forked from StrafesNET/strafe-client
primitives generates IndexedModel
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ba21ce262a
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665a83d174
12
src/model.rs
12
src/model.rs
@ -3,14 +3,14 @@ use bytemuck::{Pod, Zeroable};
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#[repr(C)]
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pub struct Vertex {
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pub pos: [f32; 3],
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pub texture: [f32; 2],
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pub tex: [f32; 2],
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pub normal: [f32; 3],
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pub color: [f32; 4],
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}
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#[derive(Hash)]
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#[derive(Hash,PartialEq,Eq)]
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pub struct IndexedVertex{
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pub pos:u32,
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pub texture:u32,
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pub tex:u32,
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pub normal:u32,
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pub color:u32,
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}
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@ -23,7 +23,7 @@ pub struct IndexedGroup{
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}
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pub struct IndexedModel{
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pub unique_pos:Vec<[f32; 3]>,
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pub unique_texture:Vec<[f32; 2]>,
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pub unique_tex:Vec<[f32; 2]>,
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pub unique_normal:Vec<[f32; 3]>,
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pub unique_color:Vec<[f32; 4]>,
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pub unique_vertices:Vec<IndexedVertex>,
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@ -59,7 +59,7 @@ pub fn generate_indexed_model_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<I
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let i=unique_vertices.len() as u32;
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unique_vertices.push(IndexedVertex{
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pos: tup.0 as u32,
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texture: tup.1.unwrap() as u32,
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tex: tup.1.unwrap() as u32,
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normal: tup.2.unwrap() as u32,
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color: 0,
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});
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@ -73,7 +73,7 @@ pub fn generate_indexed_model_from_obj(data:obj::ObjData,color:[f32;4]) -> Vec<I
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}).collect();
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IndexedModel{
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unique_pos: data.position.clone(),
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unique_texture: data.texture.clone(),
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unique_tex: data.texture.clone(),
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unique_normal: data.normal.clone(),
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unique_color: vec![color],
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unique_vertices,
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@ -1,3 +1,5 @@
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use crate::model::{IndexedModel, IndexedPolygon, IndexedGroup, IndexedVertex};
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const CUBE_DEFAULT_TEXTURE_COORDS:[[f32;2];4]=[[0.0,0.0],[1.0,0.0],[1.0,1.0],[0.0,1.0]];
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const CUBE_DEFAULT_VERTICES:[[f32;3];8]=[
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[-1.,-1., 1.],//0 left bottom back
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@ -20,7 +22,7 @@ const CUBE_DEFAULT_NORMALS:[[f32;3];6]=[
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const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[
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// right (1, 0, 0)
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[
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[6,2,0],//[vert,tex,norm]
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[6,2,0],//[vertex,tex,norm]
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[5,1,0],
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[2,0,0],
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[1,3,0],
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@ -61,82 +63,108 @@ const CUBE_DEFAULT_POLYS:[[[u32;3];4];6]=[
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[7,2,5],
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],
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];
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pub fn the_unit_cube_lol() -> crate::model::ModelData{
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generate_partial_unit_cube([Some(FaceDescription::default());6],None)
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pub fn the_unit_cube_lol() -> crate::model::IndexedModel{
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generate_partial_unit_cube([Some(FaceDescription::default());6])
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}
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#[derive(Copy,Clone)]
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pub struct FaceDescription{
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transform:glam::Affine2,
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color:glam::Vec4,
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pub texture:Option<u32>,
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pub transform:glam::Affine2,
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pub color:glam::Vec4,
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}
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impl std::default::Default for FaceDescription{
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fn default() -> Self {
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Self{
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texture:None,
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transform:glam::Affine2::IDENTITY,
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color:glam::Vec4::ONE,
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}
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}
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}
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impl FaceDescription{
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pub fn new(transform:glam::Affine2,color:glam::Vec4)->Self{
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Self{transform,color}
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pub fn new(texture:u32,transform:glam::Affine2,color:glam::Vec4)->Self{
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Self{texture:Some(texture),transform,color}
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}
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pub fn from_texture(texture:u32)->Self{
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Self{
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texture:Some(texture),
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transform:glam::Affine2::IDENTITY,
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color:glam::Vec4::ONE,
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}
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}
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pub fn generate_partial_unit_cube(face_transforms:[Option<FaceDescription>;6],texture:Option<u32>) -> crate::model::ModelData{ //generate transformed vertices
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let mut generated_verts=Vec::new();
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}
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//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.
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pub fn generate_partial_unit_cube(face_descriptions:[Option<FaceDescription>;6]) -> crate::model::IndexedModel{
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let mut generated_pos=Vec::<[f32;3]>::new();
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let mut generated_tex=Vec::new();
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let mut generated_normal=Vec::new();
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let mut generated_color=Vec::new();
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let mut generated_vertices=Vec::new();
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let mut groups=Vec::new();
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let mut transforms=Vec::new();
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let mut generated_polys=Vec::new();
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for (i,maybe_transform) in face_transforms.iter().enumerate(){
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if let Some(transform)=maybe_transform{
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let transform_index=if let Some(transform_index)=transforms.iter().position(|&t|t==transform){
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//note that on a cube every vertex is guaranteed to be unique, so there's no need to hash them against existing vertices.
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for (i,maybe_face_description) in face_descriptions.iter().enumerate(){
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if let Some(face_description)=maybe_face_description{
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//assume that scanning short lists is faster than hashing.
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let transform_index=if let Some(transform_index)=transforms.iter().position(|&transform|transform==face_description.transform){
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transform_index
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}else{
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//create new transform_index
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let transform_index=transforms.len();
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transforms.push(transform);
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for vert in default_verts{
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generated_verts.push(*transform.transform_point2(glam::vec2(vert[0],vert[1])).as_ref());
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transforms.push(face_description.transform);
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for tex in CUBE_DEFAULT_TEXTURE_COORDS{
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generated_tex.push(*face_description.transform.transform_point2(glam::Vec2::from_array(tex)).as_ref());
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}
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transform_index
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};
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generated_polys.push(obj::SimplePolygon(
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default_polys[i].0.iter().map(
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|&v|obj::IndexTuple(v.0,Some(v.1.unwrap()+4*transform_index),v.2)
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).collect()
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));
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}
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}
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let mut vertices = Vec::new();
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let mut vertex_index = std::collections::HashMap::<obj::IndexTuple,u16>::new();
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let mut entities = Vec::new();
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for group in object.groups {
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let mut indices = Vec::new();
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for poly in group.polys {
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for end_index in 2..poly.0.len() {
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for &index in &[0, end_index - 1, end_index] {
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let vert = poly.0[index];
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if let Some(&i)=vertex_index.get(&vert){
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indices.push(i);
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} as u32;
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let color_index=if let Some(color_index)=generated_color.iter().position(|color|color==face_description.color.as_ref()){
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color_index
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}else{
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let i=vertices.len() as u16;
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vertices.push(Vertex {
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pos: data.position[vert.0],
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texture: data.texture[vert.1.unwrap()],
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normal: data.normal[vert.2.unwrap()],
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color,
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//create new color_index
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let color_index=generated_color.len();
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generated_color.push(*face_description.color.as_ref());
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color_index
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} as u32;
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//always push normal
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let normal_index=generated_normal.len() as u32;
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generated_normal.push(CUBE_DEFAULT_NORMALS[i]);
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//push vertices as they are needed
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groups.push(IndexedGroup{
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texture:face_description.texture,
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polys:vec![IndexedPolygon{
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vertices:CUBE_DEFAULT_POLYS[i].map(|tup|{
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let pos=CUBE_DEFAULT_VERTICES[tup[0] as usize];
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let pos_index=if let Some(pos_index)=generated_pos.iter().position(|&p|p==pos){
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pos_index
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}else{
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//create new pos_index
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let pos_index=generated_pos.len();
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generated_pos.push(pos);
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pos_index
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} as u32;
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//always push vertex
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let vertex=IndexedVertex{
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pos:pos_index,
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tex:tup[1]+4*transform_index,
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normal:normal_index,
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color:color_index,
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};
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let vert_index=generated_vertices.len();
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generated_vertices.push(vertex);
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vert_index as u32
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}).to_vec(),
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}],
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});
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vertex_index.insert(vert,i);
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indices.push(i);
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}
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}
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}
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}
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entities.push(indices);
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}
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ModelData {
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IndexedModel{
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unique_pos:generated_pos,
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unique_tex:generated_tex,
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unique_normal:generated_normal,
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unique_color:generated_color,
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unique_vertices:generated_vertices,
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groups,
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instances:Vec::new(),
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vertices,
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entities,
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texture,
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}
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}
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