forked from StrafesNET/strafe-project
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21 Commits
load-roblo
...
redo-input
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1de3501e89 | |||
0135b17917 |
2
Cargo.lock
generated
2
Cargo.lock
generated
@ -1645,7 +1645,7 @@ checksum = "a2eb9349b6444b326872e140eb1cf5e7c522154d69e7a0ffb0fb81c06b37543f"
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[[package]]
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name = "strafe-client"
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version = "0.4.0"
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version = "0.5.0"
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dependencies = [
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"async-executor",
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"bytemuck",
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@ -1,6 +1,6 @@
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[package]
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name = "strafe-client"
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version = "0.4.0"
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version = "0.5.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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|
Binary file not shown.
23
src/body.rs
23
src/body.rs
@ -254,8 +254,7 @@ pub struct PhysicsState {
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pub hitbox_halfsize: glam::Vec3,
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pub contacts: std::collections::HashSet::<RelativeCollision>,
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//pub intersections: Vec<ModelId>,
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//temp
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pub models_cringe_clone: Vec<Model>,
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pub models: Vec<ModelPhysics>,
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//camera must exist in state because wormholes modify the camera, also camera punch
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pub camera: Camera,
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pub mouse_interpolation: MouseInterpolationState,
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@ -382,13 +381,13 @@ impl Aabb {
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type TreyMeshFace = AabbFace;
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type TreyMesh = Aabb;
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pub struct Model {
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pub struct ModelPhysics {
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//A model is a thing that has a hitbox. can be represented by a list of TreyMesh-es
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//in this iteration, all it needs is extents.
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transform: glam::Mat4,
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}
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impl Model {
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impl ModelPhysics {
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pub fn new(transform:glam::Mat4) -> Self {
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Self{transform}
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}
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@ -432,10 +431,10 @@ pub struct RelativeCollision {
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}
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impl RelativeCollision {
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pub fn mesh(&self,models:&Vec<Model>) -> TreyMesh {
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pub fn mesh(&self,models:&Vec<ModelPhysics>) -> TreyMesh {
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return models.get(self.model as usize).unwrap().face_mesh(self.face)
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}
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pub fn normal(&self,models:&Vec<Model>) -> glam::Vec3 {
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pub fn normal(&self,models:&Vec<ModelPhysics>) -> glam::Vec3 {
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return models.get(self.model as usize).unwrap().face_normal(self.face)
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}
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}
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@ -494,7 +493,7 @@ impl PhysicsState {
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fn contact_constrain_velocity(&self,velocity:&mut glam::Vec3){
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for contact in self.contacts.iter() {
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let n=contact.normal(&self.models_cringe_clone);
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let n=contact.normal(&self.models);
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let d=velocity.dot(n);
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if d<0f32{
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(*velocity)-=d/n.length_squared()*n;
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@ -503,7 +502,7 @@ impl PhysicsState {
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}
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fn contact_constrain_acceleration(&self,acceleration:&mut glam::Vec3){
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for contact in self.contacts.iter() {
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let n=contact.normal(&self.models_cringe_clone);
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let n=contact.normal(&self.models);
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let d=acceleration.dot(n);
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if d<0f32{
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(*acceleration)-=d/n.length_squared()*n;
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@ -603,7 +602,7 @@ impl PhysicsState {
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let mut best_time=time_limit;
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let mut exit_face:Option<TreyMeshFace>=None;
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let mesh0=self.mesh();
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let mesh1=self.models_cringe_clone.get(collision_data.model as usize).unwrap().mesh();
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let mesh1=self.models.get(collision_data.model as usize).unwrap().mesh();
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let (v,a)=(-self.body.velocity,self.body.acceleration);
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//collect x
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match collision_data.face {
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@ -754,7 +753,7 @@ impl PhysicsState {
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let mut best_time=time_limit;
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let mut best_face:Option<TreyMeshFace>=None;
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let mesh0=self.mesh();
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let mesh1=self.models_cringe_clone.get(model_id as usize).unwrap().mesh();
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let mesh1=self.models.get(model_id as usize).unwrap().mesh();
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let (p,v,a)=(self.body.position,self.body.velocity,self.body.acceleration);
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//collect x
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for t in zeroes2(mesh0.max.x-mesh1.min.x,v.x,0.5*a.x) {
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@ -879,7 +878,7 @@ impl crate::instruction::InstructionEmitter<PhysicsInstruction> for PhysicsState
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collector.collect(self.predict_collision_end(self.time,time_limit,collision_data));
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}
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//check for collision start instructions (against every part in the game with no optimization!!)
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for i in 0..self.models_cringe_clone.len() {
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for i in 0..self.models.len() {
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collector.collect(self.predict_collision_start(self.time,time_limit,i as u32));
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}
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if self.grounded {
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@ -1018,4 +1017,4 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
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},
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}
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}
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}
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}
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|
@ -51,7 +51,7 @@ pub trait Example: 'static + Sized {
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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);
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fn update(&mut self, event: WindowEvent);
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fn update(&mut self, device: &wgpu::Device, event: WindowEvent);
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fn device_event(&mut self, event: DeviceEvent);
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fn render(
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&mut self,
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@ -344,7 +344,7 @@ fn start<E: Example>(
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println!("{:#?}", instance.generate_report());
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}
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_ => {
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example.update(event);
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example.update(&device,event);
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}
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},
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event::Event::DeviceEvent {
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|
@ -10,8 +10,7 @@ fn class_is_a(class: &str, superclass: &str) -> bool {
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}
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return false
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}
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pub fn get_objects(buf_thing: std::io::BufReader<&[u8]>, superclass: &str) -> Result<std::vec::Vec<rbx_dom_weak::Instance>, Box<dyn std::error::Error>> {
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pub fn get_objects<R: std::io::Read>(buf_thing: R, superclass: &str) -> Result<std::vec::Vec<rbx_dom_weak::Instance>, Box<dyn std::error::Error>> {
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// Using buffered I/O is recommended with rbx_binary
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let dom = rbx_binary::from_reader(buf_thing)?;
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309
src/main.rs
309
src/main.rs
@ -11,6 +11,7 @@ struct Vertex {
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pos: [f32; 3],
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texture: [f32; 2],
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normal: [f32; 3],
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color: [f32; 4],
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}
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struct Entity {
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@ -18,19 +19,38 @@ struct Entity {
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index_buf: wgpu::Buffer,
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}
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struct ModelInstance {
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transform: glam::Mat4,
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color: glam::Vec4,
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}
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struct ModelData {
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transforms: Vec<glam::Mat4>,
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instances: Vec<ModelInstance>,
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vertices: Vec<Vertex>,
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entities: Vec<Vec<u16>>,
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}
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impl ModelData {
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const COLOR_FLOATS_WHITE: [f32;4] = [1.0,1.0,1.0,1.0];
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const COLOR_VEC4_WHITE: glam::Vec4 = glam::vec4(1.0,1.0,1.0,1.0);
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}
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struct ModelGraphics {
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transforms: Vec<glam::Mat4>,
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instances: Vec<ModelInstance>,
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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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model_buf: wgpu::Buffer,
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}
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pub struct GraphicsSamplers{
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repeat: wgpu::Sampler,
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}
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pub struct GraphicsBindGroupLayouts{
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model: wgpu::BindGroupLayout,
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}
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pub struct GraphicsBindGroups {
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camera: wgpu::BindGroup,
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skybox_texture: wgpu::BindGroup,
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@ -47,6 +67,9 @@ pub struct GraphicsData {
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physics: strafe_client::body::PhysicsState,
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pipelines: GraphicsPipelines,
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bind_groups: GraphicsBindGroups,
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bind_group_layouts: GraphicsBindGroupLayouts,
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samplers: GraphicsSamplers,
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temp_squid_texture_view: wgpu::TextureView,
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camera_buf: wgpu::Buffer,
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models: Vec<ModelGraphics>,
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depth_view: wgpu::TextureView,
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@ -79,8 +102,8 @@ impl GraphicsData {
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depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
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}
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fn generate_modeldatas_roblox(&self,input:std::io::BufReader<&[u8]>) -> Vec<ModelData>{
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let mut modeldata=generate_modeldatas(self.handy_unit_cube.clone())[0];
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fn generate_modeldatas_roblox<R: std::io::Read>(&self,input:R) -> Vec<ModelData>{
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let mut modeldatas=generate_modeldatas(self.handy_unit_cube.clone(),ModelData::COLOR_FLOATS_WHITE);
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match strafe_client::load_roblox::get_objects(input, "BasePart") {
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Ok(objects)=>{
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for object in objects.iter() {
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@ -88,59 +111,122 @@ impl GraphicsData {
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Some(rbx_dom_weak::types::Variant::CFrame(cf)),
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Some(rbx_dom_weak::types::Variant::Vector3(size)),
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Some(rbx_dom_weak::types::Variant::Float32(transparency)),
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Some(rbx_dom_weak::types::Variant::Color3(color3)),
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Some(rbx_dom_weak::types::Variant::Color3uint8(color3)),
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Some(rbx_dom_weak::types::Variant::Enum(shape)),
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) = (
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object.properties.get("CFrame"),
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object.properties.get("Size"),
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object.properties.get("Transparency"),
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object.properties.get("Color"),
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object.properties.get("Shape"),//this will also skip unions
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)
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{
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if *transparency==1.0 {
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if *transparency==1.0||shape.to_u32()!=1 {
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continue;
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}
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modeldata.transforms.push(
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glam::Mat4::from_translation(
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glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
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)
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* glam::Mat4::from_mat3(
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glam::Mat3::from_cols(
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glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
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glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
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glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
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modeldatas[0].instances.push(ModelInstance {
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transform:glam::Mat4::from_translation(
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glam::Vec3::new(cf.position.x,cf.position.y,cf.position.z)
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)
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* glam::Mat4::from_mat3(
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glam::Mat3::from_cols(
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glam::Vec3::new(cf.orientation.x.x,cf.orientation.y.x,cf.orientation.z.x),
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glam::Vec3::new(cf.orientation.x.y,cf.orientation.y.y,cf.orientation.z.y),
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glam::Vec3::new(cf.orientation.x.z,cf.orientation.y.z,cf.orientation.z.z),
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),
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)
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* glam::Mat4::from_scale(
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glam::Vec3::new(size.x,size.y,size.z)/2.0
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),
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)
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* glam::Mat4::from_scale(
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glam::Vec3::new(size.x,size.y,size.z)/2.0
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)
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)
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color: glam::vec4(color3.r as f32/255f32, color3.g as f32/255f32, color3.b as f32/255f32, 1.0-*transparency),
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})
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}
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}
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},
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Err(e) => println!("lmao err {:?}", e),
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}
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vec![modeldata]
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modeldatas
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}
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fn generate_model_graphics(&mut self,modeldatas:Vec<ModelData>){
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//
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fn generate_model_physics(&mut self,modeldatas:&Vec<ModelData>){
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self.physics.models.append(&mut modeldatas.iter().map(|m|
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//make aabb and run vertices to get realistic bounds
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m.instances.iter().map(|t|strafe_client::body::ModelPhysics::new(t.transform))
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).flatten().collect());
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}
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fn generate_model_graphics(&mut self,device:&wgpu::Device,mut modeldatas:Vec<ModelData>){
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//drain the modeldata vec so entities can be /moved/ to models.entities
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self.models.reserve(modeldatas.len());
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for (i,modeldata) in modeldatas.drain(..).enumerate() {
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let model_uniforms = get_instances_buffer_data(&modeldata.instances);
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let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(format!("ModelGraphics{}",i).as_str()),
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contents: bytemuck::cast_slice(&model_uniforms),
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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});
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let model_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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binding: 0,
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resource: model_buf.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&self.temp_squid_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&self.samplers.repeat),
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},
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],
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label: Some(format!("ModelGraphics{}",i).as_str()),
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});
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let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex"),
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contents: bytemuck::cast_slice(&modeldata.vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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//all of these are being moved here
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self.models.push(ModelGraphics{
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instances:modeldata.instances,
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vertex_buf,
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entities: modeldata.entities.iter().map(|indices|{
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let index_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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}).collect(),
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bind_group: model_bind_group,
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model_buf,
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})
|
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}
|
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}
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}
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fn get_transform_uniform_data(transforms:&Vec<glam::Mat4>) -> Vec<f32> {
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let mut raw = Vec::with_capacity(4*4*transforms.len());
|
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for (i,t) in transforms.iter().enumerate(){
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||||
let mut v = raw.split_off(4*4*i);
|
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raw.extend_from_slice(&AsRef::<[f32; 4*4]>::as_ref(t)[..]);
|
||||
fn get_instances_buffer_data(instances:&Vec<ModelInstance>) -> Vec<f32> {
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const SIZE: usize=4*4+4;//let size=std::mem::size_of::<ModelInstance>();
|
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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<'a>(data:obj::ObjData) -> &'a mut Vec<ModelData>{
|
||||
fn generate_modeldatas(data:obj::ObjData,color:[f32;4]) -> Vec<ModelData>{
|
||||
let mut modeldatas=Vec::new();
|
||||
let mut vertices = Vec::new();
|
||||
let mut vertex_index = std::collections::HashMap::<obj::IndexTuple,u16>::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();
|
||||
@ -156,6 +242,7 @@ fn generate_modeldatas<'a>(data:obj::ObjData) -> &'a mut Vec<ModelData>{
|
||||
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);
|
||||
@ -166,12 +253,12 @@ fn generate_modeldatas<'a>(data:obj::ObjData) -> &'a mut Vec<ModelData>{
|
||||
entities.push(indices);
|
||||
}
|
||||
modeldatas.push(ModelData {
|
||||
transforms: vec![],
|
||||
vertices,
|
||||
instances: Vec::new(),
|
||||
vertices:vertices.clone(),
|
||||
entities,
|
||||
});
|
||||
}
|
||||
&mut modeldatas
|
||||
modeldatas
|
||||
}
|
||||
|
||||
|
||||
@ -195,7 +282,12 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
| wgpu::Features::TEXTURE_COMPRESSION_ETC2
|
||||
| wgpu::Features::TEXTURE_COMPRESSION_BC
|
||||
}
|
||||
|
||||
fn required_features() -> wgpu::Features {
|
||||
wgpu::Features::STORAGE_RESOURCE_BINDING_ARRAY
|
||||
}
|
||||
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,
|
||||
@ -277,21 +369,42 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
material_libs: Vec::new(),
|
||||
};
|
||||
let mut modeldatas = Vec::<ModelData>::new();
|
||||
modeldatas.append(generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap()));
|
||||
modeldatas.append(generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/suzanne.obj")[..]).unwrap()));
|
||||
modeldatas.append(generate_modeldatas(obj::ObjData::load_buf(&include_bytes!("../models/teapot.obj")[..]).unwrap()));
|
||||
modeldatas.append(generate_modeldatas(unit_cube.clone()));
|
||||
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].transforms[0]=glam::Mat4::from_translation(glam::vec3(10.,0.,-10.));
|
||||
modeldatas[0].instances.push(ModelInstance{
|
||||
transform:glam::Mat4::from_translation(glam::vec3(10.,0.,-10.)),
|
||||
color:ModelData::COLOR_VEC4_WHITE,
|
||||
});
|
||||
//quad monkeys
|
||||
modeldatas[1].transforms[0]=glam::Mat4::from_translation(glam::vec3(10.,5.,10.));
|
||||
modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(20.,5.,10.)));
|
||||
modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(10.,5.,20.)));
|
||||
modeldatas[1].transforms.push(glam::Mat4::from_translation(glam::vec3(20.,5.,20.)));
|
||||
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].transforms[0]=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
|
||||
modeldatas[2].instances.push(ModelInstance{
|
||||
transform:glam::Mat4::from_translation(glam::vec3(-10.,5.,10.)),
|
||||
color:ModelData::COLOR_VEC4_WHITE,
|
||||
});
|
||||
//ground
|
||||
modeldatas[3].transforms[0]=glam::Mat4::from_translation(glam::vec3(0.,0.,0.))*glam::Mat4::from_scale(glam::vec3(160.0, 1.0, 160.0));
|
||||
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,
|
||||
@ -336,7 +449,7 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: true },
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
@ -401,7 +514,7 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
grounded: false,
|
||||
walkspeed: 18.0,
|
||||
contacts: std::collections::HashSet::new(),
|
||||
models_cringe_clone: modeldatas.iter().map(|m|m.transforms.iter().map(|t|strafe_client::body::Model::new(*t))).flatten().collect(),
|
||||
models: Vec::new(),
|
||||
walk: strafe_client::body::WalkState::new(),
|
||||
hitbox_halfsize: glam::vec3(1.0,2.5,1.0),
|
||||
camera: strafe_client::body::Camera::from_offset(glam::vec3(0.0,4.5-2.5,0.0),(config.width as f32)/(config.height as f32)),
|
||||
@ -487,9 +600,13 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
|
||||
//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: 1076,
|
||||
height: 1076,
|
||||
width: image.get_width(),
|
||||
height: image.get_height(),
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
|
||||
@ -499,10 +616,6 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
};
|
||||
let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
|
||||
|
||||
let bytes = &include_bytes!("../images/squid.dds")[..];
|
||||
|
||||
let image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
|
||||
|
||||
let texture = device.create_texture_with_data(
|
||||
queue,
|
||||
&wgpu::TextureDescriptor {
|
||||
@ -525,58 +638,6 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
})
|
||||
};
|
||||
|
||||
//drain the modeldata vec so entities can be /moved/ to models.entities
|
||||
let mut models = Vec::<ModelGraphics>::with_capacity(modeldatas.len());
|
||||
for (i,modeldata) in modeldatas.drain(..).enumerate() {
|
||||
let model_uniforms = get_transform_uniform_data(&modeldata.transforms);
|
||||
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: &model_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: model_buf.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&squid_texture_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::Sampler(&repeat_sampler),
|
||||
},
|
||||
],
|
||||
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
|
||||
models.push(ModelGraphics{
|
||||
transforms:modeldata.transforms,
|
||||
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,
|
||||
})
|
||||
}
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: None,
|
||||
bind_group_layouts: &[
|
||||
@ -624,7 +685,7 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
buffers: &[wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3],
|
||||
attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3, 3 => Float32x4],
|
||||
}],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
@ -680,7 +741,7 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
|
||||
let depth_view = Self::create_depth_texture(config, device);
|
||||
|
||||
GraphicsData {
|
||||
let mut graphics=GraphicsData {
|
||||
handy_unit_cube:unit_cube,
|
||||
start_time: Instant::now(),
|
||||
screen_size: (config.width,config.height),
|
||||
@ -694,23 +755,37 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
skybox_texture:skybox_texture_bind_group,
|
||||
},
|
||||
camera_buf,
|
||||
models,
|
||||
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, event: winit::event::WindowEvent) {
|
||||
//nothing atm
|
||||
fn update(&mut self, device: &wgpu::Device, event: winit::event::WindowEvent) {
|
||||
match event {
|
||||
winit::event::WindowEvent::DroppedFile(path) => {
|
||||
println!("opening file: {:?}", &path);
|
||||
//oh boy! let's load the map!
|
||||
let file=std::fs::File::open(path);
|
||||
let input = std::io::BufReader::new(file);
|
||||
let modeldatas=self.generate_modeldatas_roblox(input);
|
||||
self.generate_model_graphics(modeldatas);
|
||||
//also physics
|
||||
if let Ok(file)=std::fs::File::open(path){
|
||||
let input = std::io::BufReader::new(file);
|
||||
let modeldatas=self.generate_modeldatas_roblox(input);
|
||||
//if generate_modeldatas succeeds, clear the previous ones
|
||||
self.models.clear();
|
||||
self.physics.models.clear();
|
||||
self.generate_model_physics(&modeldatas);
|
||||
self.generate_model_graphics(device,modeldatas);
|
||||
}else{
|
||||
println!("Could not open file");
|
||||
}
|
||||
},
|
||||
_=>(),
|
||||
}
|
||||
@ -814,7 +889,7 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
.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_transform_uniform_data(&model.transforms);
|
||||
let model_uniforms = get_instances_buffer_data(&model.instances);
|
||||
self.staging_belt
|
||||
.write_buffer(
|
||||
&mut encoder,
|
||||
@ -863,7 +938,7 @@ impl strafe_client::framework::Example for GraphicsData {
|
||||
|
||||
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.transforms.len() as u32);
|
||||
rpass.draw_indexed(0..entity.index_count, 0, 0..model.instances.len() as u32);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -41,15 +41,17 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
|
||||
return result;
|
||||
}
|
||||
|
||||
const MAX_ENTITY_INSTANCES=1024;
|
||||
struct ModelInstance{
|
||||
transform:mat4x4<f32>,
|
||||
//texture_transform:mat3x3<f32>,
|
||||
color:vec4<f32>,
|
||||
}
|
||||
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
|
||||
//the texture transform then maps the texture coordinates to the location of the specific texture
|
||||
//group 1 is the model
|
||||
@group(1)
|
||||
@binding(0)
|
||||
var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
|
||||
//var<uniform> entity_texture_transforms: array<mat3x3<f32>,MAX_ENTITY_INSTANCES>;
|
||||
//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
|
||||
//the texture transform then maps the texture coordinates to the location of the specific texture
|
||||
//how to do no texture?
|
||||
var<storage> model_instances: array<ModelInstance>;
|
||||
@group(1)
|
||||
@binding(1)
|
||||
var model_texture: texture_2d<f32>;
|
||||
@ -62,6 +64,7 @@ struct EntityOutputTexture {
|
||||
@location(1) texture: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
@location(3) view: vec3<f32>,
|
||||
@location(4) color: vec4<f32>,
|
||||
};
|
||||
@vertex
|
||||
fn vs_entity_texture(
|
||||
@ -69,11 +72,13 @@ fn vs_entity_texture(
|
||||
@location(0) pos: vec3<f32>,
|
||||
@location(1) texture: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
@location(3) color: vec4<f32>,
|
||||
) -> EntityOutputTexture {
|
||||
var position: vec4<f32> = entity_transforms[instance] * vec4<f32>(pos, 1.0);
|
||||
var position: vec4<f32> = model_instances[instance].transform * vec4<f32>(pos, 1.0);
|
||||
var result: EntityOutputTexture;
|
||||
result.normal = (entity_transforms[instance] * vec4<f32>(normal, 0.0)).xyz;
|
||||
result.texture=texture;//(entity_texture_transforms[instance] * vec3<f32>(texture, 1.0)).xy;
|
||||
result.normal = (model_instances[instance].transform * vec4<f32>(normal, 0.0)).xyz;
|
||||
result.texture=texture;//(model_instances[instance].texture_transform * vec3<f32>(texture, 1.0)).xy;
|
||||
result.color=model_instances[instance].color * color;
|
||||
result.view = position.xyz - camera.cam_pos.xyz;
|
||||
result.position = camera.proj * camera.view * position;
|
||||
return result;
|
||||
@ -99,7 +104,7 @@ fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
|
||||
let d = dot(normal, incident);
|
||||
let reflected = incident - 2.0 * d * normal;
|
||||
|
||||
let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb;
|
||||
let fragment_color = textureSample(model_texture, model_sampler, vertex.texture)*vertex.color;
|
||||
let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
|
||||
return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,fragment_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
|
||||
return mix(vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color,1.0),fragment_color,1.0-pow(1.0-abs(d),2.0));
|
||||
}
|
||||
|
Reference in New Issue
Block a user