plumb color everywhere

This commit is contained in:
Quaternions 2023-09-21 13:02:01 -07:00
parent 1cee3b52ac
commit 42ba757ec0
2 changed files with 96 additions and 52 deletions

View File

@ -10,6 +10,7 @@ struct Vertex {
pos: [f32; 3], pos: [f32; 3],
texture: [f32; 2], texture: [f32; 2],
normal: [f32; 3], normal: [f32; 3],
color: [f32; 4],
} }
struct Entity { struct Entity {
@ -17,14 +18,24 @@ struct Entity {
index_buf: wgpu::Buffer, index_buf: wgpu::Buffer,
} }
struct ModelInstance {
transform: glam::Mat4,
color: glam::Vec4,
}
struct ModelData { struct ModelData {
transforms: Vec<glam::Mat4>, instances: Vec<ModelInstance>,
vertices: Vec<Vertex>, vertices: Vec<Vertex>,
entities: Vec<Vec<u16>>, entities: Vec<Vec<u16>>,
} }
impl ModelData {
const COLOR_FLOATS_WHITE: [f32;4] = [1.0,1.0,1.0,1.0];
const COLOR_VEC4_WHITE: glam::Vec4 = glam::vec4(1.0,1.0,1.0,1.0);
}
struct ModelGraphics { struct ModelGraphics {
transforms: Vec<glam::Mat4>, instances: Vec<ModelInstance>,
vertex_buf: wgpu::Buffer, vertex_buf: wgpu::Buffer,
entities: Vec<Entity>, entities: Vec<Entity>,
bind_group: wgpu::BindGroup, bind_group: wgpu::BindGroup,
@ -171,7 +182,7 @@ impl GraphicsData {
} }
fn generate_modeldatas_roblox<R: std::io::Read>(&self,input:R) -> Vec<ModelData>{ fn generate_modeldatas_roblox<R: std::io::Read>(&self,input:R) -> Vec<ModelData>{
let mut modeldatas=generate_modeldatas(self.handy_unit_cube.clone()); let mut modeldatas=generate_modeldatas(self.handy_unit_cube.clone(),ModelData::COLOR_FLOATS_WHITE);
match strafe_client::load_roblox::get_objects(input, "BasePart") { match strafe_client::load_roblox::get_objects(input, "BasePart") {
Ok(objects)=>{ Ok(objects)=>{
for object in objects.iter() { for object in objects.iter() {
@ -179,17 +190,19 @@ impl GraphicsData {
Some(rbx_dom_weak::types::Variant::CFrame(cf)), Some(rbx_dom_weak::types::Variant::CFrame(cf)),
Some(rbx_dom_weak::types::Variant::Vector3(size)), Some(rbx_dom_weak::types::Variant::Vector3(size)),
Some(rbx_dom_weak::types::Variant::Float32(transparency)), Some(rbx_dom_weak::types::Variant::Float32(transparency)),
Some(rbx_dom_weak::types::Variant::Color3uint8(color3)),
) = ( ) = (
object.properties.get("CFrame"), object.properties.get("CFrame"),
object.properties.get("Size"), object.properties.get("Size"),
object.properties.get("Transparency"), object.properties.get("Transparency"),
object.properties.get("Color"),
) )
{ {
if *transparency==1.0 { if *transparency==1.0 {
continue; continue;
} }
modeldatas[0].transforms.push( modeldatas[0].instances.push(ModelInstance {
glam::Mat4::from_translation( transform:glam::Mat4::from_translation(
glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z) glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
) )
* glam::Mat4::from_mat3( * glam::Mat4::from_mat3(
@ -201,8 +214,9 @@ impl GraphicsData {
) )
* glam::Mat4::from_scale( * glam::Mat4::from_scale(
glam::Vec3::new(size.x,size.y,size.z)/2.0 glam::Vec3::new(size.x,size.y,size.z)/2.0
) ),
) color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
})
} }
} }
}, },
@ -214,7 +228,7 @@ impl GraphicsData {
//drain the modeldata vec so entities can be /moved/ to models.entities //drain the modeldata vec so entities can be /moved/ to models.entities
self.models.reserve(modeldatas.len()); self.models.reserve(modeldatas.len());
for (i,modeldata) in modeldatas.drain(..).enumerate() { for (i,modeldata) in modeldatas.drain(..).enumerate() {
let model_uniforms = get_transform_uniform_data(&modeldata.transforms); let model_uniforms = get_instances_buffer_data(&modeldata.instances);
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(format!("ModelGraphics{}",i).as_str()), label: Some(format!("ModelGraphics{}",i).as_str()),
contents: bytemuck::cast_slice(&model_uniforms), contents: bytemuck::cast_slice(&model_uniforms),
@ -245,7 +259,7 @@ impl GraphicsData {
}); });
//all of these are being moved here //all of these are being moved here
self.models.push(ModelGraphics{ self.models.push(ModelGraphics{
transforms:modeldata.transforms, instances:modeldata.instances,
vertex_buf, vertex_buf,
entities: modeldata.entities.iter().map(|indices|{ entities: modeldata.entities.iter().map(|indices|{
let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
@ -265,17 +279,19 @@ impl GraphicsData {
} }
} }
fn get_transform_uniform_data(transforms:&Vec<glam::Mat4>) -> Vec<f32> { fn get_instances_buffer_data(instances:&Vec<ModelInstance>) -> Vec<f32> {
let mut raw = Vec::with_capacity(4*4*transforms.len()); const SIZE: usize=4*4+4;//let size=std::mem::size_of::<ModelInstance>();
for (i,t) in transforms.iter().enumerate(){ let mut raw = Vec::with_capacity(SIZE*instances.len());
let mut v = raw.split_off(4*4*i); for (i,mi) in instances.iter().enumerate(){
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(t)[..]); let mut v = raw.split_off(SIZE*i);
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&mi.transform)[..]);
raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color));
raw.append(&mut v); raw.append(&mut v);
} }
raw raw
} }
fn generate_modeldatas(data:obj::ObjData) -> Vec<ModelData>{ fn generate_modeldatas(data:obj::ObjData,color:[f32;4]) -> Vec<ModelData>{
let mut modeldatas=Vec::new(); let mut modeldatas=Vec::new();
let mut vertices = Vec::new(); let mut vertices = Vec::new();
let mut vertex_index = std::collections::HashMap::<obj::IndexTuple,u16>::new(); let mut vertex_index = std::collections::HashMap::<obj::IndexTuple,u16>::new();
@ -297,6 +313,7 @@ fn generate_modeldatas(data:obj::ObjData) -> Vec<ModelData>{
pos: data.position[vert.0], pos: data.position[vert.0],
texture: data.texture[vert.1.unwrap()], texture: data.texture[vert.1.unwrap()],
normal: data.normal[vert.2.unwrap()], normal: data.normal[vert.2.unwrap()],
color,
}); });
vertex_index.insert(vert,i); vertex_index.insert(vert,i);
indices.push(i); indices.push(i);
@ -307,7 +324,7 @@ fn generate_modeldatas(data:obj::ObjData) -> Vec<ModelData>{
entities.push(indices); entities.push(indices);
} }
modeldatas.push(ModelData { modeldatas.push(ModelData {
transforms: vec![], instances: Vec::new(),
vertices:vertices.clone(), vertices:vertices.clone(),
entities, entities,
}); });
@ -408,21 +425,42 @@ impl strafe_client::framework::Example for GraphicsData {
material_libs: Vec::new(), material_libs: Vec::new(),
}; };
let mut modeldatas = Vec::<ModelData>::new(); let mut modeldatas = Vec::<ModelData>::new();
modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap())); modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE));
modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap())); modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE));
modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap())); modeldatas.append(&mut generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap(),ModelData::COLOR_FLOATS_WHITE));
modeldatas.append(&mut generate_modeldatas(unit_cube.clone())); modeldatas.append(&mut generate_modeldatas(unit_cube.clone(),ModelData::COLOR_FLOATS_WHITE));
println!("models.len = {:?}", modeldatas.len()); println!("models.len = {:?}", modeldatas.len());
modeldatas[0].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,0.,-10.))); modeldatas[0].instances.push(ModelInstance{
transform:glam::Mat4::from_translation(glam::vec3(10.,0.,-10.)),
color:ModelData::COLOR_VEC4_WHITE,
});
//quad monkeys //quad monkeys
modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,5.,10.))); modeldatas[1].instances.push(ModelInstance{
modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(20.,5.,10.))); transform:glam::Mat4::from_translation(glam::vec3(10.,5.,10.)),
modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,5.,20.))); color:ModelData::COLOR_VEC4_WHITE,
modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(20.,5.,20.))); });
modeldatas[1].instances.push(ModelInstance{
transform:glam::Mat4::from_translation(glam::vec3(20.,5.,10.)),
color:glam::vec4(1.0,0.0,0.0,1.0),
});
modeldatas[1].instances.push(ModelInstance{
transform:glam::Mat4::from_translation(glam::vec3(10.,5.,20.)),
color:glam::vec4(0.0,1.0,0.0,1.0),
});
modeldatas[1].instances.push(ModelInstance{
transform:glam::Mat4::from_translation(glam::vec3(20.,5.,20.)),
color:glam::vec4(0.0,0.0,1.0,1.0),
});
//teapot //teapot
modeldatas[2].transforms.push(glam::Mat4::from_translation(glam::vec3(-10.,5.,10.))); modeldatas[2].instances.push(ModelInstance{
transform:glam::Mat4::from_translation(glam::vec3(-10.,5.,10.)),
color:ModelData::COLOR_VEC4_WHITE,
});
//ground //ground
modeldatas[3].transforms.push(glam::Mat4::from_translation(glam::vec3(0.,0.,0.))*glam::Mat4::from_scale(glam::vec3(160.0, 1.0, 160.0))); modeldatas[3].instances.push(ModelInstance{
transform:glam::Mat4::from_translation(glam::vec3(0.,0.,0.))*glam::Mat4::from_scale(glam::vec3(160.0, 1.0, 160.0)),
color:ModelData::COLOR_VEC4_WHITE,
});
let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None, label: None,
@ -545,8 +583,8 @@ impl strafe_client::framework::Example for GraphicsData {
models: modeldatas.iter().map(|m| models: modeldatas.iter().map(|m|
//make aabb and run vertices to get realistic bounds //make aabb and run vertices to get realistic bounds
//this needs to be a function generate_model_physics //this needs to be a function generate_model_physics
m.transforms.iter().map(|t| m.instances.iter().map(|t|
strafe_client::body::ModelPhysics::new(*t) strafe_client::body::ModelPhysics::new(t.transform)
) )
).flatten().collect(), ).flatten().collect(),
walk: strafe_client::body::WalkState::new(), walk: strafe_client::body::WalkState::new(),
@ -716,7 +754,7 @@ impl strafe_client::framework::Example for GraphicsData {
buffers: &[wgpu::VertexBufferLayout { buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress, array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex, step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3], attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3, 3 => Float32x4],
}], }],
}, },
fragment: Some(wgpu::FragmentState { fragment: Some(wgpu::FragmentState {
@ -936,7 +974,7 @@ impl strafe_client::framework::Example for GraphicsData {
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms)); .copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
//This code only needs to run when the uniforms change //This code only needs to run when the uniforms change
for model in self.models.iter() { for model in self.models.iter() {
let model_uniforms = get_transform_uniform_data(&model.transforms); let model_uniforms = get_instances_buffer_data(&model.instances);
self.staging_belt self.staging_belt
.write_buffer( .write_buffer(
&mut encoder, &mut encoder,
@ -985,7 +1023,7 @@ impl strafe_client::framework::Example for GraphicsData {
for entity in model.entities.iter() { for entity in model.entities.iter() {
rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16); rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16);
rpass.draw_indexed(0..entity.index_count, 0, 0..model.transforms.len() as u32); rpass.draw_indexed(0..entity.index_count, 0, 0..model.instances.len() as u32);
} }
} }

View File

@ -41,14 +41,17 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
return result; return result;
} }
struct ModelInstance{
transform:mat4x4<f32>,
//texture_transform:mat3x3<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 //group 1 is the model
@group(1) @group(1)
@binding(0) @binding(0)
var<storage> entity_transforms: array<mat4x4<f32>>; var<storage> model_instances: array<ModelInstance>;
//entity_texture_transforms: mat3x3<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
//how to do no texture?
@group(1) @group(1)
@binding(1) @binding(1)
var model_texture: texture_2d<f32>; var model_texture: texture_2d<f32>;
@ -61,6 +64,7 @@ struct EntityOutputTexture {
@location(1) texture: vec2<f32>, @location(1) texture: vec2<f32>,
@location(2) normal: vec3<f32>, @location(2) normal: vec3<f32>,
@location(3) view: vec3<f32>, @location(3) view: vec3<f32>,
@location(4) color: vec4<f32>,
}; };
@vertex @vertex
fn vs_entity_texture( fn vs_entity_texture(
@ -68,11 +72,13 @@ fn vs_entity_texture(
@location(0) pos: vec3<f32>, @location(0) pos: vec3<f32>,
@location(1) texture: vec2<f32>, @location(1) texture: vec2<f32>,
@location(2) normal: vec3<f32>, @location(2) normal: vec3<f32>,
@location(3) color: vec4<f32>,
) -> EntityOutputTexture { ) -> EntityOutputTexture {
var position: vec4<f32> = entity_transforms[instance] * vec4<f32>(pos, 1.0); var position: vec4<f32> = model_instances[instance].transform * vec4<f32>(pos, 1.0);
var result: EntityOutputTexture; var result: EntityOutputTexture;
result.normal = (entity_transforms[instance] * vec4<f32>(normal, 0.0)).xyz; result.normal = (model_instances[instance].transform * vec4<f32>(normal, 0.0)).xyz;
result.texture=texture;//(entity_texture_transforms[instance] * vec3<f32>(texture, 1.0)).xy; result.texture=texture;//(model_instances[instance].texture_transform * vec3<f32>(texture, 1.0)).xy;
result.color=model_instances[instance].color * color;
result.view = position.xyz - camera.cam_pos.xyz; result.view = position.xyz - camera.cam_pos.xyz;
result.position = camera.proj * camera.view * position; result.position = camera.proj * camera.view * position;
return result; return result;
@ -98,7 +104,7 @@ fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
let d = dot(normal, incident); let d = dot(normal, incident);
let reflected = incident - 2.0 * d * normal; let reflected = incident - 2.0 * d * normal;
let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb; let fragment_color = textureSample(model_texture, model_sampler, vertex.texture)*vertex.color;
let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb; let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,fragment_color,1.0-pow(1.0-abs(d),2.0)), 1.0); return mix(vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color,1.0),fragment_color,1.0-pow(1.0-abs(d),2.0));
} }