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4 Commits
redo-input
...
depth-fudg
| Author | SHA1 | Date | |
|---|---|---|---|
| 67c4aa07ab | |||
| 34bfeab267 | |||
| 52cbda4710 | |||
| 9d8faeb6fb |
2
Cargo.lock
generated
2
Cargo.lock
generated
@@ -1405,7 +1405,7 @@ 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 = "0.2.0"
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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 = "0.2.0"
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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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BIN
images/squid.dds
BIN
images/squid.dds
Binary file not shown.
1021
src/body.rs
1021
src/body.rs
File diff suppressed because it is too large
Load Diff
@@ -1,10 +1,12 @@
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use std::future::Future;
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#[cfg(target_arch = "wasm32")]
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use std::str::FromStr;
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#[cfg(not(target_arch = "wasm32"))]
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use std::time::Instant;
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#[cfg(target_arch = "wasm32")]
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use web_sys::{ImageBitmapRenderingContext, OffscreenCanvas};
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use winit::{
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event::{self, WindowEvent, DeviceEvent},
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event::{self, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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@@ -52,7 +54,7 @@ pub trait Example: 'static + Sized {
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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 device_event(&mut self, event: DeviceEvent);
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fn move_mouse(&mut self, delta: (f64,f64));
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fn render(
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&mut self,
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view: &wgpu::TextureView,
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@@ -277,6 +279,11 @@ fn start<E: Example>(
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log::info!("Initializing the example...");
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let mut example = E::init(&config, &adapter, &device, &queue);
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#[cfg(not(target_arch = "wasm32"))]
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let mut last_frame_inst = Instant::now();
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#[cfg(not(target_arch = "wasm32"))]
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let (mut frame_count, mut accum_time) = (0, 0.0);
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log::info!("Entering render loop...");
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event_loop.run(move |event, _, control_flow| {
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let _ = (&instance, &adapter); // force ownership by the closure
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@@ -348,12 +355,29 @@ fn start<E: Example>(
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}
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},
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event::Event::DeviceEvent {
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event,
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event:
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winit::event::DeviceEvent::MouseMotion {
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delta,
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},
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..
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} => {
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example.device_event(event);
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example.move_mouse(delta);
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},
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event::Event::RedrawRequested(_) => {
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#[cfg(not(target_arch = "wasm32"))]
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{
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accum_time += last_frame_inst.elapsed().as_secs_f32();
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last_frame_inst = Instant::now();
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frame_count += 1;
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if frame_count == 100 {
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println!(
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"Avg frame time {}ms",
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accum_time * 1000.0 / frame_count as f32
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);
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accum_time = 0.0;
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frame_count = 0;
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}
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}
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let frame = match surface.get_current_texture() {
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Ok(frame) => frame,
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@@ -1,48 +0,0 @@
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#[derive(Debug)]
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pub struct TimedInstruction<I> {
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pub time: crate::body::TIME,
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pub instruction: I,
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}
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pub trait InstructionEmitter<I> {
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fn next_instruction(&self, time_limit:crate::body::TIME) -> Option<TimedInstruction<I>>;
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}
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pub trait InstructionConsumer<I> {
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fn process_instruction(&mut self, instruction:TimedInstruction<I>);
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}
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//PROPER PRIVATE FIELDS!!!
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pub struct InstructionCollector<I> {
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time: crate::body::TIME,
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instruction: Option<I>,
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}
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impl<I> InstructionCollector<I> {
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pub fn new(time:crate::body::TIME) -> Self {
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Self{
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time,
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instruction:None
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}
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}
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pub fn collect(&mut self,instruction:Option<TimedInstruction<I>>){
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match instruction {
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Some(unwrap_instruction) => {
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if unwrap_instruction.time<self.time {
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self.time=unwrap_instruction.time;
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self.instruction=Some(unwrap_instruction.instruction);
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}
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},
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None => (),
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}
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}
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pub fn instruction(self) -> Option<TimedInstruction<I>> {
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//STEAL INSTRUCTION AND DESTROY INSTRUCTIONCOLLECTOR
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match self.instruction {
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Some(instruction)=>Some(TimedInstruction{
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time:self.time,
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instruction
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}),
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None => None,
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}
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}
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}
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@@ -1,4 +1 @@
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pub mod framework;
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pub mod body;
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pub mod zeroes;
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pub mod instruction;
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984
src/main.rs
984
src/main.rs
File diff suppressed because it is too large
Load Diff
177
src/shader.wgsl
177
src/shader.wgsl
@@ -1,4 +1,9 @@
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struct Camera {
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struct SkyOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) sampledir: vec3<f32>,
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};
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struct Data {
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// from camera to screen
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proj: mat4x4<f32>,
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// from screen to camera
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@@ -8,16 +13,9 @@ struct Camera {
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// camera position
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cam_pos: vec4<f32>,
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};
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//group 0 is the camera
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@group(0)
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@binding(0)
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var<uniform> camera: Camera;
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struct SkyOutput {
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@builtin(position) position: vec4<f32>,
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@location(0) sampledir: vec3<f32>,
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};
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var<uniform> r_data: Data;
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@vertex
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fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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@@ -32,8 +30,8 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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);
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// transposition = inversion for this orthonormal matrix
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let inv_model_view = transpose(mat3x3<f32>(camera.view[0].xyz, camera.view[1].xyz, camera.view[2].xyz));
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let unprojected = camera.proj_inv * pos;
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let inv_model_view = transpose(mat3x3<f32>(r_data.view[0].xyz, r_data.view[1].xyz, r_data.view[2].xyz));
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let unprojected = r_data.proj_inv * pos;
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var result: SkyOutput;
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result.sampledir = inv_model_view * unprojected.xyz;
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@@ -41,65 +39,150 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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return result;
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}
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const MAX_ENTITY_INSTANCES=1024;
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//group 1 is the model
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@group(1)
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@binding(0)
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var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
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//var<uniform> entity_texture_transforms: array<mat3x3<f32>,MAX_ENTITY_INSTANCES>;
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//how to do no texture?
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@group(1)
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@binding(1)
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var model_texture: texture_2d<f32>;
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@group(1)
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@binding(2)
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var model_sampler: sampler;
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struct GroundOutput {
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@builtin(position) position: vec4<f32>,
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@location(4) pos: vec3<f32>,
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};
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struct EntityOutputTexture {
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@vertex
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fn vs_ground(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
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// hacky way to draw two triangles that make a square
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let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
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let tmp2 = i32(vertex_index)&1;
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let pos = vec3<f32>(
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f32(tmp1) * 2.0 - 1.0,
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0.0,
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f32(tmp2) * 2.0 - 1.0
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) * 160.0;
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var result: GroundOutput;
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result.pos = pos;
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result.position = r_data.proj * r_data.view * vec4<f32>(pos, 1.0);
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return result;
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}
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struct EntityOutput {
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@builtin(position) position: vec4<f32>,
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) view: vec3<f32>,
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};
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struct TransformData {
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transform: mat4x4<f32>,
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depth: mat4x4<f32>,
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use_depth: vec4<f32>,
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};
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@group(1)
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@binding(0)
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var<uniform> transform: TransformData;
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@vertex
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fn vs_entity_texture(
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@builtin(instance_index) instance: u32,
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fn vs_entity(
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@location(0) pos: vec3<f32>,
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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) -> EntityOutputTexture {
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var position: vec4<f32> = entity_transforms[instance] * vec4<f32>(pos, 1.0);
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var result: EntityOutputTexture;
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result.normal = (entity_transforms[instance] * vec4<f32>(normal, 0.0)).xyz;
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result.texture=texture;//(entity_texture_transforms[instance] * vec3<f32>(texture, 1.0)).xy;
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result.view = position.xyz - camera.cam_pos.xyz;
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result.position = camera.proj * camera.view * position;
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) -> EntityOutput {
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var position_depth: vec4<f32> = transform.depth * vec4<f32>(pos, 1.0);
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var position_depth_0: vec4<f32> = position_depth;
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position_depth_0.z=0.0;
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var position: vec4<f32> = transform.transform * mix(position_depth,position_depth_0,transform.use_depth);
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var result: EntityOutput;
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result.normal = (transform.transform * mix(vec4<f32>(normal,0.0),vec4<f32>(0.0,0.0,1.0,0.0),transform.use_depth.z)).xyz;
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result.texture=texture;
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result.view = position.xyz - r_data.cam_pos.xyz;
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var screen_position: vec4<f32> = r_data.proj * r_data.view * position;
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result.position = mix(screen_position,position_depth,transform.use_depth);
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return result;
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}
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//group 2 is the skybox texture
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@group(2)
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@binding(0)
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var cube_texture: texture_cube<f32>;
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@group(2)
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struct SquareOutput {
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@builtin(position) position: vec4<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) view: vec3<f32>,
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@location(4) pos: vec3<f32>,
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};
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@vertex
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fn vs_square(@builtin(vertex_index) vertex_index: u32) -> SquareOutput {
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// hacky way to draw two triangles that make a square
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let tmp1 = i32(vertex_index)/2-i32(vertex_index)/3;
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let tmp2 = i32(vertex_index)&1;
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let pos = vec3<f32>(
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(f32(tmp1) - 0.5)*1.8,
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f32(tmp2) - 0.5,
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0.0
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);
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var result: SquareOutput;
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result.normal = vec3<f32>(0.0,0.0,1.0);
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result.pos = (transform.transform * vec4<f32>(pos, 1.0)).xyz;
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result.view = result.pos - r_data.cam_pos.xyz;
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result.position = r_data.proj * r_data.view * transform.transform * vec4<f32>(pos, 1.0);
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return result;
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}
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@group(0)
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@binding(1)
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var cube_sampler: sampler;
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var r_texture: texture_cube<f32>;
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@group(0)
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@binding(2)
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var r_sampler: sampler;
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@fragment
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fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
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return textureSample(cube_texture, model_sampler, vertex.sampledir);
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return textureSample(r_texture, r_sampler, vertex.sampledir);
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}
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@fragment
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fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
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fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
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let incident = normalize(vertex.view);
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let normal = normalize(vertex.normal);
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let d = dot(normal, incident);
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let reflected = incident - 2.0 * d * normal;
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let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb;
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let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
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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);
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let dir = vec3<f32>(-1.0)+2.0*vec3<f32>(vertex.texture.x,0.0,vertex.texture.y);
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let texture_color = textureSample(r_texture, r_sampler, dir).rgb;
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let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
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return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,texture_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
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}
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fn modulo_euclidean (a: f32, b: f32) -> f32 {
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var m = a % b;
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if (m < 0.0) {
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if (b < 0.0) {
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m -= b;
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} else {
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m += b;
|
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}
|
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}
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return m;
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}
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|
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@fragment
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fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
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let dir = vec3<f32>(-1.0)+vec3<f32>(modulo_euclidean(vertex.pos.x/16.,1.0),0.0,modulo_euclidean(vertex.pos.z/16.,1.0))*2.0;
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return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
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}
|
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|
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@fragment
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fn fs_checkered(vertex: SquareOutput) -> @location(0) vec4<f32> {
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let voxel_parity: f32 = f32(
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u32(modulo_euclidean(vertex.pos.x,2.0)<1.0)
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^ u32(modulo_euclidean(vertex.pos.y,2.0)<1.0)
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//^ u32(modulo_euclidean(vertex.pos.z,2.0)<1.0)
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);
|
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|
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let incident = normalize(vertex.view);
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let normal = normalize(vertex.normal);
|
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let d = dot(normal, incident);
|
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let reflected = incident - 2.0 * d * normal;
|
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|
||||
let texture_color = vec3<f32>(1.0)*voxel_parity;
|
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let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
|
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return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,texture_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_overwrite(vertex: SquareOutput) {}
|
||||
@@ -1,8 +0,0 @@
|
||||
|
||||
//something that implements body + hitbox + transform can predict collision
|
||||
impl crate::sweep::PredictCollision for Model {
|
||||
fn predict_collision(&self,other:&Model) -> Option<crate::event::EventStruct> {
|
||||
//math!
|
||||
None
|
||||
}
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
//find roots of polynomials
|
||||
pub fn zeroes2(a0:f32,a1:f32,a2:f32) -> Vec<f32>{
|
||||
if a2==0f32{
|
||||
return zeroes1(a0, a1);
|
||||
}
|
||||
let mut radicand=a1*a1-4f32*a2*a0;
|
||||
if 0f32<radicand {
|
||||
radicand=radicand.sqrt();
|
||||
if 0f32<a2 {
|
||||
return vec![(-a1-radicand)/(2f32*a2),(-a1+radicand)/(2f32*a2)];
|
||||
} else {
|
||||
return vec![(-a1+radicand)/(2f32*a2),(-a1-radicand)/(2f32*a2)];
|
||||
}
|
||||
} else if radicand==0f32 {
|
||||
return vec![-a1/(2f32*a2)];
|
||||
} else {
|
||||
return vec![];
|
||||
}
|
||||
}
|
||||
#[inline]
|
||||
pub fn zeroes1(a0:f32,a1:f32) -> Vec<f32> {
|
||||
if a1==0f32{
|
||||
return vec![];
|
||||
} else {
|
||||
return vec![-a0/a1];
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user