use std::{borrow::Cow, time::Instant}; use wgpu::{util::DeviceExt, AstcBlock, AstcChannel}; use model::{Vertex,ModelData,ModelInstance}; mod body; mod model; mod zeroes; mod framework; mod instruction; mod load_roblox; struct Entity { index_count: u32, index_buf: wgpu::Buffer, } struct ModelGraphics { instances: Vec, vertex_buf: wgpu::Buffer, entities: Vec, bind_group: wgpu::BindGroup, model_buf: wgpu::Buffer, } // Note: we use the Y=up coordinate space in this example. struct Camera { screen_size: (u32, u32), offset: glam::Vec3, fov: f32, yaw: f32, pitch: f32, controls: u32, } const CONTROL_MOVEFORWARD:u32 = 0b00000001; const CONTROL_MOVEBACK:u32 = 0b00000010; const CONTROL_MOVERIGHT:u32 = 0b00000100; const CONTROL_MOVELEFT:u32 = 0b00001000; const CONTROL_MOVEUP:u32 = 0b00010000; const CONTROL_MOVEDOWN:u32 = 0b00100000; const CONTROL_JUMP:u32 = 0b01000000; const CONTROL_ZOOM:u32 = 0b10000000; const FORWARD_DIR:glam::Vec3 = glam::Vec3::new(0.0,0.0,-1.0); const RIGHT_DIR:glam::Vec3 = glam::Vec3::new(1.0,0.0,0.0); const UP_DIR:glam::Vec3 = glam::Vec3::new(0.0,1.0,0.0); fn get_control_dir(controls: u32) -> glam::Vec3{ //don't get fancy just do it let mut control_dir:glam::Vec3 = glam::Vec3::new(0.0,0.0,0.0); if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD { control_dir+=FORWARD_DIR; } if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK { control_dir+=-FORWARD_DIR; } if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT { control_dir+=-RIGHT_DIR; } if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT { control_dir+=RIGHT_DIR; } if controls & CONTROL_MOVEUP == CONTROL_MOVEUP { control_dir+=UP_DIR; } if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN { control_dir+=-UP_DIR; } return control_dir } #[inline] fn perspective_rh(fov_y_slope: f32, aspect_ratio: 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_y_slope * aspect_ratio), 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 Camera { fn to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] { let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32; let fov = if self.controls&CONTROL_ZOOM==0 { self.fov }else{ self.fov/5.0 }; let proj = perspective_rh(fov, aspect, 0.5, 1000.0); let proj_inv = proj.inverse(); let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32); let view_inv = view.inverse(); let mut raw = [0f32; 16 * 3 + 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_inv)[..]); raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3))); raw } } pub struct GraphicsSamplers{ repeat: wgpu::Sampler, } pub struct GraphicsBindGroupLayouts{ model: wgpu::BindGroupLayout, } pub struct GraphicsBindGroups { camera: wgpu::BindGroup, skybox_texture: wgpu::BindGroup, } pub struct GraphicsPipelines { skybox: wgpu::RenderPipeline, model: wgpu::RenderPipeline, } pub struct GraphicsData { start_time: std::time::Instant, camera: Camera, physics: body::PhysicsState, pipelines: GraphicsPipelines, bind_groups: GraphicsBindGroups, bind_group_layouts: GraphicsBindGroupLayouts, samplers: GraphicsSamplers, temp_squid_texture_view: wgpu::TextureView, camera_buf: wgpu::Buffer, models: Vec, depth_view: wgpu::TextureView, staging_belt: wgpu::util::StagingBelt, handy_unit_cube: obj::ObjData, } impl GraphicsData { 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()) } fn generate_modeldatas_roblox(&self,dom:rbx_dom_weak::WeakDom) -> Vec{ let mut modeldatas=generate_modeldatas(self.handy_unit_cube.clone(),ModelData::COLOR_FLOATS_WHITE); match load_roblox::get_objects(dom, "BasePart") { Ok(objects)=>{ for object in objects.iter() { 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)), Some(rbx_dom_weak::types::Variant::Enum(shape)), ) = ( object.properties.get("CFrame"), object.properties.get("Size"), object.properties.get("Transparency"), object.properties.get("Color"), object.properties.get("Shape"),//this will also skip unions ) { if *transparency==1.0||shape.to_u32()!=1 { continue; } modeldatas[0].instances.push(ModelInstance { transform:glam::Mat4::from_translation( glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z) ) * glam::Mat4::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::Mat4::from_scale( 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), }) } } }, Err(e) => println!("lmao err {:?}", e), } modeldatas } fn generate_model_physics(&mut self,modeldatas:&Vec){ self.physics.models.append(&mut modeldatas.iter().map(|m| //make aabb and run vertices to get realistic bounds m.instances.iter().map(|t|body::ModelPhysics::new(t.transform)) ).flatten().collect()); println!("Physics Objects: {}",self.physics.models.len()); } fn generate_model_graphics(&mut self,device:&wgpu::Device,mut modeldatas:Vec){ //drain the modeldata vec so entities can be /moved/ to models.entities let mut instance_count=0; self.models.reserve(modeldatas.len()); for (i,modeldata) in modeldatas.drain(..).enumerate() { let model_uniforms = get_instances_buffer_data(&modeldata.instances); let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some(format!("ModelGraphics{}",i).as_str()), contents: bytemuck::cast_slice(&model_uniforms), usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, }); let model_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(&self.temp_squid_texture_view), }, wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::Sampler(&self.samplers.repeat), }, ], label: Some(format!("ModelGraphics{}",i).as_str()), }); let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Vertex"), contents: bytemuck::cast_slice(&modeldata.vertices), usage: wgpu::BufferUsages::VERTEX, }); //all of these are being moved here instance_count+=modeldata.instances.len(); self.models.push(ModelGraphics{ instances:modeldata.instances, vertex_buf, entities: modeldata.entities.iter().map(|indices|{ let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Index"), contents: bytemuck::cast_slice(&indices), usage: wgpu::BufferUsages::INDEX, }); Entity { index_buf, index_count: indices.len() as u32, } }).collect(), bind_group: model_bind_group, model_buf, }) } println!("Graphics Objects: {}",self.models.len()); println!("Graphics Instances: {}",instance_count); } } fn get_instances_buffer_data(instances:&Vec) -> Vec { const SIZE: usize=4*4+4;//let size=std::mem::size_of::(); let mut raw = Vec::with_capacity(SIZE*instances.len()); for (i,mi) in instances.iter().enumerate(){ 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 } fn generate_modeldatas(data:obj::ObjData,color:[f32;4]) -> Vec{ let mut modeldatas=Vec::new(); let mut vertices = Vec::new(); let mut vertex_index = std::collections::HashMap::::new(); for object in data.objects { vertices.clear(); vertex_index.clear(); let mut entities = Vec::new(); for group in object.groups { let mut indices = Vec::new(); for poly in group.polys { for end_index in 2..poly.0.len() { for &index in &[0, end_index - 1, end_index] { let vert = poly.0[index]; if let Some(&i)=vertex_index.get(&vert){ indices.push(i); }else{ let i=vertices.len() as u16; vertices.push(Vertex { pos: data.position[vert.0], texture: data.texture[vert.1.unwrap()], normal: data.normal[vert.2.unwrap()], color, }); vertex_index.insert(vert,i); indices.push(i); } } } } entities.push(indices); } modeldatas.push(ModelData { instances: Vec::new(), vertices:vertices.clone(), entities, }); } modeldatas } impl framework::Example for GraphicsData { fn optional_features() -> wgpu::Features { wgpu::Features::TEXTURE_COMPRESSION_ASTC | wgpu::Features::TEXTURE_COMPRESSION_ETC2 | wgpu::Features::TEXTURE_COMPRESSION_BC } fn required_limits() -> wgpu::Limits { wgpu::Limits::default() //framework.rs was using goofy limits that caused me a multi-day headache } fn init( config: &wgpu::SurfaceConfiguration, _adapter: &wgpu::Adapter, device: &wgpu::Device, queue: &wgpu::Queue, ) -> Self { let unit_cube=obj::ObjData{ position: vec![ [-1.,-1., 1.],//left bottom back [ 1.,-1., 1.],//right bottom back [ 1., 1., 1.],//right top back [-1., 1., 1.],//left top back [-1., 1.,-1.],//left top front [ 1., 1.,-1.],//right top front [ 1.,-1.,-1.],//right bottom front [-1.,-1.,-1.],//left bottom front ], texture: vec![[0.0,0.0],[1.0,0.0],[1.0,1.0],[0.0,1.0]], normal: vec![ [1.,0.,0.],//AabbFace::Right [0.,1.,0.],//AabbFace::Top [0.,0.,1.],//AabbFace::Back [-1.,0.,0.],//AabbFace::Left [0.,-1.,0.],//AabbFace::Bottom [0.,0.,-1.],//AabbFace::Front ], objects: vec![obj::Object{ name: "Unit Cube".to_owned(), groups: vec![obj::Group{ name: "Cube Vertices".to_owned(), index: 0, material: None, polys: vec![ // back (0, 0, 1) obj::SimplePolygon(vec![ obj::IndexTuple(0,Some(0),Some(2)), obj::IndexTuple(1,Some(1),Some(2)), obj::IndexTuple(2,Some(2),Some(2)), obj::IndexTuple(3,Some(3),Some(2)), ]), // front (0, 0,-1) obj::SimplePolygon(vec![ obj::IndexTuple(4,Some(0),Some(5)), obj::IndexTuple(5,Some(1),Some(5)), obj::IndexTuple(6,Some(2),Some(5)), obj::IndexTuple(7,Some(3),Some(5)), ]), // right (1, 0, 0) obj::SimplePolygon(vec![ obj::IndexTuple(6,Some(0),Some(0)), obj::IndexTuple(5,Some(1),Some(0)), obj::IndexTuple(2,Some(2),Some(0)), obj::IndexTuple(1,Some(3),Some(0)), ]), // left (-1, 0, 0) obj::SimplePolygon(vec![ obj::IndexTuple(0,Some(0),Some(3)), obj::IndexTuple(3,Some(1),Some(3)), obj::IndexTuple(4,Some(2),Some(3)), obj::IndexTuple(7,Some(3),Some(3)), ]), // top (0, 1, 0) obj::SimplePolygon(vec![ obj::IndexTuple(5,Some(1),Some(1)), obj::IndexTuple(4,Some(0),Some(1)), obj::IndexTuple(3,Some(3),Some(1)), obj::IndexTuple(2,Some(2),Some(1)), ]), // bottom (0,-1, 0) obj::SimplePolygon(vec![ obj::IndexTuple(1,Some(1),Some(4)), obj::IndexTuple(0,Some(0),Some(4)), obj::IndexTuple(7,Some(3),Some(4)), obj::IndexTuple(6,Some(2),Some(4)), ]), ], }] }], material_libs: Vec::new(), }; let mut modeldatas = Vec::::new(); 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(),ModelData::COLOR_FLOATS_WHITE)); 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(),ModelData::COLOR_FLOATS_WHITE)); println!("models.len = {:?}", modeldatas.len()); modeldatas[0].instances.push(ModelInstance{ transform:glam::Mat4::from_translation(glam::vec3(10.,0.,-10.)), color:ModelData::COLOR_VEC4_WHITE, }); //quad monkeys modeldatas[1].instances.push(ModelInstance{ transform:glam::Mat4::from_translation(glam::vec3(10.,5.,10.)), color:ModelData::COLOR_VEC4_WHITE, }); 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 modeldatas[2].instances.push(ModelInstance{ transform:glam::Mat4::from_translation(glam::vec3(-10.,5.,10.)), color:ModelData::COLOR_VEC4_WHITE, }); //ground 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 { 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, ..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"))), }); let camera = Camera { screen_size: (config.width, config.height), offset: glam::Vec3::new(0.0,4.5-2.5,0.0), fov: 1.0, //fov_slope = tan(fov_y/2) pitch: 0.0, yaw: 0.0, controls:0, }; let physics = body::PhysicsState { body: body::Body::with_pva(glam::vec3(0.0,50.0,0.0),glam::vec3(0.0,0.0,0.0),glam::vec3(0.0,-100.0,0.0)), time: 0, tick: 0, strafe_tick_num: 100,//100t strafe_tick_den: 1_000_000_000, gravity: glam::vec3(0.0,-100.0,0.0), friction: 1.2, walk_accel: 90.0, mv: 2.7, grounded: false, jump_trying: false, temp_control_dir: glam::Vec3::ZERO, walkspeed: 18.0, contacts: std::collections::HashSet::new(), models: Vec::new(), walk: body::WalkState::new(), hitbox_halfsize: glam::vec3(1.0,2.5,1.0), }; //load textures let device_features = device.features(); let skybox_texture_view={ let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) { log::info!("Using ASTC"); wgpu::TextureFormat::Astc { block: AstcBlock::B4x4, channel: AstcChannel::UnormSrgb, } } else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ETC2) { log::info!("Using ETC2"); wgpu::TextureFormat::Etc2Rgb8UnormSrgb } else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_BC) { log::info!("Using BC"); wgpu::TextureFormat::Bc1RgbaUnormSrgb } else { log::info!("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); log::debug!( "Copying {:?} skybox images of size {}, {}, 6 with {} mips to gpu", skybox_format, size.width, size.height, max_mips, ); 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: &[], }, &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: &[], }, &image.data, ); texture.create_view(&wgpu::TextureViewDescriptor { label: Some("Squid Texture View"), dimension: Some(wgpu::TextureViewDimension::D2), ..wgpu::TextureViewDescriptor::default() }) }; let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: None, bind_group_layouts: &[ &camera_bind_group_layout, &model_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(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_sky", buffers: &[], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_sky", targets: &[Some(config.view_formats[0].into())], }), 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, }); let model_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Model Pipeline"), layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_entity_texture", buffers: &[wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::VertexStepMode::Vertex, attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3, 3 => Float32x4], }], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_entity_texture", targets: &[Some(config.view_formats[0].into())], }), primitive: wgpu::PrimitiveState { front_face: wgpu::FrontFace::Cw, ..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, }); let camera_uniforms = camera.to_uniform_data(physics.body.extrapolated_position(0)); 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); let mut graphics=GraphicsData { handy_unit_cube:unit_cube, start_time: Instant::now(), camera, physics, pipelines:GraphicsPipelines{ skybox:sky_pipeline, model:model_pipeline }, bind_groups:GraphicsBindGroups{ camera:camera_bind_group, skybox_texture:skybox_texture_bind_group, }, 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, }; graphics.generate_model_physics(&modeldatas); graphics.generate_model_graphics(&device,modeldatas); return graphics; } #[allow(clippy::single_match)] fn update(&mut self, device: &wgpu::Device, event: winit::event::WindowEvent) { //nothing atm match event { winit::event::WindowEvent::DroppedFile(path) => { println!("opening file: {:?}", &path); //oh boy! let's load the map! if let Ok(file)=std::fs::File::open(path){ let mut input = std::io::BufReader::new(file); let mut first_8=[0u8;8]; //.rbxm roblox binary = " { match (state,keycode) { (k,winit::event::VirtualKeyCode::W) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEFORWARD, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEFORWARD, } (k,winit::event::VirtualKeyCode::A) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVELEFT, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVELEFT, } (k,winit::event::VirtualKeyCode::S) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEBACK, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEBACK, } (k,winit::event::VirtualKeyCode::D) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVERIGHT, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVERIGHT, } (k,winit::event::VirtualKeyCode::E) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEUP, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEUP, } (k,winit::event::VirtualKeyCode::Q) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEDOWN, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEDOWN, } (k,winit::event::VirtualKeyCode::Space) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_JUMP, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_JUMP, } (k,winit::event::VirtualKeyCode::Z) => match k { winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_ZOOM, winit::event::ElementState::Released => self.camera.controls&=!CONTROL_ZOOM, } _ => (), } } _ => {} } } fn move_mouse(&mut self, delta: (f64,f64)) { self.camera.pitch=(self.camera.pitch as f64+delta.1/-2048.) as f32; self.camera.yaw=(self.camera.yaw as f64+delta.0/-2048.) as f32; } fn resize( &mut self, config: &wgpu::SurfaceConfiguration, device: &wgpu::Device, _queue: &wgpu::Queue, ) { self.depth_view = Self::create_depth_texture(config, device); self.camera.screen_size = (config.width, config.height); } fn render( &mut self, view: &wgpu::TextureView, device: &wgpu::Device, queue: &wgpu::Queue, _spawner: &framework::Spawner, ) { let camera_mat=glam::Mat3::from_rotation_y(self.camera.yaw); let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero(); let time=self.start_time.elapsed().as_nanos() as i64; self.physics.run(time); //ALL OF THIS IS TOTALLY WRONG!!! let walk_target_velocity=self.physics.walkspeed*control_dir; //autohop (already pressing spacebar; the signal to begin trying to jump is different) if self.physics.grounded&&walk_target_velocity!=self.physics.walk.target_velocity { instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{ time, instruction:body::PhysicsInstruction::SetWalkTargetVelocity(walk_target_velocity) }); } if control_dir!=self.physics.temp_control_dir { instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{ time, instruction:body::PhysicsInstruction::SetControlDir(control_dir) }); } self.physics.jump_trying=self.camera.controls&CONTROL_JUMP!=0; //autohop (already pressing spacebar; the signal to begin trying to jump is different) if self.physics.grounded&&self.physics.jump_trying { //scroll will be implemented with InputInstruction::Jump(true) but it blocks setting self.jump_trying=true instruction::InstructionConsumer::process_instruction(&mut self.physics, instruction::TimedInstruction{ time, instruction:body::PhysicsInstruction::Jump }); } let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None }); // update rotation let camera_uniforms = self.camera.to_uniform_data(self.physics.body.extrapolated_position(time)); 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: true, }, })], depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { view: &self.depth_view, depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(1.0), store: false, }), stencil_ops: None, }), }); rpass.set_bind_group(0, &self.bind_groups.camera, &[]); rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]); rpass.set_pipeline(&self.pipelines.model); for model in self.models.iter() { rpass.set_bind_group(1, &model.bind_group, &[]); rpass.set_vertex_buffer(0, model.vertex_buf.slice(..)); for entity in model.entities.iter() { rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16); rpass.draw_indexed(0..entity.index_count, 0, 0..model.instances.len() as u32); } } rpass.set_pipeline(&self.pipelines.skybox); rpass.draw(0..3, 0..1); } queue.submit(std::iter::once(encoder.finish())); self.staging_belt.recall(); } } fn main() { framework::run::( format!("Strafe Client v{}", env!("CARGO_PKG_VERSION") ).as_str() ); }