forked from StrafesNET/strafe-project
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depth-fudg
...
free-body
| Author | SHA1 | Date | |
|---|---|---|---|
| a28e7236d4 | |||
| 03a7552248 | |||
| 5f444841ac | |||
| a8b829c9e5 | |||
| f41be177dc | |||
| b75046601e | |||
| 9428929a99 | |||
| 6cfdb495ae | |||
| 4e83bee60f | |||
| 6262553c02 | |||
| 7a3e1e39dc |
120
src/body.rs
Normal file
120
src/body.rs
Normal file
@@ -0,0 +1,120 @@
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pub struct Body {
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pub position: glam::Vec3,//I64 where 2^32 = 1 u
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pub velocity: glam::Vec3,//I64 where 2^32 = 1 u/s
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pub time: TIME,//nanoseconds x xxxxD!
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}
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pub struct PhysicsState {
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pub body: Body,
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//pub contacts: Vec<RelativeCollision>,
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pub time: TIME,
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pub strafe_tick_rate: TIME,
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pub tick: u32,
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pub mv: f32,
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pub walkspeed: f32,
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pub friction: f32,
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pub gravity: glam::Vec3,
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pub grounded: bool,
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pub jump_trying: bool,
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}
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pub type TIME = i64;
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const CONTROL_JUMP:u32 = 0b01000000;//temp
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impl PhysicsState {
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//delete this, we are tickless gamers
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pub fn run(&mut self, time: TIME, control_dir: glam::Vec3, controls: u32){
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let target_tick = (time/10_000_000) as u32;//100t
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//the game code can run for 1 month before running out of ticks
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while self.tick<target_tick {
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self.tick += 1;
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let dt=0.01;
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let d=self.body.velocity.dot(control_dir);
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if d<self.mv {
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self.body.velocity+=(self.mv-d)*control_dir;
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}
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self.body.velocity+=self.gravity*dt;
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self.body.position+=self.body.velocity*dt;
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if self.body.position.y<0.0{
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self.body.position.y=0.0;
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self.body.velocity.y=0.0;
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self.grounded=true;
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}
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if self.grounded&&(controls&CONTROL_JUMP)!=0 {
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self.grounded=false;
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self.body.velocity+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
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}
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if self.grounded {
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let applied_friction=self.friction*dt;
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let targetv=control_dir*self.walkspeed;
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let diffv=targetv-self.body.velocity;
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if applied_friction*applied_friction<diffv.length_squared() {
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self.body.velocity+=applied_friction*diffv.normalize();
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} else {
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self.body.velocity=targetv;
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}
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}
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}
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self.body.time=target_tick as TIME*10_000_000;
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}
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//delete this
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pub fn extrapolate_position(&self, time: TIME) -> glam::Vec3 {
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let dt=(time-self.body.time) as f64/1_000_000_000f64;
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self.body.position+self.body.velocity*(dt as f32)+self.gravity*((0.5*dt*dt) as f32)
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}
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fn next_strafe_event(&self) -> Option<crate::event::EventStruct> {
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return Some(crate::event::EventStruct{
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time:self.time/self.strafe_tick_rate*self.strafe_tick_rate,//this is floor(n) I need ceil(n)+1
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event:crate::event::EventEnum::StrafeTick
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});
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}
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}
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impl crate::event::EventTrait for PhysicsState {
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//this little next event function can cache its return value and invalidate the cached value by watching the State.
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fn next_event(&self) -> Option<crate::event::EventStruct> {
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//JUST POLLING!!! NO MUTATION
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let mut best_event: Option<crate::event::EventStruct> = None;
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let collect_event = |test_event:Option<crate::event::EventStruct>|{
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match test_event {
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Some(unwrap_test_event) => match best_event {
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Some(unwrap_best_event) => if unwrap_test_event.time<unwrap_best_event.time {
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best_event=test_event;
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},
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None => best_event=test_event,
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},
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None => (),
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}
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};
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//check to see if yee need to jump (this is not the way lol)
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if self.grounded&&self.jump_trying {
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//scroll will be implemented with InputEvent::InstantJump rather than InputEvent::Jump(true)
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collect_event(Some(crate::event::EventStruct{
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time:self.time,
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event:crate::event::EventEnum::Jump
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}));
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}
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//check for collision stop events with curent contacts
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for collision_data in self.contacts.iter() {
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collect_event(self.model.predict_collision(collision_data.model));
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}
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//check for collision start events (against every part in the game with no optimization!!)
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for &model in self.world.models {
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collect_event(self.model.predict_collision(&model));
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}
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//check to see when the next strafe tick is
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collect_event(self.next_strafe_event());
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best_event
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}
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}
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//something that implements body + hitbox can predict collision
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impl crate::sweep::PredictCollision for Model {
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fn predict_collision(&self,other:&Model) -> Option<crate::event::EventStruct> {
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//math!
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None
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}
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}
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15
src/event.rs
Normal file
15
src/event.rs
Normal file
@@ -0,0 +1,15 @@
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pub struct EventStruct {
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pub time: crate::body::TIME,
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pub event: EventEnum,
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}
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pub enum EventEnum {
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CollisionStart,//(Collideable),//Body::CollisionStart
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CollisionEnd,//(Collideable),//Body::CollisionEnd
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StrafeTick,
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Jump,
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}
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pub trait EventTrait {
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fn next_event(&self) -> Option<EventStruct>;
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}
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@@ -1 +1,3 @@
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pub mod framework;
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pub mod body;
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pub mod event;
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204
src/main.rs
204
src/main.rs
@@ -20,16 +20,12 @@ struct Entity {
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//temp?
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struct ModelData {
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transform: glam::Mat4,
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transform_depth: glam::Mat4,
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use_depth: glam::Vec4,
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vertex_buf: wgpu::Buffer,
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entities: Vec<Entity>,
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}
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struct Model {
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transform: glam::Mat4,
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transform_depth: glam::Mat4,
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use_depth: glam::Vec4,
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vertex_buf: wgpu::Buffer,
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entities: Vec<Entity>,
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bind_group: wgpu::BindGroup,
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@@ -38,20 +34,12 @@ struct Model {
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// Note: we use the Y=up coordinate space in this example.
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struct Camera {
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time: Instant,
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pos: glam::Vec3,
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vel: glam::Vec3,
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gravity: glam::Vec3,
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friction: f32,
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screen_size: (u32, u32),
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offset: glam::Vec3,
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fov: f32,
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yaw: f32,
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pitch: f32,
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controls: u32,
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mv: f32,
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grounded: bool,
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walkspeed: f32,
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}
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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@@ -104,7 +92,7 @@ fn get_control_dir(controls: u32) -> glam::Vec3{
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}
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impl Camera {
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fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
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fn to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
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let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
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let fov = if self.controls&CONTROL_ZOOM==0 {
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self.fov
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@@ -113,7 +101,7 @@ impl Camera {
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};
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let proj = perspective_rh(fov, aspect, 0.5, 1000.0);
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let proj_inv = proj.inverse();
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let view = glam::Mat4::from_translation(self.pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
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let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
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let view_inv = view.inverse();
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let mut raw = [0f32; 16 * 3 + 4];
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@@ -126,19 +114,17 @@ impl Camera {
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}
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pub struct Skybox {
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start_time: std::time::Instant,
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camera: Camera,
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physics: strafe_client::body::PhysicsState,
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sky_pipeline: wgpu::RenderPipeline,
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entity_pipeline: wgpu::RenderPipeline,
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ground_pipeline: wgpu::RenderPipeline,
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special_teapot: Model,
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checkered_pipeline: wgpu::RenderPipeline,
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depth_overwrite_pipeline: wgpu::RenderPipeline,
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main_bind_group: wgpu::BindGroup,
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camera_buf: wgpu::Buffer,
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models: Vec<Model>,
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depth_view: wgpu::TextureView,
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staging_belt: wgpu::util::StagingBelt,
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start_time: Instant,
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}
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impl Skybox {
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@@ -167,18 +153,9 @@ impl Skybox {
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}
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}
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fn get_model_uniform_data(model:&Model) -> [f32; 4*4*2+4] {
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let mut raw = [0f32; 4*4*2+4];
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raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&model.transform)[..]);
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raw[16..32].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&model.transform_depth)[..]);
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raw[32..36].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&model.use_depth));
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raw
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}
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fn get_modeldata_uniform_data(model:&ModelData) -> [f32; 4*4*2+4] {
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let mut raw = [0f32; 4*4*2+4];
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raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&model.transform)[..]);
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raw[16..32].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(&model.transform_depth)[..]);
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raw[32..36].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&model.use_depth));
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fn get_transform_uniform_data(transform:&glam::Mat4) -> [f32; 4*4] {
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let mut raw = [0f32; 4*4];
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raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(transform)[..]);
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raw
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}
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@@ -226,8 +203,6 @@ fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,source:&[u8]){
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});
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modeldatas.push(ModelData {
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transform: glam::Mat4::default(),
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transform_depth: glam::Mat4::default(),
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use_depth: glam::Vec4::ZERO,
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vertex_buf,
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entities,
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})
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@@ -253,13 +228,7 @@ impl strafe_client::framework::Example for Skybox {
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add_obj(device,& mut modeldatas,include_bytes!("../models/teapot.obj"));
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println!("models.len = {:?}", modeldatas.len());
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modeldatas[1].transform=glam::Mat4::from_translation(glam::vec3(10.,5.,10.));
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let proj1 = glam::Mat4::orthographic_rh(-20.0, 20.0, -20.0, 20.0, -20.0, 20.0);
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let model0 = glam::Mat4::from_translation(glam::vec3(-10.,5.,10.)) * glam::Mat4::from_scale(glam::vec3(10.0,10.0,10.0));
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modeldatas[2].transform=model0;
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modeldatas[2].transform_depth=proj1;// * view1_inv
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modeldatas[2].use_depth=glam::Vec4::Z;
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modeldatas[2].transform=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
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let main_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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@@ -315,22 +284,30 @@ impl strafe_client::framework::Example for Skybox {
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});
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let camera = Camera {
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time: Instant::now(),
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pos: glam::Vec3::new(5.0,0.0,5.0),
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vel: glam::Vec3::new(0.0,0.0,0.0),
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gravity: glam::Vec3::new(0.0,-100.0,0.0),
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friction: 90.0,
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screen_size: (config.width, config.height),
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offset: glam::Vec3::new(0.0,4.5,0.0),
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fov: 1.0, //fov_slope = tan(fov_y/2)
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pitch: 0.0,
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yaw: 0.0,
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mv: 2.7,
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controls:0,
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};
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let physics = strafe_client::body::PhysicsState {
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body: strafe_client::body::Body {
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position: glam::Vec3::new(5.0,0.0,5.0),
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velocity: glam::Vec3::new(0.0,0.0,0.0),
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time: 0,
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},
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time: 0,
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tick: 0,
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tick_rate: 100,
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gravity: glam::Vec3::new(0.0,-100.0,0.0),
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friction: 90.0,
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mv: 2.7,
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grounded: true,
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walkspeed: 18.0,
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};
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let camera_uniforms = camera.to_uniform_data();
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let camera_uniforms = camera.to_uniform_data(physics.extrapolate_position(0));
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let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera"),
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contents: bytemuck::cast_slice(&camera_uniforms),
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@@ -429,60 +406,6 @@ impl strafe_client::framework::Example for Skybox {
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let checkered_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Checkered"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_square",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_checkered",
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targets: &[Some(config.view_formats[0].into())],
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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Always,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
|
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let depth_overwrite_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Overwrite"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_square",
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buffers: &[],
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},
|
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_overwrite",
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targets: &[Some(config.view_formats[0].into())],
|
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}),
|
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primitive: wgpu::PrimitiveState {
|
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front_face: wgpu::FrontFace::Cw,
|
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..Default::default()
|
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},
|
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
|
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depth_write_enabled: true,
|
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depth_compare: wgpu::CompareFunction::Always,
|
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stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
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label: None,
|
||||
@@ -589,7 +512,7 @@ impl strafe_client::framework::Example for Skybox {
|
||||
//drain the modeldata vec so entities can be /moved/ to models.entities
|
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let mut models = Vec::<Model>::with_capacity(modeldatas.len());
|
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for (i,modeldata) in modeldatas.drain(..).enumerate() {
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let model_uniforms = get_modeldata_uniform_data(&modeldata);
|
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let model_uniforms = get_transform_uniform_data(&modeldata.transform);
|
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let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some(format!("Model{}",i).as_str()),
|
||||
contents: bytemuck::cast_slice(&model_uniforms),
|
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@@ -608,8 +531,6 @@ impl strafe_client::framework::Example for Skybox {
|
||||
//all of these are being moved here
|
||||
models.push(Model{
|
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transform: modeldata.transform,
|
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transform_depth: modeldata.transform_depth,
|
||||
use_depth: modeldata.use_depth,
|
||||
vertex_buf:modeldata.vertex_buf,
|
||||
entities: modeldata.entities,
|
||||
bind_group: model_bind_group,
|
||||
@@ -617,24 +538,20 @@ impl strafe_client::framework::Example for Skybox {
|
||||
})
|
||||
}
|
||||
|
||||
let teapot = models.pop().unwrap();
|
||||
|
||||
let depth_view = Self::create_depth_texture(config, device);
|
||||
|
||||
Skybox {
|
||||
start_time: Instant::now(),
|
||||
camera,
|
||||
physics,
|
||||
sky_pipeline,
|
||||
entity_pipeline,
|
||||
ground_pipeline,
|
||||
special_teapot: teapot,
|
||||
checkered_pipeline,
|
||||
depth_overwrite_pipeline,
|
||||
main_bind_group,
|
||||
camera_buf,
|
||||
models,
|
||||
depth_view,
|
||||
staging_belt: wgpu::util::StagingBelt::new(0x100),
|
||||
start_time: Instant::now(),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -712,49 +629,18 @@ impl strafe_client::framework::Example for Skybox {
|
||||
queue: &wgpu::Queue,
|
||||
_spawner: &strafe_client::framework::Spawner,
|
||||
) {
|
||||
let time = Instant::now();
|
||||
|
||||
//physique
|
||||
let dt=(time-self.camera.time).as_secs_f32();
|
||||
self.camera.time=time;
|
||||
let camera_mat=glam::Mat3::from_euler(glam::EulerRot::YXZ,self.camera.yaw,0f32,0f32);
|
||||
let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero();
|
||||
let d=self.camera.vel.dot(control_dir);
|
||||
if d<self.camera.mv {
|
||||
self.camera.vel+=(self.camera.mv-d)*control_dir;
|
||||
}
|
||||
self.camera.vel+=self.camera.gravity*dt;
|
||||
self.camera.pos+=self.camera.vel*dt;
|
||||
if self.camera.pos.y<0.0{
|
||||
self.camera.pos.y=0.0;
|
||||
self.camera.vel.y=0.0;
|
||||
self.camera.grounded=true;
|
||||
}
|
||||
if self.camera.grounded&&(self.camera.controls&CONTROL_JUMP)!=0 {
|
||||
self.camera.grounded=false;
|
||||
self.camera.vel+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
|
||||
}
|
||||
if self.camera.grounded {
|
||||
let applied_friction=self.camera.friction*dt;
|
||||
let targetv=control_dir*self.camera.walkspeed;
|
||||
let diffv=targetv-self.camera.vel;
|
||||
if applied_friction*applied_friction<diffv.length_squared() {
|
||||
self.camera.vel+=applied_friction*diffv.normalize();
|
||||
} else {
|
||||
self.camera.vel=targetv;
|
||||
}
|
||||
}
|
||||
|
||||
let proj1 = glam::Mat4::orthographic_rh(-20.0, 20.0, -20.0, 20.0, -20.0, 20.0);
|
||||
let model1 = glam::Mat4::from_euler(glam::EulerRot::YXZ, self.start_time.elapsed().as_secs_f32(),0f32,0f32);
|
||||
let time=self.start_time.elapsed().as_nanos() as i64;
|
||||
|
||||
self.special_teapot.transform_depth=proj1 * model1;
|
||||
self.physics.run(time,control_dir,self.camera.controls);
|
||||
|
||||
let mut encoder =
|
||||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
|
||||
// update rotation
|
||||
let camera_uniforms = self.camera.to_uniform_data();
|
||||
let camera_uniforms = self.camera.to_uniform_data(self.physics.extrapolate_position(time));
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
@@ -764,22 +650,9 @@ impl strafe_client::framework::Example for Skybox {
|
||||
device,
|
||||
)
|
||||
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
|
||||
//special teapot
|
||||
{
|
||||
let model_uniforms = get_model_uniform_data(&self.special_teapot);
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
&self.special_teapot.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));
|
||||
}
|
||||
//This code only needs to run when the uniforms change
|
||||
for model in self.models.iter() {
|
||||
let model_uniforms = get_model_uniform_data(&model);
|
||||
let model_uniforms = get_transform_uniform_data(&model.transform);
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
@@ -820,23 +693,6 @@ impl strafe_client::framework::Example for Skybox {
|
||||
|
||||
rpass.set_bind_group(0, &self.main_bind_group, &[]);
|
||||
|
||||
//draw special teapot
|
||||
rpass.set_bind_group(1, &self.special_teapot.bind_group, &[]);
|
||||
rpass.set_pipeline(&self.checkered_pipeline);
|
||||
rpass.draw(0..6, 0..1);
|
||||
|
||||
rpass.set_pipeline(&self.entity_pipeline);
|
||||
rpass.set_vertex_buffer(0, self.special_teapot.vertex_buf.slice(..));
|
||||
|
||||
for entity in self.special_teapot.entities.iter() {
|
||||
rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16);
|
||||
rpass.draw_indexed(0..entity.index_count, 0, 0..1);
|
||||
}
|
||||
|
||||
rpass.set_pipeline(&self.depth_overwrite_pipeline);
|
||||
rpass.draw(0..6, 0..1);
|
||||
|
||||
//draw models
|
||||
rpass.set_pipeline(&self.entity_pipeline);
|
||||
for model in self.models.iter() {
|
||||
rpass.set_bind_group(1, &model.bind_group, &[]);
|
||||
|
||||
@@ -68,15 +68,9 @@ struct EntityOutput {
|
||||
@location(3) view: vec3<f32>,
|
||||
};
|
||||
|
||||
struct TransformData {
|
||||
transform: mat4x4<f32>,
|
||||
depth: mat4x4<f32>,
|
||||
use_depth: vec4<f32>,
|
||||
};
|
||||
|
||||
@group(1)
|
||||
@binding(0)
|
||||
var<uniform> transform: TransformData;
|
||||
var<uniform> r_EntityTransform: mat4x4<f32>;
|
||||
|
||||
@vertex
|
||||
fn vs_entity(
|
||||
@@ -84,42 +78,12 @@ fn vs_entity(
|
||||
@location(1) texture: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
) -> EntityOutput {
|
||||
var position_depth: vec4<f32> = transform.depth * vec4<f32>(pos, 1.0);
|
||||
var position_depth_0: vec4<f32> = position_depth;
|
||||
position_depth_0.z=0.0;
|
||||
var position: vec4<f32> = transform.transform * mix(position_depth,position_depth_0,transform.use_depth);
|
||||
|
||||
var position: vec4<f32> = r_EntityTransform * vec4<f32>(pos, 1.0);
|
||||
var result: EntityOutput;
|
||||
result.normal = (transform.transform * mix(vec4<f32>(normal,0.0),vec4<f32>(0.0,0.0,1.0,0.0),transform.use_depth.z)).xyz;
|
||||
result.normal = (r_EntityTransform * vec4<f32>(normal, 0.0)).xyz;
|
||||
result.texture=texture;
|
||||
result.view = position.xyz - r_data.cam_pos.xyz;
|
||||
var screen_position: vec4<f32> = r_data.proj * r_data.view * position;
|
||||
result.position = mix(screen_position,position_depth,transform.use_depth);
|
||||
return result;
|
||||
}
|
||||
|
||||
struct SquareOutput {
|
||||
@builtin(position) position: vec4<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
@location(3) view: vec3<f32>,
|
||||
@location(4) pos: vec3<f32>,
|
||||
};
|
||||
@vertex
|
||||
fn vs_square(@builtin(vertex_index) vertex_index: u32) -> SquareOutput {
|
||||
// hacky way to draw two triangles that make a square
|
||||
let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
|
||||
let tmp2 = i32(vertex_index)&1;
|
||||
let pos = vec3<f32>(
|
||||
(f32(tmp1) - 0.5)*1.8,
|
||||
f32(tmp2) - 0.5,
|
||||
0.0
|
||||
);
|
||||
|
||||
var result: SquareOutput;
|
||||
result.normal = vec3<f32>(0.0,0.0,1.0);
|
||||
result.pos = (transform.transform * vec4<f32>(pos, 1.0)).xyz;
|
||||
result.view = result.pos - r_data.cam_pos.xyz;
|
||||
result.position = r_data.proj * r_data.view * transform.transform * vec4<f32>(pos, 1.0);
|
||||
result.position = r_data.proj * r_data.view * position;
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -165,24 +129,3 @@ fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
|
||||
let dir = vec3<f32>(-1.0)+vec3<f32>(modulo_euclidean(vertex.pos.x/16.,1.0),0.0,modulo_euclidean(vertex.pos.z/16.,1.0))*2.0;
|
||||
return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_checkered(vertex: SquareOutput) -> @location(0) vec4<f32> {
|
||||
let voxel_parity: f32 = f32(
|
||||
u32(modulo_euclidean(vertex.pos.x,2.0)<1.0)
|
||||
^ u32(modulo_euclidean(vertex.pos.y,2.0)<1.0)
|
||||
//^ u32(modulo_euclidean(vertex.pos.z,2.0)<1.0)
|
||||
);
|
||||
|
||||
let incident = normalize(vertex.view);
|
||||
let normal = normalize(vertex.normal);
|
||||
let d = dot(normal, incident);
|
||||
let reflected = incident - 2.0 * d * normal;
|
||||
|
||||
let texture_color = vec3<f32>(1.0)*voxel_parity;
|
||||
let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
|
||||
return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,texture_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_overwrite(vertex: SquareOutput) {}
|
||||
Reference in New Issue
Block a user