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@ -1,9 +1,10 @@
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use std::borrow::Cow;
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use std::collections::{HashSet,HashMap};
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use strafesnet_common::map;
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use strafesnet_common::integer;
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use strafesnet_common::model::{self,ColorId,NormalId,PositionId,TextureCoordinateId,VertexId};
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use strafesnet_common::model::{self, ColorId, MapVertexId, NormalId, PolygonIter, PositionId, RenderConfigId, TextureCoordinateId, VertexId};
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use wgpu::{util::DeviceExt,AstcBlock,AstcChannel};
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use crate::model_graphics::{GraphicsVertex,GraphicsModelColor4,GraphicsModelInstance,GraphicsModelSingleTexture,IndexedGraphicsModelSingleTexture,IndexedGroupFixedTexture};
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use crate::model_graphics::{self,IndexedGraphicsMeshOwnedRenderConfig,IndexedGraphicsMeshOwnedRenderConfigId,GraphicsMeshOwnedRenderConfig,GraphicsModelColor4,GraphicsModelOwned,GraphicsVertex};
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#[derive(Clone)]
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pub struct GraphicsModelUpdate{
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@ -11,52 +12,51 @@ pub struct GraphicsModelUpdate{
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color:Option<glam::Vec4>,
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}
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struct Entity{
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index_count:u32,
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index_buf:wgpu::Buffer,
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struct Indices{
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count:u32,
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buf:wgpu::Buffer,
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format:wgpu::IndexFormat,
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}
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fn create_entities<T:bytemuck::Pod>(device:&wgpu::Device,entities:&Vec<Vec<T>>)->Vec<Entity>{
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entities.iter().map(|indices|{
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let index_buf=device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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impl Indices{
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fn new<T:bytemuck::Pod>(device:&wgpu::Device,indices:&Vec<T>,format:wgpu::IndexFormat)->Self{
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Self{
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buf:device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
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label:Some("Index"),
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contents:bytemuck::cast_slice(indices),
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usage:wgpu::BufferUsages::INDEX,
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});
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Entity{
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index_buf,
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index_count:indices.len() as u32,
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}),
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count:indices.len() as u32,
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format,
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}
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}
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}).collect()
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}
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struct GraphicsModel{
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entities:Vec<Entity>,
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indices:Indices,
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model_buf:wgpu::Buffer,
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vertex_buf:wgpu::Buffer,
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bind_group:wgpu::BindGroup,
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index_format:wgpu::IndexFormat,
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instances:Vec<GraphicsModelInstance>,
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instance_count:u32,
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}
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pub struct GraphicsSamplers{
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struct GraphicsSamplers{
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repeat:wgpu::Sampler,
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}
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pub struct GraphicsBindGroupLayouts{
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struct GraphicsBindGroupLayouts{
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model:wgpu::BindGroupLayout,
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}
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pub struct GraphicsBindGroups {
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struct GraphicsBindGroups{
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camera:wgpu::BindGroup,
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skybox_texture:wgpu::BindGroup,
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}
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pub struct GraphicsPipelines{
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struct GraphicsPipelines{
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skybox:wgpu::RenderPipeline,
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model:wgpu::RenderPipeline,
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}
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pub struct GraphicsCamera{
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struct GraphicsCamera{
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screen_size:glam::UVec2,
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fov:glam::Vec2,//slope
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//camera angles and such are extrapolated and passed in every time
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@ -147,27 +147,11 @@ impl GraphicsState{
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pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
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self.camera.fov=user_settings.calculate_fov(1.0,&self.camera.screen_size).as_vec2();
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}
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pub fn generate_models(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,map:&map::Map){
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pub fn generate_models(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,map:&map::CompleteMap){
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//generate texture view per texture
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//idk how to do this gooder lol
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let mut double_map=std::collections::HashMap::<u32,u32>::new();
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let mut texture_loading_threads=Vec::new();
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let num_textures=map.textures.len();
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for (i,texture_id) in map.textures.into_iter().enumerate(){
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let path=std::path::PathBuf::from(format!("textures/{}.dds",texture_id));
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if let Ok(mut file) = std::fs::File::open(path.clone()){
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double_map.insert(i as u32, texture_loading_threads.len() as u32);
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texture_loading_threads.push((texture_id,std::thread::spawn(move ||{
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ddsfile::Dds::read(&mut file).unwrap()
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})));
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}else{
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//println!("missing texture path={:?}",path);
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}
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}
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let texture_views:Vec<wgpu::TextureView>=texture_loading_threads.into_iter().map(|(texture_id,thread)|{
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let image=thread.join().unwrap();
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let texture_views:Vec<wgpu::TextureView>=map.textures.into_iter().enumerate().map(|(texture_id,texture_data)|{
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let image=ddsfile::Dds::read(std::io::Cursor::new(texture_data)).unwrap();
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let (mut width,mut height)=(image.get_width(),image.get_height());
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@ -219,50 +203,55 @@ impl GraphicsState{
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//split groups with different textures into separate models
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//the models received here are supposed to be tightly packed,i.e. no code needs to check if two models are using the same groups.
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let indexed_models_len=map.models.len();
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//models split into graphics_group.RenderConfigId
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let mut map_map:HashMap<model::MeshId,HashMap<RenderConfigId,IndexedGraphicsMeshOwnedRenderConfigId>>=HashMap::new();
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let mut map_unique_textures=HashMap::new();
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let mut unique_texture_models=Vec::with_capacity(indexed_models_len);
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for model in map.models.into_iter(){
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//convert ModelInstance into GraphicsModelInstance
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let instances:Vec<GraphicsModelInstance>=model.instances.into_iter().filter_map(|instance|{
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if instance.color.w==0.0{
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None
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}else{
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Some(GraphicsModelInstance{
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transform: instance.transform.into(),
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normal_transform: Into::<glam::Mat3>::into(instance.transform.matrix3).inverse().transpose(),
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color:GraphicsModelColor4::from(instance.color),
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})
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}
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}).collect();
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//skip pushing a model if all instances are invisible
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if instances.len()==0{
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continue;
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}
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for model in &map.models{
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//wow
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let instance=GraphicsModelOwned{
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transform:model.transform.into(),
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normal_transform:Into::<glam::Mat3>::into(model.transform.matrix3).inverse().transpose(),
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color:GraphicsModelColor4::new(model.color),
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};
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//convert Model into GraphicsModelOwned
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//check each group, if it's using a new texture then make a new clone of the model
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let id=unique_texture_models.len();
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let mut unique_textures=Vec::new();
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for group in model.groups.into_iter(){
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if let Some(mesh)=map.meshes.get(model.mesh.get() as usize){
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for graphics_group in mesh.graphics_groups.iter(){
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let render_config=map.render_configs[graphics_group.render.get() as usize];
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if model.color.w==0.0&&render_config.texture.is_none(){
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continue;
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}
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//ignore zero copy optimization for now
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let texture_index=if let Some(texture_index)=unique_textures.iter().position(|&texture|texture==group.texture){
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let texture_index=if let Some(texture_index)=unique_textures.iter().position(|&texture|texture==render_config.texture){
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texture_index
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}else{
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//create new texture_index
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let texture_index=unique_textures.len();
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unique_textures.push(group.texture);
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unique_texture_models.push(IndexedGraphicsModelSingleTexture{
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unique_pos:model.unique_pos.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
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unique_tex:model.unique_tex.iter().map(|v|*v.as_ref()).collect(),
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unique_normal:model.unique_normal.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
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unique_color:model.unique_color.iter().map(|v|*v.as_ref()).collect(),
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unique_vertices:model.unique_vertices.clone(),
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texture:group.texture,
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groups:Vec::new(),
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instances:instances.clone(),
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unique_textures.push(render_config.texture);
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unique_texture_models.push(IndexedGraphicsMeshOwnedRenderConfig{
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unique_pos:mesh.unique_pos.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
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unique_tex:mesh.unique_tex.iter().map(|v|*v.as_ref()).collect(),
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unique_normal:mesh.unique_normal.iter().map(|&v|*Into::<glam::Vec3>::into(v).as_ref()).collect(),
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unique_color:mesh.unique_color.iter().map(|v|*v.as_ref()).collect(),
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unique_vertices:mesh.unique_vertices.clone(),
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render_config:graphics_group.render,
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polys:model::PolygonGroup::PolygonList(model::PolygonList::new(
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graphics_group.groups.iter().flat_map(|polygon_group_id|{
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mesh.polygon_groups[polygon_group_id.get() as usize].polys()
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})
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.map(|vertex_id_slice|
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vertex_id_slice.iter().copied().collect()
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).collect()
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)),
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instances:Vec::new(),
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});
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texture_index
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};
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unique_texture_models[id+texture_index].groups.push(IndexedGroupFixedTexture{
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polys:group.polys,
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});
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unique_texture_models[utm_id.get() as usize].instances.push(instance);
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}
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}
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}
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//check every model to see if it's using the same (texture,color) but has few instances,if it is combine it into one model
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@ -275,20 +264,20 @@ impl GraphicsState{
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//for now:just deduplicate single models...
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let mut deduplicated_models=Vec::with_capacity(indexed_models_len);//use indexed_models_len because the list will likely get smaller instead of bigger
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let mut unique_texture_color=std::collections::HashMap::new();//texture->color->vec![(model_id,instance_id)]
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let mut unique_texture_color=HashMap::new();//texture->color->vec![(model_id,instance_id)]
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for (model_id,model) in unique_texture_models.iter().enumerate(){
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//for now:filter out models with more than one instance
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if 1<model.instances.len(){
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continue;
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}
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//populate hashmap
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let unique_color=if let Some(unique_color)=unique_texture_color.get_mut(&model.texture){
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let unique_color=if let Some(unique_color)=unique_texture_color.get_mut(&model.render_config){
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unique_color
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}else{
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//make new hashmap
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let unique_color=std::collections::HashMap::new();
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unique_texture_color.insert(model.texture,unique_color);
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unique_texture_color.get_mut(&model.texture).unwrap()
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let unique_color=HashMap::new();
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unique_texture_color.insert(model.render_config,unique_color);
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unique_texture_color.get_mut(&model.render_config).unwrap()
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};
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//separate instances by color
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for (instance_id,instance) in model.instances.iter().enumerate(){
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@ -306,22 +295,22 @@ impl GraphicsState{
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}
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//populate a hashset of models selected for transposition
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//construct transposed models
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let mut selected_model_instances=std::collections::HashSet::new();
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for (texture,unique_color) in unique_texture_color.into_iter(){
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let mut selected_model_instances=HashSet::new();
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for (render_config,unique_color) in unique_texture_color.into_iter(){
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for (color,model_instance_list) in unique_color.into_iter(){
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//world transforming one model does not meet the definition of deduplicaiton
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if 1<model_instance_list.len(){
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//create model
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let mut unique_pos=Vec::new();
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let mut pos_id_from=std::collections::HashMap::new();
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let mut pos_id_from=HashMap::new();
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let mut unique_tex=Vec::new();
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let mut tex_id_from=std::collections::HashMap::new();
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let mut tex_id_from=HashMap::new();
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let mut unique_normal=Vec::new();
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let mut normal_id_from=std::collections::HashMap::new();
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let mut normal_id_from=HashMap::new();
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let mut unique_color=Vec::new();
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let mut color_id_from=std::collections::HashMap::new();
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let mut color_id_from=HashMap::new();
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let mut unique_vertices=Vec::new();
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let mut vertex_id_from=std::collections::HashMap::new();
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let mut vertex_id_from=HashMap::new();
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let mut polys=Vec::new();
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//transform instance vertices
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@ -396,24 +385,22 @@ impl GraphicsState{
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vertex_id
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}) as u32)
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}).collect();
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for group in model.groups{
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for poly in group.polys{
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polys.push(poly.map_vertex_id(|vertex_id|map_vertex_id[vertex_id.get() as usize]));
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}
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}
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polys.extend(model.polys.polys().map(|poly|
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poly.iter().map(|vertex_id|
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map_vertex_id[vertex_id.get() as usize]
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).collect()
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));
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}
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//push model into dedup
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deduplicated_models.push(IndexedGraphicsModelSingleTexture{
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deduplicated_models.push(IndexedGraphicsMeshOwnedRenderConfig{
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unique_pos,
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unique_tex,
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unique_normal,
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unique_color,
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unique_vertices,
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texture,
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groups:vec![IndexedGroupFixedTexture{
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polys
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}],
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instances:vec![GraphicsModelInstance{
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render_config,
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polys:model::PolygonGroup::PolygonList(model::PolygonList::new(polys)),
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instances:vec![GraphicsModelOwned{
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transform:glam::Mat4::IDENTITY,
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normal_transform:glam::Mat3::IDENTITY,
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color
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@ -431,21 +418,20 @@ impl GraphicsState{
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//de-index models
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let deduplicated_models_len=deduplicated_models.len();
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let models:Vec<GraphicsModelSingleTexture>=deduplicated_models.into_iter().map(|model|{
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let models:Vec<GraphicsMeshOwnedRenderConfig>=deduplicated_models.into_iter().map(|model|{
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let mut vertices=Vec::new();
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let mut index_from_vertex = std::collections::HashMap::new();//::<IndexedVertex,usize>
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let mut index_from_vertex=HashMap::new();//::<IndexedVertex,usize>
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//this mut be combined in a more complex way if the models use different render patterns per group
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let mut indices=Vec::new();
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for group in model.groups {
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for poly in group.polys {
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for end_index in 2..poly.vertices.len() {
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for &index in &[0, end_index - 1, end_index] {
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let vertex_index = poly.vertices[index];
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for poly in model.polys.polys(){
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for end_index in 2..poly.len(){
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for index in [0,end_index-1,end_index]{
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let vertex_index=poly[index];
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if let Some(&i)=index_from_vertex.get(&vertex_index){
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indices.push(i);
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}else{
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let i=vertices.len();
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let vertex=&model.unique_vertices[vertex_index.get() as usize];
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let vertex=model.unique_vertices[vertex_index.get() as usize];
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vertices.push(GraphicsVertex{
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pos:model.unique_pos[vertex.pos.get() as usize],
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tex:model.unique_tex[vertex.tex.get() as usize],
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@ -458,18 +444,17 @@ impl GraphicsState{
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}
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}
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}
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}
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GraphicsModelSingleTexture{
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GraphicsMeshOwnedRenderConfig{
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instances:model.instances,
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entities:if (u32::MAX as usize)<vertices.len(){
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indices:if (u32::MAX as usize)<vertices.len(){
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panic!("Model has too many vertices!")
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}else if (u16::MAX as usize)<vertices.len(){
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crate::model_graphics::Entities::U32(vec![indices.into_iter().map(|vertex_id|vertex_id as u32).collect()])
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model_graphics::Indices::U32(indices.into_iter().map(|vertex_idx|vertex_idx as u32).collect())
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}else{
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crate::model_graphics::Entities::U16(vec![indices.into_iter().map(|vertex_id|vertex_id as u16).collect()])
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model_graphics::Indices::U16(indices.into_iter().map(|vertex_idx|vertex_idx as u16).collect())
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},
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vertices,
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texture:model.texture,
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render_config:model.render_config,
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}
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}).collect();
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//.into_iter() the modeldata vec so entities can be /moved/ to models.entities
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@ -488,16 +473,12 @@ impl GraphicsState{
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contents:bytemuck::cast_slice(&model_uniforms),
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usage:wgpu::BufferUsages::UNIFORM|wgpu::BufferUsages::COPY_DST,
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});
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let texture_view=match model.texture{
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Some(texture_id)=>{
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match double_map.get(&texture_id){
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Some(&mapped_texture_id)=>&texture_views[mapped_texture_id as usize],
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None=>&self.temp_squid_texture_view,
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}
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},
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let render_config=map.render_configs[model.render_config.get() as usize];
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let texture_view=match render_config.texture{
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Some(texture_id)=>&texture_views[texture_id.get() as usize],
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None=>&self.temp_squid_texture_view,
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};
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let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let bind_group=device.create_bind_group(&wgpu::BindGroupDescriptor{
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layout:&self.bind_group_layouts.model,
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entries:&[
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wgpu::BindGroupEntry{
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@ -522,17 +503,13 @@ impl GraphicsState{
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});
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//all of these are being moved here
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self.models.push(GraphicsModel{
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instances:instances_chunk.to_vec(),
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instance_count:instances_chunk.len() as u32,
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vertex_buf,
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index_format:match &model.entities{
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crate::model_graphics::Entities::U32(_)=>wgpu::IndexFormat::Uint32,
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crate::model_graphics::Entities::U16(_)=>wgpu::IndexFormat::Uint16,
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indices:match &model.indices{
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model_graphics::Indices::U32(indices)=>Indices::new(device,indices,wgpu::IndexFormat::Uint32),
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model_graphics::Indices::U16(indices)=>Indices::new(device,indices,wgpu::IndexFormat::Uint16),
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},
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entities:match &model.entities{
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crate::model_graphics::Entities::U32(entities)=>create_entities(device,entities),
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crate::model_graphics::Entities::U16(entities)=>create_entities(device,entities),
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},
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bind_group: model_bind_group,
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bind_group,
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model_buf,
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});
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}
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@ -910,8 +887,7 @@ impl GraphicsState{
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){
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//TODO:use scheduled frame times to create beautiful smoothing simulation physics extrapolation assuming no input
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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let mut encoder=device.create_command_encoder(&wgpu::CommandEncoderDescriptor{label:None});
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// update rotation
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let camera_uniforms=self.camera.to_uniform_data(physics_output.extrapolate(mouse_pos,predicted_time));
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@ -973,14 +949,12 @@ impl GraphicsState{
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rpass.set_bind_group(1,&self.bind_groups.skybox_texture,&[]);
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rpass.set_pipeline(&self.pipelines.model);
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for model in self.models.iter() {
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for model in &self.models{
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rpass.set_bind_group(2,&model.bind_group,&[]);
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rpass.set_vertex_buffer(0,model.vertex_buf.slice(..));
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for entity in model.entities.iter(){
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rpass.set_index_buffer(entity.index_buf.slice(..),model.index_format);
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rpass.draw_indexed(0..entity.index_count,0,0..model.instances.len() as u32);
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}
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rpass.set_index_buffer(model.indices.buf.slice(..),model.indices.format);
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//TODO: loop over triangle strips
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rpass.draw_indexed(0..model.indices.count,0,0..model.instance_count);
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}
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rpass.set_pipeline(&self.pipelines.skybox);
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@ -994,7 +968,7 @@ impl GraphicsState{
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}
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const MODEL_BUFFER_SIZE:usize=4*4 + 12 + 4;//let size=std::mem::size_of::<ModelInstance>();
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const MODEL_BUFFER_SIZE_BYTES:usize=MODEL_BUFFER_SIZE*4;
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fn get_instances_buffer_data(instances:&[GraphicsModelInstance]) -> Vec<f32> {
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fn get_instances_buffer_data(instances:&[GraphicsModelOwned])->Vec<f32>{
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let mut raw=Vec::with_capacity(MODEL_BUFFER_SIZE*instances.len());
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|
|
for (i,mi) in instances.iter().enumerate(){
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|
//model transform
|
|
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