remove texture transform lol

This commit is contained in:
Quaternions 2023-09-26 20:23:42 -07:00
parent 8fc87a59ce
commit f0d9c219b6
4 changed files with 2 additions and 19 deletions

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@ -148,7 +148,6 @@ pub fn generate_modeldatas_roblox(dom:rbx_dom_weak::WeakDom) -> Result<(Vec<Mode
} }
let model_instance=ModelInstance { let model_instance=ModelInstance {
model_transform, model_transform,
texture_transform,
color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency), color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
}; };
match i_can_only_load_one_texture_per_model{ match i_can_only_load_one_texture_per_model{

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@ -285,7 +285,7 @@ impl GraphicsData {
} }
} }
const MODEL_BUFFER_SIZE:usize=4*4 + 2*2 + 2+2 + 4;//let size=std::mem::size_of::<ModelInstance>(); const MODEL_BUFFER_SIZE:usize=4*4 + 4;//let size=std::mem::size_of::<ModelInstance>();
const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4; const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
fn get_instances_buffer_data(instances:&[ModelInstance]) -> Vec<f32> { fn get_instances_buffer_data(instances:&[ModelInstance]) -> Vec<f32> {
let mut raw = Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len()); let mut raw = Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
@ -293,11 +293,6 @@ fn get_instances_buffer_data(instances:&[ModelInstance]) -> Vec<f32> {
let mut v = raw.split_off(MODEL_BUFFER_SIZE*i); let mut v = raw.split_off(MODEL_BUFFER_SIZE*i);
//model_transform //model_transform
raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&glam::Mat4::from(mi.model_transform))[..]); raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&glam::Mat4::from(mi.model_transform))[..]);
//texture_matrix
raw.extend_from_slice(&AsRef::<[f32; 2*2]>::as_ref(&mi.texture_transform.matrix2)[..]);
//texture_offset
raw.extend_from_slice(AsRef::<[f32; 2]>::as_ref(&mi.texture_transform.translation));
raw.extend_from_slice(&[0.0,0.0]);
//color //color
raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color)); raw.extend_from_slice(AsRef::<[f32; 4]>::as_ref(&mi.color));
raw.append(&mut v); raw.append(&mut v);
@ -329,40 +324,33 @@ impl framework::Example for GraphicsData {
println!("models.len = {:?}", modeldatas.len()); println!("models.len = {:?}", modeldatas.len());
modeldatas[0].instances.push(ModelInstance{ modeldatas[0].instances.push(ModelInstance{
model_transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)), model_transform:glam::Affine3A::from_translation(glam::vec3(10.,0.,-10.)),
texture_transform:glam::Affine2::IDENTITY,
color:ModelData::COLOR_VEC4_WHITE, color:ModelData::COLOR_VEC4_WHITE,
}); });
//quad monkeys //quad monkeys
modeldatas[1].instances.push(ModelInstance{ modeldatas[1].instances.push(ModelInstance{
model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)), model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,10.)),
texture_transform:glam::Affine2::IDENTITY,
color:ModelData::COLOR_VEC4_WHITE, color:ModelData::COLOR_VEC4_WHITE,
}); });
modeldatas[1].instances.push(ModelInstance{ modeldatas[1].instances.push(ModelInstance{
model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)), model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,10.)),
texture_transform:glam::Affine2::IDENTITY,
color:glam::vec4(1.0,0.0,0.0,1.0), color:glam::vec4(1.0,0.0,0.0,1.0),
}); });
modeldatas[1].instances.push(ModelInstance{ modeldatas[1].instances.push(ModelInstance{
model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)), model_transform:glam::Affine3A::from_translation(glam::vec3(10.,5.,20.)),
texture_transform:glam::Affine2::IDENTITY,
color:glam::vec4(0.0,1.0,0.0,1.0), color:glam::vec4(0.0,1.0,0.0,1.0),
}); });
modeldatas[1].instances.push(ModelInstance{ modeldatas[1].instances.push(ModelInstance{
model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)), model_transform:glam::Affine3A::from_translation(glam::vec3(20.,5.,20.)),
texture_transform:glam::Affine2::IDENTITY,
color:glam::vec4(0.0,0.0,1.0,1.0), color:glam::vec4(0.0,0.0,1.0,1.0),
}); });
//teapot //teapot
modeldatas[2].instances.push(ModelInstance{ modeldatas[2].instances.push(ModelInstance{
model_transform:glam::Affine3A::from_translation(glam::vec3(-10.,5.,10.)), model_transform:glam::Affine3A::from_translation(glam::vec3(-10.,5.,10.)),
texture_transform:glam::Affine2::from_scale(glam::vec2(2.0,2.0)),
color:ModelData::COLOR_VEC4_WHITE, color:ModelData::COLOR_VEC4_WHITE,
}); });
//ground //ground
modeldatas[3].instances.push(ModelInstance{ modeldatas[3].instances.push(ModelInstance{
model_transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)), model_transform:glam::Affine3A::from_translation(glam::vec3(0.,0.,0.))*glam::Affine3A::from_scale(glam::vec3(160.0, 1.0, 160.0)),
texture_transform:glam::Affine2::IDENTITY,
color:ModelData::COLOR_VEC4_WHITE, color:ModelData::COLOR_VEC4_WHITE,
}); });

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@ -10,7 +10,6 @@ pub struct Vertex {
#[derive(Clone)] #[derive(Clone)]
pub struct ModelInstance { pub struct ModelInstance {
pub model_transform: glam::Affine3A, pub model_transform: glam::Affine3A,
pub texture_transform: glam::Affine2,
pub color: glam::Vec4, pub color: glam::Vec4,
} }

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@ -43,9 +43,6 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
struct ModelInstance{ struct ModelInstance{
model_transform:mat4x4<f32>, model_transform:mat4x4<f32>,
//simple to save 4 bytes, so do it. above would need to be spit out into components.
texture_matrix:mat2x2<f32>,
texture_offset:vec2<f32>,
color:vec4<f32>, color:vec4<f32>,
} }
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need //my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
@ -80,7 +77,7 @@ fn vs_entity_texture(
var position: vec4<f32> = model_instances[instance].model_transform * vec4<f32>(pos, 1.0); var position: vec4<f32> = model_instances[instance].model_transform * vec4<f32>(pos, 1.0);
var result: EntityOutputTexture; var result: EntityOutputTexture;
result.normal = (model_instances[instance].model_transform * vec4<f32>(normal, 0.0)).xyz; result.normal = (model_instances[instance].model_transform * vec4<f32>(normal, 0.0)).xyz;
result.texture = model_instances[instance].texture_matrix * texture + model_instances[instance].texture_offset; result.texture = texture;
result.color = model_instances[instance].color * color; 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;