode:Some(wgpu::Face::Front),
..Default::default()
},
depth_stencil:Some(wgpu::DepthStencilState{
format:Self::DEPTH_FORMAT,
depth_write_enabled:true,
depth_compare:wgpu::CompareFunction::LessEqual,
stencil:wgpu::StencilState::default(),
bias:wgpu::DepthBiasState::default(),
}),
multisample:wgpu::MultisampleState::default(),
multiview:None,
cache:None,
});
let camera=GraphicsCamera::default();
let camera_uniforms=camera.to_uniform_data(glam::Vec3::ZERO,glam::Vec2::ZERO);
let camera_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
label:Some("Camera"),
contents:bytemuck::cast_slice(&camera_uniforms),
usage:wgpu::BufferUsages::UNIFORM|wgpu::BufferUsages::COPY_DST,
});
let camera_bind_group=device.create_bind_group(&wgpu::BindGroupDescriptor{
layout:&camera_bind_group_layout,
entries:&[
wgpu::BindGroupEntry{
binding:0,
resource:camera_buf.as_entire_binding(),
},
],
label:Some("Camera"),
});
let skybox_texture_bind_group=device.create_bind_group(&wgpu::BindGroupDescriptor{
layout:&skybox_texture_bind_group_layout,
entries:&[
wgpu::BindGroupEntry{
binding:0,
resource:wgpu::BindingResource::TextureView(&skybox_texture_view),
},
wgpu::BindGroupEntry{
binding:1,
resource:wgpu::BindingResource::Sampler(&clamp_sampler),
},
],
label:Some("Sky Texture"),
});
let depth_view=Self::create_depth_texture(config,device);
Self{
pipelines:GraphicsPipelines{
skybox:sky_pipeline,
model:model_pipeline
},
bind_groups:GraphicsBindGroups{
camera:camera_bind_group,
skybox_texture:skybox_texture_bind_group,
},
camera,
camera_buf,
models:Vec::new(),
depth_view,
staging_belt:wgpu::util::StagingBelt::new(0x100),
bind_group_layouts:GraphicsBindGroupLayouts{model:model_bind_group_layout},
samplers:GraphicsSamplers{repeat:repeat_sampler},
temp_squid_texture_view:squid_texture_view,
}
}
pub fn resize(
&mut self,
device:&wgpu::Device,
config:&wgpu::SurfaceConfiguration,
user_settings:&crate::settings::UserSettings,
){
self.depth_view=Self::create_depth_texture(config,device);
self.camera.screen_size=glam::uvec2(config.width,config.height);
self.load_user_settings(user_settings);
}
pub fn render(
&mut self,
view:&wgpu::TextureView,
device:&wgpu::Device,
queue:&wgpu::Queue,
frame_state:FrameState,
){
//TODO:use scheduled frame times to create beautiful smoothing simulation physics extrapolation assuming no input
let mut encoder=device.create_command_encoder(&wgpu::CommandEncoderDescriptor{label:None});
// update rotation
let camera_uniforms=self.camera.to_uniform_data(
frame_state.body.extrapolated_position(frame_state.time).map(Into::<f32>::into).to_array().into(),
frame_state.camera.simulate_move_angles(glam::IVec2::ZERO)
);
self.staging_belt
.write_buffer(
&mut encoder,
&self.camera_buf,
0,
wgpu::BufferSize::new((camera_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
device,
)
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
//This code only needs to run when the uniforms change
/*
for model in self.models.iter(){
let model_uniforms=get_instances_buffer_data(&model.instances);
self.staging_belt
.write_buffer(
&mut encoder,
&model.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));
}
*/
self.staging_belt.finish();
{
let mut rpass=encoder.begin_render_pass(&wgpu::RenderPassDescriptor{
label:None,
color_attachments:&[Some(wgpu::RenderPassColorAttachment{
view,
resolve_target:None,
ops:wgpu::Operations{
load:wgpu::LoadOp::Clear(wgpu::Color{
r:0.1,
g:0.2,
b:0.3,
a:1.0,
}),
store:wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment:Some(wgpu::RenderPassDepthStencilAttachment{
view:&self.depth_view,
depth_ops:Some(wgpu::Operations{
load:wgpu::LoadOp::Clear(1.0),
store:wgpu::StoreOp::Discard,
}),
stencil_ops:None,
}),
timestamp_writes:Default::default(),
occlusion_query_set:Default::default(),
});
rpass.set_bind_group(0,&self.bind_groups.camera,&[]);
rpass.set_bind_group(1,&self.bind_groups.skybox_texture,&[]);
rpass.set_pipeline(&self.pipelines.model);
for model in &self.models{
rpass.set_bind_group(2,&model.bind_group,&[]);
rpass.set_vertex_buffer(0,model.vertex_buf.slice(..));
rpass.set_index_buffer(model.indices.buf.slice(..),model.indices.format);
//TODO: loop over triangle strips
rpass.draw_indexed(0..model.indices.count,0,0..model.instance_count);
}
rpass.set_pipeline(&self.pipelines.skybox);
rpass.draw(0..3,0..1);
}
queue.submit(std::iter::once(encoder.finish()));
self.staging_belt.recall();
}
}
const MODEL_BUFFER_SIZE:usize=4*4 + 12 + 4;//let size=std::mem::size_of::<ModelInstance>();
const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
fn get_instances_buffer_data(instances:&[GraphicsModelOwned])->Vec<f32>{
let mut raw=Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
for mi in instances{
//model transform
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
//normal transform
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.x_axis));
raw.extend_from_slice(&[0.0]);
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.y_axis));
raw.extend_from_slice(&[0.0]);
raw.extend_from_slice(AsRef::<[f32; 3]>::as_ref(&mi.normal_transform.z_axis));
raw.extend_from_slice(&[0.0]);
//color
raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color.get()));
}
raw
}

View File

@ -1,65 +0,0 @@
pub enum Instruction{
Render(crate::graphics::FrameState),
//UpdateModel(crate::graphics::GraphicsModelUpdate),
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
ChangeMap(strafesnet_common::map::CompleteMap),
}
//Ideally the graphics thread worker description is:
/*
WorkerDescription{
input:Immediate,
output:Realtime(PoolOrdering::Ordered(3)),
}
*/
//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
pub fn new<'a>(
mut graphics:crate::graphics::GraphicsState,
mut config:wgpu::SurfaceConfiguration,
surface:wgpu::Surface<'a>,
device:wgpu::Device,
queue:wgpu::Queue,
)->crate::compat_worker::INWorker<'a,Instruction>{
let mut resize=None;
crate::compat_worker::INWorker::new(move |ins:Instruction|{
match ins{
Instruction::ChangeMap(map)=>{
graphics.clear();
graphics.generate_models(&device,&queue,&map);
},
Instruction::Resize(size,user_settings)=>{
resize=Some((size,user_settings));
}
Instruction::Render(frame_state)=>{
if let Some((size,user_settings))=resize.take(){
println!("Resizing to {:?}",size);
let t0=std::time::Instant::now();
config.width=size.width.max(1);
config.height=size.height.max(1);
surface.configure(&device,&config);
graphics.resize(&device,&config,&user_settings);
println!("Resize took {:?}",t0.elapsed());
}
//this has to go deeper somehow
let frame=match surface.get_current_texture(){
Ok(frame)=>frame,
Err(_)=>{
surface.configure(&device,&config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view=frame.texture.create_view(&wgpu::TextureViewDescriptor{
format:Some(config.view_formats[0]),
..wgpu::TextureViewDescriptor::default()
});
graphics.render(&view,&device,&queue,frame_state);
frame.present();
}
}
})
}

48
src/instruction.rs Normal file
View File

@ -0,0 +1,48 @@
#[derive(Debug)]
pub struct TimedInstruction<I> {
pub time: crate::body::TIME,
pub instruction: I,
}
pub trait InstructionEmitter<I> {
fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<I>>;
}
pub trait InstructionConsumer<I> {
fn process_instruction(&mut self, instruction:TimedInstruction<I>);
}
//PROPER PRIVATE FIELDS!!!
pub struct InstructionCollector<I> {
time: crate::body::TIME,
instruction: Option<I>,
}
impl<I> InstructionCollector<I> {
pub fn new(time:crate::body::TIME) -> Self {
Self{
time,
instruction:None
}
}
pub fn collect(&mut self,instruction:Option<TimedInstruction<I>>){
match instruction {
Some(unwrap_instruction) => {
if unwrap_instruction.time<self.time {
self.time=unwrap_instruction.time;
self.instruction=Some(unwrap_instruction.instruction);
}
},
None => (),
}
}
pub fn instruction(self) -> Option<TimedInstruction<I>> {
//STEAL INSTRUCTION AND DESTROY INSTRUCTIONCOLLECTOR
match self.instruction {
Some(instruction)=>Some(TimedInstruction{
time:self.time,
instruction
}),
None => None,
}
}
}

384
src/load_roblox.rs Normal file
View File

@ -0,0 +1,384 @@
use crate::model::{IndexedModelInstances,ModelInstance};
use crate::primitives;
fn class_is_a(class: &str, superclass: &str) -> bool {
if class==superclass {
return true
}
let class_descriptor=rbx_reflection_database::get().classes.get(class);
if let Some(descriptor) = &class_descriptor {
if let Some(class_super) = &descriptor.superclass {
return class_is_a(&class_super, superclass)
}
}
return false
}
fn recursive_collect_superclass(objects: &mut std::vec::Vec<rbx_dom_weak::types::Ref>,dom: &rbx_dom_weak::WeakDom, instance: &rbx_dom_weak::Instance, superclass: &str){
for &referent in instance.children() {
if let Some(c) = dom.get_by_ref(referent) {
if class_is_a(c.class.as_str(), superclass) {
objects.push(c.referent());//copy ref
}
recursive_collect_superclass(objects,dom,c,superclass);
}
}
}
fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec<rbx_dom_weak::types::Ref>{
let mut objects = std::vec::Vec::new();
recursive_collect_superclass(&mut objects, dom, dom.root(),"Decal");
//get ids
//clear vec
//next class
objects
}
struct RobloxAssetId(u64);
struct RobloxAssetIdParseErr;
impl std::str::FromStr for RobloxAssetId {
type Err=RobloxAssetIdParseErr;
fn from_str(s: &str) -> Result<Self, Self::Err>{
let regman=regex::Regex::new(r"(\d+)$").unwrap();
if let Some(captures) = regman.captures(s) {
if captures.len()==2{//captures[0] is all captures concatenated, and then each individual capture
if let Ok(id) = captures[0].parse::<u64>() {
return Ok(Self(id));
}
}
}
Err(RobloxAssetIdParseErr)
}
}
#[derive(Clone,Copy,PartialEq)]
struct RobloxTextureTransform{
offset_u:f32,
offset_v:f32,
scale_u:f32,
scale_v:f32,
}
impl std::cmp::Eq for RobloxTextureTransform{}//????
impl std::default::Default for RobloxTextureTransform{
fn default() -> Self {
Self{offset_u:0.0,offset_v:0.0,scale_u:1.0,scale_v:1.0}
}
}
impl std::hash::Hash for RobloxTextureTransform {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.offset_u.to_ne_bytes().hash(state);
self.offset_v.to_ne_bytes().hash(state);
self.scale_u.to_ne_bytes().hash(state);
self.scale_v.to_ne_bytes().hash(state);
}
}
#[derive(Clone,PartialEq)]
struct RobloxFaceTextureDescription{
texture:u32,
color:glam::Vec4,
transform:RobloxTextureTransform,
}
impl std::cmp::Eq for RobloxFaceTextureDescription{}//????
impl std::hash::Hash for RobloxFaceTextureDescription {
fn hash<H: std::hash::Hasher>(&self, state: &mut H) {
self.texture.hash(state);
self.transform.hash(state);
for &el in self.color.as_ref().iter() {
el.to_ne_bytes().hash(state);
}
}
}
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];
#[derive(Clone,Eq,Hash,PartialEq)]
enum RobloxBasePartDescription{
Sphere,
Part(RobloxPartDescription),
Cylinder,
Wedge(RobloxWedgeDescription),
CornerWedge(RobloxCornerWedgeDescription),
}
pub fn generate_indexed_models_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(IndexedModelInstances,glam::Vec3), Box<dyn std::error::Error>>{
//IndexedModelInstances includes textures
let mut spawn_point=glam::Vec3::ZERO;
let mut indexed_models=Vec::new();
let mut model_id_from_description=std::collections::HashMap::<RobloxBasePartDescription,usize>::new();
let mut texture_id_from_asset_id=std::collections::HashMap::<u64,u32>::new();
let mut asset_id_from_texture_id=Vec::new();
let mut object_refs=Vec::new();
let mut temp_objects=Vec::new();
recursive_collect_superclass(&mut object_refs, &dom, dom.root(),"BasePart");
for object_ref in object_refs {
if let Some(object)=dom.get_by_ref(object_ref){
if let (
Some(rbx_dom_weak::types::Variant::CFrame(cf)),
Some(rbx_dom_weak::types::Variant::Vector3(size)),
Some(rbx_dom_weak::types::Variant::Float32(transparency)),
Some(rbx_dom_weak::types::Variant::Color3uint8(color3)),
) = (
object.properties.get("CFrame"),
object.properties.get("Size"),
object.properties.get("Transparency"),
object.properties.get("Color"),
)
{
let model_transform=glam::Affine3A::from_translation(
glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
)
* glam::Affine3A::from_mat3(
glam::Mat3::from_cols(
glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
),
)
* glam::Affine3A::from_scale(
glam::Vec3::new(size.x,size.y,size.z)/2.0
);
if object.name=="MapStart"{
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 {
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");
for &decal_ref in &temp_objects{
if let Some(decal)=dom.get_by_ref(decal_ref){
if let (
Some(rbx_dom_weak::types::Variant::Content(content)),
Some(rbx_dom_weak::types::Variant::Enum(normalid)),
Some(rbx_dom_weak::types::Variant::Color3(decal_color3)),
Some(rbx_dom_weak::types::Variant::Float32(decal_transparency)),
) = (
decal.properties.get("Texture"),
decal.properties.get("Face"),
decal.properties.get("Color3"),
decal.properties.get("Transparency"),
) {
if let Ok(asset_id)=content.clone().into_string().parse::<RobloxAssetId>(){
let texture_id=if let Some(&texture_id)=texture_id_from_asset_id.get(&asset_id.0){
texture_id
}else{
let texture_id=asset_id_from_texture_id.len() as u32;
texture_id_from_asset_id.insert(asset_id.0,texture_id);
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 mut roblox_texture_transform=RobloxTextureTransform::default();
let mut roblox_texture_color=glam::Vec4::ONE;
if decal.class=="Texture"{
//generate tranform
if let (
Some(rbx_dom_weak::types::Variant::Float32(ox)),
Some(rbx_dom_weak::types::Variant::Float32(oy)),
Some(rbx_dom_weak::types::Variant::Float32(sx)),
Some(rbx_dom_weak::types::Variant::Float32(sy)),
) = (
decal.properties.get("OffsetStudsU"),
decal.properties.get("OffsetStudsV"),
decal.properties.get("StudsPerTileU"),
decal.properties.get("StudsPerTileV"),
)
{
let (size_u,size_v)=match normal_id{
0=>(size.z,size.y),//right
1=>(size.x,size.z),//top
2=>(size.x,size.y),//back
3=>(size.z,size.y),//left
4=>(size.x,size.z),//bottom
5=>(size.x,size.y),//front
_=>(1.,1.),
};
roblox_texture_transform=RobloxTextureTransform{
offset_u:*ox/(*sx),offset_v:*oy/(*sy),
scale_u:size_u/(*sx),scale_v:size_v/(*sy),
};
roblox_texture_color=glam::vec4(decal_color3.r,decal_color3.g,decal_color3.b,1.0-*decal_transparency);
}
}
part_texture_description[face]=Some(RobloxFaceTextureDescription{
texture:texture_id,
color:roblox_texture_color,
transform:roblox_texture_transform,
});
}else{
println!("NormalId={} unsupported for shape={:?}",normal_id,shape);
}
}
}
}
}
//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]),
};
//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
model_id
}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(),
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)
},
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),
});
}
}
}
Ok((IndexedModelInstances{
textures:asset_id_from_texture_id.iter().map(|t|t.to_string()).collect(),
models:indexed_models,
},spawn_point))
}

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src/model.rs Normal file
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use bytemuck::{Pod, Zeroable};
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C)]
pub struct Vertex {
pub pos: [f32; 3],
pub tex: [f32; 2],
pub normal: [f32; 3],
pub color: [f32; 4],
}
#[derive(Clone,Hash,PartialEq,Eq)]
pub struct IndexedVertex{
pub pos:u32,
pub tex:u32,
pub normal:u32,
pub color:u32,
}
pub struct IndexedPolygon{
pub vertices:Vec<u32>,
}
pub struct IndexedGroup{
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
pub polys:Vec<IndexedPolygon>,
}
pub struct IndexedModel{
pub unique_pos:Vec<[f32; 3]>,
pub unique_tex:Vec<[f32; 2]>,
pub unique_normal:Vec<[f32; 3]>,
pub unique_color:Vec<[f32; 4]>,
pub unique_vertices:Vec<IndexedVertex>,
pub groups: Vec<IndexedGroup>,
pub instances:Vec<ModelInstance>,
}
pub struct IndexedGroupFixedTexture{
pub polys:Vec<IndexedPolygon>,
}
pub struct IndexedModelSingleTexture{
pub unique_pos:Vec<[f32; 3]>,
pub unique_tex:Vec<[f32; 2]>,
pub unique_normal:Vec<[f32; 3]>,
pub unique_color:Vec<[f32; 4]>,
pub unique_vertices:Vec<IndexedVertex>,
pub texture:Option<u32>,//RenderPattern? material/texture/shader/flat color
pub groups: Vec<IndexedGroupFixedTexture>,
pub instances:Vec<ModelGraphicsInstance>,
}
pub struct ModelSingleTexture{
pub instances: Vec<ModelGraphicsInstance>,
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 color:glam::Vec4,
}
pub struct IndexedModelInstances{
pub textures:Vec<String>,//RenderPattern
pub models:Vec<IndexedModel>,
//object_index for spawns, triggers etc?
}
pub fn generate_indexed_model_list_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<IndexedModel>{
let mut unique_vertex_index = std::collections::HashMap::<obj::IndexTuple,u32>::new();
return data.objects.iter().map(|object|{
unique_vertex_index.clear();
let mut unique_vertices = Vec::new();
let groups = object.groups.iter().map(|group|{
IndexedGroup{
texture:None,
polys:group.polys.iter().map(|poly|{
IndexedPolygon{
vertices:poly.0.iter().map(|&tup|{
if let Some(&i)=unique_vertex_index.get(&tup){
i
}else{
let i=unique_vertices.len() as u32;
unique_vertices.push(IndexedVertex{
pos: tup.0 as u32,
tex: tup.1.unwrap() as u32,
normal: tup.2.unwrap() as u32,
color: 0,
});
unique_vertex_index.insert(tup,i);
i
}
}).collect()
}
}).collect()
}
}).collect();
IndexedModel{
unique_pos: data.position.clone(),
unique_tex: data.texture.clone(),
unique_normal: data.normal.clone(),
unique_color: vec![color],
unique_vertices,
groups,
instances:Vec::new(),
}
}).collect()
}

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@ -1,48 +0,0 @@
use bytemuck::{Pod,Zeroable};
use strafesnet_common::model::{IndexedVertex,PolygonGroup,RenderConfigId};
#[derive(Clone,Copy,Pod,Zeroable)]
#[repr(C)]
pub struct GraphicsVertex{
pub pos:[f32;3],
pub tex:[f32;2],
pub normal:[f32;3],
pub color:[f32;4],
}
#[derive(Clone,Copy,id::Id)]
pub struct IndexedGraphicsMeshOwnedRenderConfigId(u32);
pub struct IndexedGraphicsMeshOwnedRenderConfig{
pub unique_pos:Vec<[f32;3]>,
pub unique_tex:Vec<[f32;2]>,
pub unique_normal:Vec<[f32;3]>,
pub unique_color:Vec<[f32;4]>,
pub unique_vertices:Vec<IndexedVertex>,
pub render_config:RenderConfigId,
pub polys:PolygonGroup,
pub instances:Vec<GraphicsModelOwned>,
}
pub enum Indices{
U32(Vec<u32>),
U16(Vec<u16>),
}
pub struct GraphicsMeshOwnedRenderConfig{
pub vertices:Vec<GraphicsVertex>,
pub indices:Indices,
pub render_config:RenderConfigId,
pub instances:Vec<GraphicsModelOwned>,
}
#[derive(Clone,Copy,PartialEq,id::Id)]
pub struct GraphicsModelColor4(glam::Vec4);
impl std::hash::Hash for GraphicsModelColor4{
fn hash<H:std::hash::Hasher>(&self,state:&mut H) {
for &f in self.0.as_ref(){
bytemuck::cast::<f32,u32>(f).hash(state);
}
}
}
impl Eq for GraphicsModelColor4{}
#[derive(Clone)]
pub struct GraphicsModelOwned{
pub transform:glam::Mat4,
pub normal_transform:glam::Mat3,
pub color:GraphicsModelColor4,
}

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use strafesnet_common::mouse::MouseState;
use strafesnet_common::physics::Instruction as PhysicsInputInstruction;
use strafesnet_common::integer::Time;
use strafesnet_common::instruction::TimedInstruction;
use strafesnet_common::timer::{Scaled,Timer,TimerState};
use mouse_interpolator::MouseInterpolator;
#[derive(Debug)]
pub enum InputInstruction{
MoveMouse(glam::IVec2),
MoveRight(bool),
MoveUp(bool),
MoveBack(bool),
MoveLeft(bool),
MoveDown(bool),
MoveForward(bool),
Jump(bool),
Zoom(bool),
ResetAndRestart,
ResetAndSpawn(strafesnet_common::gameplay_modes::ModeId,strafesnet_common::gameplay_modes::StageId),
PracticeFly,
}
pub enum Instruction{
Input(InputInstruction),
Render,
Resize(winit::dpi::PhysicalSize<u32>),
ChangeMap(strafesnet_common::map::CompleteMap),
//SetPaused is not an InputInstruction: the physics doesn't know that it's paused.
SetPaused(bool),
//Graphics(crate::graphics_worker::Instruction),
}
mod mouse_interpolator{
use super::*;
//TODO: move this or tab
pub struct MouseInterpolator{
//"PlayerController"
user_settings:crate::settings::UserSettings,
//"MouseInterpolator"
timeline:std::collections::VecDeque<TimedInstruction<PhysicsInputInstruction>>,
last_mouse_time:Time,//this value is pre-transformed to simulation time
mouse_blocking:bool,
//"Simulation"
timer:Timer<Scaled>,
physics:crate::physics::PhysicsContext,
}
impl MouseInterpolator{
pub fn new(
physics:crate::physics::PhysicsContext,
user_settings:crate::settings::UserSettings,
)->MouseInterpolator{
MouseInterpolator{
mouse_blocking:true,
last_mouse_time:physics.get_next_mouse().time,
timeline:std::collections::VecDeque::new(),
timer:Timer::from_state(Scaled::identity(),false),
physics,
user_settings,
}
}
fn push_mouse_instruction(&mut self,ins:&TimedInstruction<Instruction>,m:glam::IVec2){
if self.mouse_blocking{
//tell the game state which is living in the past about its future
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(ins.time),pos:m}),
});
}else{
//mouse has just started moving again after being still for longer than 10ms.
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:self.last_mouse_time,pos:self.physics.get_next_mouse().pos},
MouseState{time:self.timer.time(ins.time),pos:m}
),
});
//delay physics execution until we have an interpolation target
self.mouse_blocking=true;
}
self.last_mouse_time=self.timer.time(ins.time);
}
fn push(&mut self,time:Time,phys_input:PhysicsInputInstruction){
//This is always a non-mouse event
self.timeline.push_back(TimedInstruction{
time:self.timer.time(time),
instruction:phys_input,
});
}
/// returns should_empty_queue
/// may or may not mutate internal state XD!
fn map_instruction(&mut self,ins:&TimedInstruction<Instruction>)->bool{
let mut update_mouse_blocking=true;
match &ins.instruction{
Instruction::Input(input_instruction)=>match input_instruction{
&InputInstruction::MoveMouse(m)=>{
if !self.timer.is_paused(){
self.push_mouse_instruction(ins,m);
}
update_mouse_blocking=false;
},
&InputInstruction::MoveForward(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveForward(s)),
&InputInstruction::MoveLeft(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveLeft(s)),
&InputInstruction::MoveBack(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveBack(s)),
&InputInstruction::MoveRight(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveRight(s)),
&InputInstruction::MoveUp(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveUp(s)),
&InputInstruction::MoveDown(s)=>self.push(ins.time,PhysicsInputInstruction::SetMoveDown(s)),
&InputInstruction::Jump(s)=>self.push(ins.time,PhysicsInputInstruction::SetJump(s)),
&InputInstruction::Zoom(s)=>self.push(ins.time,PhysicsInputInstruction::SetZoom(s)),
&InputInstruction::ResetAndSpawn(mode_id,stage_id)=>{
self.push(ins.time,PhysicsInputInstruction::Reset);
self.push(ins.time,PhysicsInputInstruction::SetSensitivity(self.user_settings.calculate_sensitivity()));
self.push(ins.time,PhysicsInputInstruction::Spawn(mode_id,stage_id));
},
InputInstruction::ResetAndRestart=>{
self.push(ins.time,PhysicsInputInstruction::Reset);
self.push(ins.time,PhysicsInputInstruction::SetSensitivity(self.user_settings.calculate_sensitivity()));
self.push(ins.time,PhysicsInputInstruction::Restart);
},
InputInstruction::PracticeFly=>self.push(ins.time,PhysicsInputInstruction::PracticeFly),
},
//do these really need to idle the physics?
//sending None dumps the instruction queue
Instruction::ChangeMap(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
Instruction::Resize(_)=>self.push(ins.time,PhysicsInputInstruction::Idle),
Instruction::Render=>self.push(ins.time,PhysicsInputInstruction::Idle),
&Instruction::SetPaused(paused)=>{
if let Err(e)=self.timer.set_paused(ins.time,paused){
println!("Cannot pause: {e}");
}
self.push(ins.time,PhysicsInputInstruction::Idle);
},
}
if update_mouse_blocking{
//this returns the bool for us
self.update_mouse_blocking(ins.time)
}else{
//do flush that queue
true
}
}
/// must check if self.mouse_blocking==true before calling!
fn unblock_mouse(&mut self,time:Time){
//push an event to extrapolate no movement from
self.timeline.push_front(TimedInstruction{
time:self.last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:self.timer.time(time),pos:self.physics.get_next_mouse().pos}),
});
self.last_mouse_time=self.timer.time(time);
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
self.mouse_blocking=false;
}
fn update_mouse_blocking(&mut self,time:Time)->bool{
if self.mouse_blocking{
//assume the mouse has stopped moving after 10ms.
//shitty mice are 125Hz which is 8ms so this should cover that.
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
//so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<self.timer.time(time)-self.physics.get_next_mouse().time{
self.unblock_mouse(time);
true
}else{
false
}
}else{
//keep this up to date so that it can be used as a known-timestamp
//that the mouse was not moving when the mouse starts moving again
self.last_mouse_time=self.timer.time(time);
true
}
}
fn empty_queue(&mut self){
while let Some(instruction)=self.timeline.pop_front(){
self.physics.run_input_instruction(instruction);
}
}
pub fn handle_instruction(&mut self,ins:&TimedInstruction<Instruction>){
let should_empty_queue=self.map_instruction(ins);
if should_empty_queue{
self.empty_queue();
}
}
pub fn get_frame_state(&self,time:Time)->crate::graphics::FrameState{
crate::graphics::FrameState{
body:self.physics.camera_body(),
camera:self.physics.camera(),
time:self.timer.time(time),
}
}
pub fn change_map(&mut self,time:Time,map:&strafesnet_common::map::CompleteMap){
//dump any pending interpolation state
if self.mouse_blocking{
self.unblock_mouse(time);
}
self.empty_queue();
//doing it like this to avoid doing PhysicsInstruction::ChangeMap(Rc<CompleteMap>)
self.physics.generate_models(&map);
//use the standard input interface so the instructions are written out to bots
self.handle_instruction(&TimedInstruction{
time:self.timer.time(time),
instruction:Instruction::Input(InputInstruction::ResetAndSpawn(
strafesnet_common::gameplay_modes::ModeId::MAIN,
strafesnet_common::gameplay_modes::StageId::FIRST,
)),
});
}
pub const fn user_settings(&self)->&crate::settings::UserSettings{
&self.user_settings
}
}
}
pub fn new<'a>(
mut graphics_worker:crate::compat_worker::INWorker<'a,crate::graphics_worker::Instruction>,
user_settings:crate::settings::UserSettings,
)->crate::compat_worker::QNWorker<'a,TimedInstruction<Instruction>>{
let physics=crate::physics::PhysicsContext::default();
let mut interpolator=MouseInterpolator::new(
physics,
user_settings
);
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
interpolator.handle_instruction(&ins);
match ins.instruction{
Instruction::Render=>{
let frame_state=interpolator.get_frame_state(ins.time);
graphics_worker.send(crate::graphics_worker::Instruction::Render(frame_state)).unwrap();
},
Instruction::Resize(size)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,interpolator.user_settings().clone())).unwrap();
},
Instruction::ChangeMap(map)=>{
interpolator.change_map(ins.time,&map);
graphics_worker.send(crate::graphics_worker::Instruction::ChangeMap(map)).unwrap();
},
Instruction::Input(_)=>(),
Instruction::SetPaused(_)=>(),
}
})
}

503
src/primitives.rs Normal file
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@ -0,0 +1,503 @@
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
[ 1.,-1., 1.],//1 right bottom back
[ 1., 1., 1.],//2 right top back
[-1., 1., 1.],//3 left top back
[-1., 1.,-1.],//4 left top front
[ 1., 1.,-1.],//5 right top front
[ 1.,-1.,-1.],//6 right bottom front
[-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
];
const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[
// right (1, 0, 0)
[
[6,2,0],//[vertex,tex,norm]
[5,1,0],
[2,0,0],
[1,3,0],
],
// top (0, 1, 0)
[
[5,3,1],
[4,2,1],
[3,1,1],
[2,0,1],
],
// back (0, 0, 1)
[
[0,3,2],
[1,2,2],
[2,1,2],
[3,0,2],
],
// left (-1, 0, 0)
[
[0,2,3],
[3,1,3],
[4,0,3],
[7,3,3],
],
// bottom (0,-1, 0)
[
[1,1,4],
[0,0,4],
[7,3,4],
[6,2,4],
],
// front (0, 0,-1)
[
[4,1,5],
[5,0,5],
[6,3,5],
[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)
}
#[derive(Copy,Clone)]
pub struct FaceDescription{
pub texture:Option<u32>,
pub transform:glam::Affine2,
pub color:glam::Vec4,
}
impl std::default::Default for FaceDescription{
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
}
}
}
impl FaceDescription{
pub fn new(texture:u32,transform:glam::Affine2,color:glam::Vec4)->Self{
Self{texture:Some(texture),transform,color}
}
pub fn from_texture(texture:u32)->Self{
Self{
texture:Some(texture),
transform:glam::Affine2::IDENTITY,
color:glam::Vec4::ONE,
}
}
}
//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{
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{
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(),
}],
});
}
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(),
}
}

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@ -1,139 +0,0 @@
use strafesnet_common::integer::{Ratio64,Ratio64Vec2};
#[derive(Clone)]
struct Ratio{
ratio:f64,
}
#[derive(Clone)]
enum DerivedFov{
FromScreenAspect,
FromAspect(Ratio),
}
#[derive(Clone)]
enum Fov{
Exactly{x:f64,y:f64},
SpecifyXDeriveY{x:f64,y:DerivedFov},
SpecifyYDeriveX{x:DerivedFov,y:f64},
}
impl Default for Fov{
fn default()->Self{
Fov::SpecifyYDeriveX{x:DerivedFov::FromScreenAspect,y:1.0}
}
}
#[derive(Clone)]
enum DerivedSensitivity{
FromRatio(Ratio64),
}
#[derive(Clone)]
enum Sensitivity{
Exactly{x:Ratio64,y:Ratio64},
SpecifyXDeriveY{x:Ratio64,y:DerivedSensitivity},
SpecifyYDeriveX{x:DerivedSensitivity,y:Ratio64},
}
impl Default for Sensitivity{
fn default()->Self{
Sensitivity::SpecifyXDeriveY{x:Ratio64::ONE*524288,y:DerivedSensitivity::FromRatio(Ratio64::ONE)}
}
}
#[derive(Default,Clone)]
pub struct UserSettings{
fov:Fov,
sensitivity:Sensitivity,
}
impl UserSettings{
pub fn calculate_fov(&self,zoom:f64,screen_size:&glam::UVec2)->glam::DVec2{
zoom*match &self.fov{
&Fov::Exactly{x,y}=>glam::dvec2(x,y),
Fov::SpecifyXDeriveY{x,y}=>match y{
DerivedFov::FromScreenAspect=>glam::dvec2(*x,x*(screen_size.y as f64/screen_size.x as f64)),
DerivedFov::FromAspect(ratio)=>glam::dvec2(*x,x*ratio.ratio),
},
Fov::SpecifyYDeriveX{x,y}=>match x{
DerivedFov::FromScreenAspect=>glam::dvec2(y*(screen_size.x as f64/screen_size.y as f64),*y),
DerivedFov::FromAspect(ratio)=>glam::dvec2(y*ratio.ratio,*y),
},
}
}
pub fn calculate_sensitivity(&self)->Ratio64Vec2{
match &self.sensitivity{
Sensitivity::Exactly{x,y}=>Ratio64Vec2::new(x.clone(),y.clone()),
Sensitivity::SpecifyXDeriveY{x,y}=>match y{
DerivedSensitivity::FromRatio(ratio)=>Ratio64Vec2::new(x.clone(),x.mul_ref(ratio)),
}
Sensitivity::SpecifyYDeriveX{x,y}=>match x{
DerivedSensitivity::FromRatio(ratio)=>Ratio64Vec2::new(y.mul_ref(ratio),y.clone()),
}
}
}
}
/*
//sensitivity is raw input dots (i.e. dpi = dots per inch) to radians conversion factor
sensitivity_x=0.001
sensitivity_y_from_x_ratio=1
Sensitivity::DeriveY{x:0.0.001,y:DerivedSensitivity{ratio:1.0}}
*/
pub fn read_user_settings()->UserSettings{
let mut cfg=configparser::ini::Ini::new();
if let Ok(_)=cfg.load("settings.conf"){
let (cfg_fov_x,cfg_fov_y)=(cfg.getfloat("camera","fov_x"),cfg.getfloat("camera","fov_y"));
let fov=match(cfg_fov_x,cfg_fov_y){
(Ok(Some(fov_x)),Ok(Some(fov_y)))=>Fov::Exactly {
x:fov_x,
y:fov_y
},
(Ok(Some(fov_x)),Ok(None))=>Fov::SpecifyXDeriveY{
x:fov_x,
y:if let Ok(Some(fov_y_from_x_ratio))=cfg.getfloat("camera","fov_y_from_x_ratio"){
DerivedFov::FromAspect(Ratio{ratio:fov_y_from_x_ratio})
}else{
DerivedFov::FromScreenAspect
}
},
(Ok(None),Ok(Some(fov_y)))=>Fov::SpecifyYDeriveX{
x:if let Ok(Some(fov_x_from_y_ratio))=cfg.getfloat("camera","fov_x_from_y_ratio"){
DerivedFov::FromAspect(Ratio{ratio:fov_x_from_y_ratio})
}else{
DerivedFov::FromScreenAspect
},
y:fov_y,
},
_=>{
Fov::default()
},
};
let (cfg_sensitivity_x,cfg_sensitivity_y)=(cfg.getfloat("camera","sensitivity_x"),cfg.getfloat("camera","sensitivity_y"));
let sensitivity=match(cfg_sensitivity_x,cfg_sensitivity_y){
(Ok(Some(sensitivity_x)),Ok(Some(sensitivity_y)))=>Sensitivity::Exactly {
x:Ratio64::try_from(sensitivity_x).unwrap(),
y:Ratio64::try_from(sensitivity_y).unwrap(),
},
(Ok(Some(sensitivity_x)),Ok(None))=>Sensitivity::SpecifyXDeriveY{
x:Ratio64::try_from(sensitivity_x).unwrap(),
y:if let Ok(Some(sensitivity_y_from_x_ratio))=cfg.getfloat("camera","sensitivity_y_from_x_ratio"){
DerivedSensitivity::FromRatio(Ratio64::try_from(sensitivity_y_from_x_ratio).unwrap())
}else{
DerivedSensitivity::FromRatio(Ratio64::ONE)
},
},
(Ok(None),Ok(Some(sensitivity_y)))=>Sensitivity::SpecifyYDeriveX{
x:if let Ok(Some(sensitivity_x_from_y_ratio))=cfg.getfloat("camera","sensitivity_x_from_y_ratio"){
DerivedSensitivity::FromRatio(Ratio64::try_from(sensitivity_x_from_y_ratio).unwrap())
}else{
DerivedSensitivity::FromRatio(Ratio64::ONE)
},
y:Ratio64::try_from(sensitivity_y).unwrap(),
},
_=>{
Sensitivity::default()
},
};
UserSettings{
fov,
sensitivity,
}
}else{
UserSettings::default()
}
}

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@ -1,292 +0,0 @@
use crate::window::WindowInstruction;
use strafesnet_common::instruction::TimedInstruction;
use strafesnet_common::integer;
fn optional_features()->wgpu::Features{
wgpu::Features::TEXTURE_COMPRESSION_ASTC
|wgpu::Features::TEXTURE_COMPRESSION_ETC2
}
fn required_features()->wgpu::Features{
wgpu::Features::TEXTURE_COMPRESSION_BC
}
fn required_downlevel_capabilities()->wgpu::DownlevelCapabilities{
wgpu::DownlevelCapabilities{
flags:wgpu::DownlevelFlags::empty(),
shader_model:wgpu::ShaderModel::Sm5,
..wgpu::DownlevelCapabilities::default()
}
}
pub fn required_limits()->wgpu::Limits{
wgpu::Limits::default()
}
struct SetupContextPartial1{
backends:wgpu::Backends,
instance:wgpu::Instance,
}
fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
let mut attr=winit::window::WindowAttributes::default();
attr=attr.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder=builder.with_no_redirection_bitmap(true);
}
event_loop.create_window(attr)
}
fn create_instance()->SetupContextPartial1{
let backends=wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
let dx12_shader_compiler=wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default();
SetupContextPartial1{
backends,
instance:wgpu::Instance::new(wgpu::InstanceDescriptor{
backends,
dx12_shader_compiler,
..Default::default()
}),
}
}
impl SetupContextPartial1{
fn create_surface<'a>(self,window:&'a winit::window::Window)->Result<SetupContextPartial2<'a>,wgpu::CreateSurfaceError>{
Ok(SetupContextPartial2{
backends:self.backends,
surface:self.instance.create_surface(window)?,
instance:self.instance,
})
}
}
struct SetupContextPartial2<'a>{
backends:wgpu::Backends,
instance:wgpu::Instance,
surface:wgpu::Surface<'a>,
}
impl<'a> SetupContextPartial2<'a>{
fn pick_adapter(self)->SetupContextPartial3<'a>{
let adapter;
//TODO: prefer adapter that implements optional features
//let optional_features=optional_features();
let required_features=required_features();
//no helper function smh gotta write it myself
let adapters=self.instance.enumerate_adapters(self.backends);
let mut chosen_adapter=None;
let mut chosen_adapter_score=0;
for adapter in adapters {
if !adapter.is_surface_supported(&self.surface) {
continue;
}
let score=match adapter.get_info().device_type{
wgpu::DeviceType::IntegratedGpu=>3,
wgpu::DeviceType::DiscreteGpu=>4,
wgpu::DeviceType::VirtualGpu=>2,
wgpu::DeviceType::Other|wgpu::DeviceType::Cpu=>1,
};
let adapter_features=adapter.features();
if chosen_adapter_score<score&&adapter_features.contains(required_features) {
chosen_adapter_score=score;
chosen_adapter=Some(adapter);
}
}
if let Some(maybe_chosen_adapter)=chosen_adapter{
adapter=maybe_chosen_adapter;
}else{
panic!("No suitable GPU adapters found on the system!");
}
let adapter_info=adapter.get_info();
println!("Using {} ({:?})", adapter_info.name, adapter_info.backend);
let required_downlevel_capabilities=required_downlevel_capabilities();
let downlevel_capabilities=adapter.get_downlevel_capabilities();
assert!(
downlevel_capabilities.shader_model >= required_downlevel_capabilities.shader_model,
"Adapter does not support the minimum shader model required to run this example: {:?}",
required_downlevel_capabilities.shader_model
);
assert!(
downlevel_capabilities
.flags
.contains(required_downlevel_capabilities.flags),
"Adapter does not support the downlevel capabilities required to run this example: {:?}",
required_downlevel_capabilities.flags - downlevel_capabilities.flags
);
SetupContextPartial3{
instance:self.instance,
surface:self.surface,
adapter,
}
}
}
struct SetupContextPartial3<'a>{
instance:wgpu::Instance,
surface:wgpu::Surface<'a>,
adapter:wgpu::Adapter,
}
impl<'a> SetupContextPartial3<'a>{
fn request_device(self)->SetupContextPartial4<'a>{
let optional_features=optional_features();
let required_features=required_features();
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the surface.
let needed_limits=required_limits().using_resolution(self.adapter.limits());
let trace_dir=std::env::var("WGPU_TRACE");
let (device, queue)=pollster::block_on(self.adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: (optional_features & self.adapter.features()) | required_features,
required_limits: needed_limits,
memory_hints:wgpu::MemoryHints::Performance,
},
trace_dir.ok().as_ref().map(std::path::Path::new),
))
.expect("Unable to find a suitable GPU adapter!");
SetupContextPartial4{
instance:self.instance,
surface:self.surface,
adapter:self.adapter,
device,
queue,
}
}
}
struct SetupContextPartial4<'a>{
instance:wgpu::Instance,
surface:wgpu::Surface<'a>,
adapter:wgpu::Adapter,
device:wgpu::Device,
queue:wgpu::Queue,
}
impl<'a> SetupContextPartial4<'a>{
fn configure_surface(self,size:&'a winit::dpi::PhysicalSize<u32>)->SetupContext<'a>{
let mut config=self.surface
.get_default_config(&self.adapter, size.width, size.height)
.expect("Surface isn't supported by the adapter.");
let surface_view_format=config.format.add_srgb_suffix();
config.view_formats.push(surface_view_format);
config.present_mode=wgpu::PresentMode::AutoNoVsync;
self.surface.configure(&self.device, &config);
SetupContext{
instance:self.instance,
surface:self.surface,
device:self.device,
queue:self.queue,
config,
}
}
}
pub struct SetupContext<'a>{
pub instance:wgpu::Instance,
pub surface:wgpu::Surface<'a>,
pub device:wgpu::Device,
pub queue:wgpu::Queue,
pub config:wgpu::SurfaceConfiguration,
}
pub fn setup_and_start(title:String){
let event_loop=winit::event_loop::EventLoop::new().unwrap();
println!("Initializing the surface...");
let partial_1=create_instance();
let window=create_window(title.as_str(),&event_loop).unwrap();
let partial_2=partial_1.create_surface(&window).unwrap();
let partial_3=partial_2.pick_adapter();
let partial_4=partial_3.request_device();
let size=window.inner_size();
let setup_context=partial_4.configure_surface(&size);
//dedicated thread to ping request redraw back and resize the window doesn't seem logical
//the thread that spawns the physics thread
let mut window_thread=crate::window::worker(
&window,
setup_context,
);
if let Some(arg)=std::env::args().nth(1){
let path=std::path::PathBuf::from(arg);
window_thread.send(TimedInstruction{
time:integer::Time::ZERO,
instruction:WindowInstruction::WindowEvent(winit::event::WindowEvent::DroppedFile(path)),
}).unwrap();
};
println!("Entering event loop...");
let root_time=std::time::Instant::now();
run_event_loop(event_loop,window_thread,root_time).unwrap();
}
fn run_event_loop(
event_loop:winit::event_loop::EventLoop<()>,
mut window_thread:crate::compat_worker::QNWorker<TimedInstruction<WindowInstruction>>,
root_time:std::time::Instant
)->Result<(),winit::error::EventLoopError>{
event_loop.run(move |event,elwt|{
let time=integer::Time::from_nanos(root_time.elapsed().as_nanos() as i64);
// *control_flow=if cfg!(feature="metal-auto-capture"){
// winit::event_loop::ControlFlow::Exit
// }else{
// winit::event_loop::ControlFlow::Poll
// };
match event{
winit::event::Event::AboutToWait=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::RequestRedraw}).unwrap();
}
winit::event::Event::WindowEvent {
event:
// WindowEvent::Resized(size)
// | WindowEvent::ScaleFactorChanged {
// new_inner_size: &mut size,
// ..
// },
winit::event::WindowEvent::Resized(size),//ignoring scale factor changed for now because mutex bruh
window_id:_,
} => {
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::Resize(size)}).unwrap();
}
winit::event::Event::WindowEvent{event,..}=>match event{
winit::event::WindowEvent::KeyboardInput{
event:
winit::event::KeyEvent {
logical_key: winit::keyboard::Key::Named(winit::keyboard::NamedKey::Escape),
state: winit::event::ElementState::Pressed,
..
},
..
}
|winit::event::WindowEvent::CloseRequested=>{
elwt.exit();
}
winit::event::WindowEvent::RedrawRequested=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::Render}).unwrap();
}
_=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::WindowEvent(event)}).unwrap();
}
},
winit::event::Event::DeviceEvent{
event,
..
} => {
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::DeviceEvent(event)}).unwrap();
},
_=>{}
}
})
}

View File

@ -5,8 +5,8 @@ struct Camera {
proj_inv: mat4x4<f32>,
// from world to camera
view: mat4x4<f32>,
// from camera to world
view_inv: mat4x4<f32>,
// camera position
cam_pos: vec4<f32>,
};
//group 0 is the camera
@ -31,7 +31,8 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
1.0
);
let inv_model_view = mat3x3<f32>(camera.view_inv[0].xyz, camera.view_inv[1].xyz, camera.view_inv[2].xyz);
// transposition = inversion for this orthonormal matrix
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;
@ -42,13 +43,13 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
struct ModelInstance{
transform:mat4x4<f32>,
normal_transform:mat3x3<f32>,
normal_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
//the texture transform then maps the texture coordinates to the location of the specific texture
//group 1 is the model
const MAX_MODEL_INSTANCES=512;
const MAX_MODEL_INSTANCES=4096;
@group(2)
@binding(0)
var<uniform> model_instances: array<ModelInstance, MAX_MODEL_INSTANCES>;
@ -77,11 +78,11 @@ fn vs_entity_texture(
) -> EntityOutputTexture {
var position: vec4<f32> = model_instances[instance].transform * vec4<f32>(pos, 1.0);
var result: EntityOutputTexture;
result.normal = model_instances[instance].normal_transform * normal;
result.normal = (model_instances[instance].normal_transform * vec4<f32>(normal, 1.0)).xyz;
result.texture = texture;
result.color = color;
result.model_color = model_instances[instance].color;
result.view = position.xyz - camera.view_inv[3].xyz;//col(3)
result.view = position.xyz - camera.cam_pos.xyz;
result.position = camera.proj * camera.view * position;
return result;
}
@ -108,5 +109,5 @@ 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),0.5+0.5*abs(d));
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));
}

8
src/sweep.rs Normal file
View File

@ -0,0 +1,8 @@
//something that implements body + hitbox + transform can predict collision
impl crate::sweep::PredictCollision for Model {
fn predict_collision(&self,other:&Model) -> Option<crate::event::EventStruct> {
//math!
None
}
}

View File

@ -1,223 +0,0 @@
use crate::physics_worker::InputInstruction;
use strafesnet_common::integer;
use strafesnet_common::instruction::TimedInstruction;
pub enum WindowInstruction{
Resize(winit::dpi::PhysicalSize<u32>),
WindowEvent(winit::event::WindowEvent),
DeviceEvent(winit::event::DeviceEvent),
RequestRedraw,
Render,
}
//holds thread handles to dispatch to
struct WindowContext<'a>{
manual_mouse_lock:bool,
mouse:strafesnet_common::mouse::MouseState,//std::sync::Arc<std::sync::Mutex<>>
screen_size:glam::UVec2,
window:&'a winit::window::Window,
physics_thread:crate::compat_worker::QNWorker<'a, TimedInstruction<crate::physics_worker::Instruction>>,
}
impl WindowContext<'_>{
fn get_middle_of_screen(&self)->winit::dpi::PhysicalPosition<f32>{
winit::dpi::PhysicalPosition::new(self.screen_size.x as f32/2.0,self.screen_size.y as f32/2.0)
}
fn window_event(&mut self,time:integer::Time,event: winit::event::WindowEvent) {
match event {
winit::event::WindowEvent::DroppedFile(path)=>{
match crate::file::load(path.as_path()){
Ok(map)=>self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::ChangeMap(map)}).unwrap(),
Err(e)=>println!("Failed to load map: {e}"),
}
},
winit::event::WindowEvent::Focused(state)=>{
//pause unpause
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::SetPaused(!state),
}).unwrap();
//recalculate pressed keys on focus
},
winit::event::WindowEvent::KeyboardInput{
event:winit::event::KeyEvent{state,logical_key,repeat:false,..},
..
}=>{
let s=match state{
winit::event::ElementState::Pressed=>true,
winit::event::ElementState::Released=>false,
};
match logical_key{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Tab)=>{
if s{
self.manual_mouse_lock=false;
match self.window.set_cursor_position(self.get_middle_of_screen()){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
match self.window.set_cursor_grab(winit::window::CursorGrabMode::None){
Ok(())=>(),
Err(e)=>println!("Could not release cursor: {:?}",e),
}
}else{
//if cursor is outside window don't lock but apparently there's no get pos function
//let pos=window.get_cursor_pos();
match self.window.set_cursor_grab(winit::window::CursorGrabMode::Locked){
Ok(())=>(),
Err(_)=>{
match self.window.set_cursor_grab(winit::window::CursorGrabMode::Confined){
Ok(())=>(),
Err(e)=>{
self.manual_mouse_lock=true;
println!("Could not confine cursor: {:?}",e)
},
}
}
}
}
self.window.set_cursor_visible(s);
},
winit::keyboard::Key::Named(winit::keyboard::NamedKey::F11)=>{
if s{
if self.window.fullscreen().is_some(){
self.window.set_fullscreen(None);
}else{
self.window.set_fullscreen(Some(winit::window::Fullscreen::Borderless(None)));
}
}
},
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Escape)=>{
if s{
self.manual_mouse_lock=false;
match self.window.set_cursor_grab(winit::window::CursorGrabMode::None){
Ok(())=>(),
Err(e)=>println!("Could not release cursor: {:?}",e),
}
self.window.set_cursor_visible(true);
}
},
keycode=>{
if let Some(input_instruction)=match keycode{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Space)=>Some(InputInstruction::Jump(s)),
winit::keyboard::Key::Character(key)=>match key.as_str(){
"w"|"W"=>Some(InputInstruction::MoveForward(s)),
"a"|"A"=>Some(InputInstruction::MoveLeft(s)),
"s"|"S"=>Some(InputInstruction::MoveBack(s)),
"d"|"D"=>Some(InputInstruction::MoveRight(s)),
"e"|"E"=>Some(InputInstruction::MoveUp(s)),
"q"|"Q"=>Some(InputInstruction::MoveDown(s)),
"z"|"Z"=>Some(InputInstruction::Zoom(s)),
"r"|"R"=>if s{
//mouse needs to be reset since the position is absolute
self.mouse=strafesnet_common::mouse::MouseState::default();
Some(InputInstruction::ResetAndRestart)
}else{None},
"f"|"F"=>if s{Some(InputInstruction::PracticeFly)}else{None},
_=>None,
},
_=>None,
}{
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(input_instruction),
}).unwrap();
}
},
}
},
_=>(),
}
}
fn device_event(&mut self,time:integer::Time,event: winit::event::DeviceEvent) {
match event {
winit::event::DeviceEvent::MouseMotion {
delta,//these (f64,f64) are integers on my machine
} => {
if self.manual_mouse_lock{
match self.window.set_cursor_position(self.get_middle_of_screen()){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
}
//do not step the physics because the mouse polling rate is higher than the physics can run.
//essentially the previous input will be overwritten until a true step runs
//which is fine because they run all the time.
let delta=glam::ivec2(delta.0 as i32,delta.1 as i32);
self.mouse.pos+=delta;
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(InputInstruction::MoveMouse(self.mouse.pos)),
}).unwrap();
},
winit::event::DeviceEvent::MouseWheel {
delta,
} => {
println!("mousewheel {:?}",delta);
if false{//self.physics.style.use_scroll{
self.physics_thread.send(TimedInstruction{
time,
instruction:crate::physics_worker::Instruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
}).unwrap();
}
}
_=>(),
}
}
}
pub fn worker<'a>(
window:&'a winit::window::Window,
setup_context:crate::setup::SetupContext<'a>,
)->crate::compat_worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
// WindowContextSetup::new
let user_settings=crate::settings::read_user_settings();
let mut graphics=crate::graphics::GraphicsState::new(&setup_context.device,&setup_context.queue,&setup_context.config);
graphics.load_user_settings(&user_settings);
//WindowContextSetup::into_context
let screen_size=glam::uvec2(setup_context.config.width,setup_context.config.height);
let graphics_thread=crate::graphics_worker::new(graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
let mut window_context=WindowContext{
manual_mouse_lock:false,
mouse:strafesnet_common::mouse::MouseState::default(),
//make sure to update this!!!!!
screen_size,
window,
physics_thread:crate::physics_worker::new(
graphics_thread,
user_settings,
),
};
//WindowContextSetup::into_worker
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<WindowInstruction>|{
match ins.instruction{
WindowInstruction::RequestRedraw=>{
window_context.window.request_redraw();
}
WindowInstruction::WindowEvent(window_event)=>{
window_context.window_event(ins.time,window_event);
},
WindowInstruction::DeviceEvent(device_event)=>{
window_context.device_event(ins.time,device_event);
},
WindowInstruction::Resize(size)=>{
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Resize(size)
}
).unwrap();
}
WindowInstruction::Render=>{
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Render
}
).unwrap();
}
}
})
}

View File

@ -1,216 +0,0 @@
use std::thread;
use std::sync::{mpsc,Arc};
use parking_lot::Mutex;
//WorkerPool
struct Pool(u32);
enum PoolOrdering{
Single,//single thread cannot get out of order
Ordered(u32),//order matters and should be buffered/dropped according to ControlFlow
Unordered(u32),//order does not matter
}
//WorkerInput
enum Input{
//no input, workers have everything needed at creation
None,
//Immediate input to any available worker, dropped if they are overflowing (all workers are busy)
Immediate,
//Queued input is ordered, but serial jobs that mutate state (such as running physics) can only be done with a single worker
Queued,//"Fifo"
//Query a function to get next input when a thread becomes available
//worker stops querying when Query function returns None and dies after all threads complete
//lifetimes sound crazy on this one
Query,
//Queue of length one, the input is replaced if it is submitted twice before the current work finishes
Mailbox,
}
//WorkerOutput
enum Output{
None(Pool),
Realtime(PoolOrdering),//outputs are dropped if they are out of order and order is demanded
Buffered(PoolOrdering),//outputs are held back internally if they are out of order and order is demanded
}
//It would be possible to implement all variants
//with a query input function and callback output function but I'm not sure if that's worth it.
//Immediate = Condvar
//Queued = receiver.recv()
//a callback function would need to use an async runtime!
//realtime output is an arc mutex of the output value that is assigned every time a worker completes a job
//buffered output produces a receiver object that can be passed to the creation of another worker
//when ordering is requested, output is ordered by the order each thread is run
//which is the same as the order that the input data is processed except for Input::None which has no input data
//WorkerDescription
struct Description{
input:Input,
output:Output,
}
//The goal here is to have a worker thread that parks itself when it runs out of work.
//The worker thread publishes the result of its work back to the worker object for every item in the work queue.
//Previous values do not matter as soon as a new value is produced, which is why it's called "Realtime"
//The physics (target use case) knows when it has not changed the body, so not updating the value is also an option.
/*
QR = WorkerDescription{
input:Queued,
output:Realtime(Single),
}
*/
pub struct QRWorker<Task:Send,Value:Clone>{
sender: mpsc::Sender<Task>,
value:Arc<Mutex<Value>>,
}
impl<Task:Send+'static,Value:Clone+Send+'static> QRWorker<Task,Value>{
pub fn new<F:FnMut(Task)->Value+Send+'static>(value:Value,mut f:F) -> Self {
let (sender, receiver) = mpsc::channel::<Task>();
let ret=Self {
sender,
value:Arc::new(Mutex::new(value)),
};
let value=ret.value.clone();
thread::spawn(move || {
loop {
match receiver.recv() {
Ok(task) => {
let v=f(task);//make sure function is evaluated before lock is acquired
*value.lock()=v;
}
Err(_) => {
println!("Worker stopping.",);
break;
}
}
}
});
ret
}
pub fn send(&self,task:Task)->Result<(), mpsc::SendError<Task>>{
self.sender.send(task)
}
pub fn grab_clone(&self)->Value{
self.value.lock().clone()
}
}
/*
QN = WorkerDescription{
input:Queued,
output:None(Single),
}
*/
//None Output Worker does all its work internally from the perspective of the work submitter
pub struct QNWorker<'a,Task:Send>{
sender: mpsc::Sender<Task>,
handle:thread::ScopedJoinHandle<'a,()>,
}
impl<'a,Task:Send+'a> QNWorker<'a,Task>{
pub fn new<F:FnMut(Task)+Send+'a>(scope:&'a thread::Scope<'a,'_>,mut f:F)->QNWorker<'a,Task>{
let (sender,receiver)=mpsc::channel::<Task>();
let handle=scope.spawn(move ||{
loop {
match receiver.recv() {
Ok(task)=>f(task),
Err(_)=>{
println!("Worker stopping.",);
break;
}
}
}
});
Self{
sender,
handle,
}
}
pub fn send(&self,task:Task)->Result<(),mpsc::SendError<Task>>{
self.sender.send(task)
}
}
/*
IN = WorkerDescription{
input:Immediate,
output:None(Single),
}
*/
//Inputs are dropped if the worker is busy
pub struct INWorker<'a,Task:Send>{
sender: mpsc::SyncSender<Task>,
handle:thread::ScopedJoinHandle<'a,()>,
}
impl<'a,Task:Send+'a> INWorker<'a,Task>{
pub fn new<F:FnMut(Task)+Send+'a>(scope:&'a thread::Scope<'a,'_>,mut f:F)->INWorker<'a,Task>{
let (sender,receiver)=mpsc::sync_channel::<Task>(1);
let handle=scope.spawn(move ||{
loop {
match receiver.recv() {
Ok(task)=>f(task),
Err(_)=>{
println!("Worker stopping.",);
break;
}
}
}
});
Self{
sender,
handle,
}
}
//blocking!
pub fn blocking_send(&self,task:Task)->Result<(), mpsc::SendError<Task>>{
self.sender.send(task)
}
pub fn send(&self,task:Task)->Result<(), mpsc::TrySendError<Task>>{
self.sender.try_send(task)
}
}
#[cfg(test)]
mod test{
use super::{thread,QRWorker};
use crate::physics;
use strafesnet_common::{integer,instruction};
#[test]//How to run this test with printing: cargo test --release -- --nocapture
fn test_worker() {
// Create the worker thread
let test_body=physics::Body::new(integer::vec3::ONE,integer::vec3::ONE,integer::vec3::ONE,integer::Time::ZERO);
let worker=QRWorker::new(physics::Body::ZERO,
|_|physics::Body::new(integer::vec3::ONE,integer::vec3::ONE,integer::vec3::ONE,integer::Time::ZERO)
);
// Send tasks to the worker
for _ in 0..5 {
let task = instruction::TimedInstruction{
time:integer::Time::ZERO,
instruction:strafesnet_common::physics::Instruction::Idle,
};
worker.send(task).unwrap();
}
// Optional: Signal the worker to stop (in a real-world scenario)
// sender.send("STOP".to_string()).unwrap();
// Sleep to allow the worker thread to finish processing
thread::sleep(std::time::Duration::from_millis(10));
// Send a new task
let task = instruction::TimedInstruction{
time:integer::Time::ZERO,
instruction:strafesnet_common::physics::Instruction::Idle,
};
worker.send(task).unwrap();
//assert_eq!(test_body,worker.grab_clone());
// wait long enough to see print from final task
thread::sleep(std::time::Duration::from_millis(10));
}
}

28
src/zeroes.rs Normal file
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//find roots of polynomials
#[inline]
pub fn zeroes2(a0:f32,a1:f32,a2:f32) -> Vec<f32>{
if a2==0f32{
return zeroes1(a0, a1);
}
let mut radicand=a1*a1-4f32*a2*a0;
if 0f32<radicand {
radicand=radicand.sqrt();
if 0f32<a2 {
return vec![(-a1-radicand)/(2f32*a2),(-a1+radicand)/(2f32*a2)];
} else {
return vec![(-a1+radicand)/(2f32*a2),(-a1-radicand)/(2f32*a2)];
}
} else if radicand==0f32 {
return vec![-a1/(2f32*a2)];
} else {
return vec![];
}
}
#[inline]
pub fn zeroes1(a0:f32,a1:f32) -> Vec<f32> {
if a1==0f32{
return vec![];
} else {
return vec![-a0/a1];
}
}

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mangohud ../target/release/strafe-client bhop_maps/5692113331.snfm

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/run/media/quat/Files/Documents/map-files/verify-scripts/maps/bhop_snfm

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cargo build --release --target x86_64-pc-windows-gnu --all-features

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mangohud ../target/release/strafe-client bhop_maps/5692124338.snfm

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mkdir -p ../target/demo
mv ../target/x86_64-pc-windows-gnu/release/strafe-client.exe ../target/demo/strafe-client.exe
rm ../target/demo.7z
7z a -t7z -mx=9 -mfb=273 -ms -md=31 -myx=9 -mtm=- -mmt -mmtf -md=1536m -mmf=bt3 -mmc=10000 -mpb=0 -mlc=0 ../target/demo.7z ../target/demo

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mangohud ../target/release/strafe-client "$1"

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[camera]
sensitivity_x=98384
fov_y=1.0
#fov_x_from_y_ratio=1.33333333333333333333333333333333

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/run/media/quat/Files/Documents/map-files/verify-scripts/maps/surf_snfm

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mangohud ../target/release/strafe-client bhop_maps/5692152916.snfm

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mangohud ../target/release/strafe-client surf_maps/5692145408.snfm