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6 Commits
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c06d884050
| Author | SHA1 | Date | |
|---|---|---|---|
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c06d884050 | ||
| 00a4a4275a | |||
| 73df55b689 | |||
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339351c207 | ||
| b989146249 | |||
| b67a180341 |
2
.gitignore
vendored
2
.gitignore
vendored
@@ -1 +1,3 @@
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/target
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/target
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Cargo.lock
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.idea/*
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8
.idea/.gitignore
generated
vendored
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8
.idea/.gitignore
generated
vendored
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@@ -0,0 +1,8 @@
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# Default ignored files
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/shelf/
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/workspace.xml
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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@@ -1,30 +1,21 @@
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[[entities]]
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[[entities]]
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name = "terrain.1"
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name = "terrain.1"
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type = "Terrain"
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type = "StaticMesh"
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mesh = "test-textured.obj"
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mesh = "test-textured.obj"
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[[entities]]
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[[entities]]
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name = "ball.1"
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name = "tile.1"
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type = "PhysicsEntity"
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type = "Sprite"
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mesh = "ball.obj"
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texture = "test.jpg"
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[entities.position]
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[entities.position]
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x = 15.0
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x = 15.0
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y = 15.0
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y = 15.0
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z = 15.0
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z = 0.0
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[entities.position.rotation]
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[entities.position.rotation]
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x = 0.0
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x = 0.0
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y = 0.0
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y = 0.0
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z = 0.0
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[entities.physics]
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body_status = "static"
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[entities.physics.cuboid]
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x = 1.0
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y = 1.0
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z = 1.0
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[[entities]]
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[[entities]]
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name = "camera.1"
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name = "camera.1"
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|||||||
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Before Width: | Height: | Size: 3.0 MiB After Width: | Height: | Size: 3.0 MiB |
13
resources/texture-test-1.mtl
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13
resources/texture-test-1.mtl
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl Material.002
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Ns 225.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd /Users/mitchellhansen/source/minimum-viable-game-engine/resources/test.jpg
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18
resources/texture-test-1.obj
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18
resources/texture-test-1.obj
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@@ -0,0 +1,18 @@
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# Blender v2.93.1 OBJ File: ''
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# www.blender.org
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mtllib texture-test-1.mtl
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o Plane_Plane.001
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v -1.000000 0.000000 1.000000
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v 1.000000 0.000000 1.000000
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v -1.000000 0.000000 -1.000000
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v 1.000000 0.000000 -1.000000
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 0.000000 0.000000
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vt 1.000000 1.000000
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vn 0.0000 1.0000 0.0000
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g Plane_Plane.001_Material.002
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usemtl Material.002
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s off
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f 2/1/1 3/2/1 1/3/1
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f 2/1/1 4/4/1 3/2/1
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12
resources/textured-plane.mtl
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12
resources/textured-plane.mtl
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@@ -0,0 +1,12 @@
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# Blender MTL File: 'None'
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# Material Count: 1
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||||||
|
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newmtl Material.001
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Ns 323.999994
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Ka 1.000000 1.000000 1.000000
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||||||
|
Kd 0.800000 0.800000 0.800000
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||||||
|
Ks 0.500000 0.500000 0.500000
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||||||
|
Ke 0.000000 0.000000 0.000000
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Ni 1.000000
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||||||
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d 1.000000
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|
illum 2
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17
resources/textured-plane.obj
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17
resources/textured-plane.obj
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@@ -0,0 +1,17 @@
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# Blender v2.93.1 OBJ File: ''
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# www.blender.org
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mtllib textured-plane.mtl
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o Plane
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v -1.000000 0.000000 1.000000
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v 1.000000 0.000000 1.000000
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v -1.000000 0.000000 -1.000000
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v 1.000000 0.000000 -1.000000
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vt 1.000000 0.000000
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vt 0.000000 1.000000
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vt 0.000000 0.000000
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vt 1.000000 1.000000
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vn 0.0000 1.0000 0.0000
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usemtl Material.001
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s off
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f 2/1/1 3/2/1 1/3/1
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f 2/1/1 4/4/1 3/2/1
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@@ -58,6 +58,11 @@ pub fn load_obj(obj_path: &str) -> Result<RawMesh, String> {
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for model in models {
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for model in models {
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let mesh = &model.mesh;
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let mesh = &model.mesh;
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if let Some(mat_id) = mesh.material_id {
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let mat : &Material = materials.get(mat_id).unwrap();
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println!("{:?}", mat);
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}
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// Cycle through the faces and chunk out the indices
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// Cycle through the faces and chunk out the indices
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let mut next_face = 0;
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let mut next_face = 0;
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for f in 0..mesh.num_face_indices.len() {
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for f in 0..mesh.num_face_indices.len() {
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@@ -112,3 +117,28 @@ pub fn load_obj(obj_path: &str) -> Result<RawMesh, String> {
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indices: index_data.to_vec(),
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indices: index_data.to_vec(),
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})
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})
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}
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}
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// pub fn create_quad_mesh() -> RawMesh {
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//
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// let mut index_data: Vec<[u32; 3]> = Vec::new();
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// let mut vertex_data = Vec::new();
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//
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// vertex_data.push(Vertex::from(
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// [
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// mesh.positions[3 * v],
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// mesh.positions[3 * v + 1],
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// mesh.positions[3 * v + 2],
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// ],
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// [
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// mesh.normals[3 * v],
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// mesh.normals[3 * v + 1],
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// mesh.normals[3 * v + 2],
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// ],
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// [mesh.texcoords[2 * v], mesh.texcoords[2 * v + 1]],
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// ));
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//
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// RawMesh {
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// vertices: vertex_data.to_vec(),
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// indices: index_data.to_vec(),
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// }
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// }
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@@ -45,7 +45,6 @@ use wgpu_subscriber;
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use winit_24::event::DeviceEvent::MouseMotion;
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use winit_24::event::DeviceEvent::MouseMotion;
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use winit_24::event::{ElementState, VirtualKeyCode};
|
use winit_24::event::{ElementState, VirtualKeyCode};
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use winit_24::event_loop::EventLoopProxy;
|
use winit_24::event_loop::EventLoopProxy;
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use winit_24::platform::unix::x11::ffi::Time;
|
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use winit_24::window::Window;
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use winit_24::window::Window;
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use winit_24::{
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use winit_24::{
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event::{self, WindowEvent},
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event::{self, WindowEvent},
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@@ -108,6 +107,10 @@ Todo:
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Figure out eventing, GameInput, passing all events, etc.
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Figure out eventing, GameInput, passing all events, etc.
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+ texturing
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+ texturing
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|
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I need to figure out the way that I want to do 2d graphics in a 3d engine...
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I suppose I will need sprites. And those are just 2 polygons which are textured
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*/
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*/
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@@ -20,7 +20,6 @@ use rapier3d::parry::motion::RigidMotionComposition;
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use wgpu::util::DeviceExt;
|
use wgpu::util::DeviceExt;
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use wgpu::{BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView, VertexState, CommandEncoder};
|
use wgpu::{BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView, VertexState, CommandEncoder};
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use winit_24::dpi::PhysicalSize;
|
use winit_24::dpi::PhysicalSize;
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use winit_24::platform::unix::x11::ffi::Time;
|
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use winit_24::window::Window;
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use winit_24::window::Window;
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||||||
|
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use crate::camera::{Camera, CameraController};
|
use crate::camera::{Camera, CameraController};
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@@ -291,11 +290,6 @@ impl RenderState {
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|||||||
}],
|
}],
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||||||
});
|
});
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|
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/*
|
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There appear to be two passes required for shadows, the shadow pass, and the forward pass
|
|
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Need to open this up in renderdoc and see what it's actually doing
|
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||||||
*/
|
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|
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let shadow_pass = {
|
let shadow_pass = {
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let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
|
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
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||||||
|
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||||||
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|||||||
@@ -26,7 +26,6 @@ use wgpu::{
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|||||||
TextureView, VertexState,
|
TextureView, VertexState,
|
||||||
};
|
};
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use winit_24::dpi::PhysicalSize;
|
use winit_24::dpi::PhysicalSize;
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use winit_24::platform::unix::x11::ffi::Time;
|
|
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use winit_24::window::Window;
|
use winit_24::window::Window;
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||||||
|
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use crate::camera::{Camera, CameraController};
|
use crate::camera::{Camera, CameraController};
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||||||
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|||||||
@@ -111,5 +111,7 @@ impl RuntimeState {
|
|||||||
self.mesh_cache.insert(filename, mesh);
|
self.mesh_cache.insert(filename, mesh);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
panic!("nah");
|
||||||
}
|
}
|
||||||
}
|
}
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||||||
|
|||||||
@@ -19,11 +19,12 @@ use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
|
|||||||
|
|
||||||
use crate::camera::{Camera, CameraController};
|
use crate::camera::{Camera, CameraController};
|
||||||
use crate::components::{Collider, ImguiWindow, LoopState, Mesh, Physics, Position};
|
use crate::components::{Collider, ImguiWindow, LoopState, Mesh, Physics, Position};
|
||||||
use crate::geometry::RawMesh;
|
use crate::geometry;
|
||||||
use crate::physics::state::PhysicsState;
|
use crate::physics::state::PhysicsState;
|
||||||
use crate::render::state::RenderState;
|
use crate::render::state::RenderState;
|
||||||
use crate::render::system::{ImguiGenericOutputLine, ImguiPerformanceProfilerLine};
|
use crate::render::system::{ImguiGenericOutputLine, ImguiPerformanceProfilerLine};
|
||||||
use crate::runtime::state::RuntimeState;
|
use crate::runtime::state::RuntimeState;
|
||||||
|
use crate::geometry::RawMesh;
|
||||||
|
|
||||||
pub fn quad_color(color: [f32; 4]) -> [[f32; 4]; 4] {
|
pub fn quad_color(color: [f32; 4]) -> [[f32; 4]; 4] {
|
||||||
[color, color, color, color]
|
[color, color, color, color]
|
||||||
@@ -126,6 +127,59 @@ pub fn runtime_spawn(
|
|||||||
) {
|
) {
|
||||||
for entity in &runtime_state.get_entities() {
|
for entity in &runtime_state.get_entities() {
|
||||||
match entity.type_name.as_ref() {
|
match entity.type_name.as_ref() {
|
||||||
|
// "Sprite" => {
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// let mesh_name = entity.mesh.clone().unwrap();
|
||||||
|
// let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
|
||||||
|
// None => {
|
||||||
|
// log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
|
||||||
|
// continue;
|
||||||
|
// }
|
||||||
|
// Some(mesh) => mesh,
|
||||||
|
// };
|
||||||
|
//
|
||||||
|
// let position = Position::from(entity.position.clone());
|
||||||
|
//
|
||||||
|
// let mut static_body = RigidBodyBuilder::new_static()
|
||||||
|
// .position(Isometry3::new(
|
||||||
|
// Vector3::new(position.x, position.y, position.z),
|
||||||
|
// Vector::y(),
|
||||||
|
// ))
|
||||||
|
// .build();
|
||||||
|
//
|
||||||
|
// let mesh_collider = ColliderBuilder::trimesh(
|
||||||
|
// raw_mesh.vertices.iter().map(|v| v.position()).collect(),
|
||||||
|
// raw_mesh.indices.clone(),
|
||||||
|
// )
|
||||||
|
// .build();
|
||||||
|
//
|
||||||
|
// let gpu_mesh_buffer = renderer
|
||||||
|
// .upload_mesh_to_buffer(
|
||||||
|
// raw_mesh,
|
||||||
|
// Some(wgpu::Color {
|
||||||
|
// r: 1.0,
|
||||||
|
// g: 0.7,
|
||||||
|
// b: 0.3,
|
||||||
|
// a: 1.0,
|
||||||
|
// }),
|
||||||
|
// )
|
||||||
|
// .unwrap();
|
||||||
|
//
|
||||||
|
// let entity: Entity = cmd.push((
|
||||||
|
// position,
|
||||||
|
// gpu_mesh_buffer,
|
||||||
|
// Physics {
|
||||||
|
// rigid_body: static_body,
|
||||||
|
// rigid_body_handle: None,
|
||||||
|
// },
|
||||||
|
// Collider {
|
||||||
|
// collider: mesh_collider,
|
||||||
|
// collider_handle: None,
|
||||||
|
// },
|
||||||
|
// ));
|
||||||
|
// }
|
||||||
"PhysicsEntity" => {
|
"PhysicsEntity" => {
|
||||||
let mesh_name = entity.mesh.as_ref().unwrap();
|
let mesh_name = entity.mesh.as_ref().unwrap();
|
||||||
let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
|
let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
|
||||||
@@ -144,6 +198,10 @@ pub fn runtime_spawn(
|
|||||||
|
|
||||||
let collider = ColliderBuilder::capsule_y(2.0, 1.0).build();
|
let collider = ColliderBuilder::capsule_y(2.0, 1.0).build();
|
||||||
|
|
||||||
|
|
||||||
|
//let mut vec = Vec::new();
|
||||||
|
//vec.push()
|
||||||
|
|
||||||
let gpu_mesh_buffer = renderer
|
let gpu_mesh_buffer = renderer
|
||||||
.upload_mesh_to_buffer(
|
.upload_mesh_to_buffer(
|
||||||
raw_mesh,
|
raw_mesh,
|
||||||
@@ -178,7 +236,7 @@ pub fn runtime_spawn(
|
|||||||
ImguiGenericOutputLine::new("wahoo! from a physics entity".to_string()),
|
ImguiGenericOutputLine::new("wahoo! from a physics entity".to_string()),
|
||||||
));
|
));
|
||||||
}
|
}
|
||||||
"Terrain" => {
|
"StaticMesh" => {
|
||||||
let mesh_name = entity.mesh.clone().unwrap();
|
let mesh_name = entity.mesh.clone().unwrap();
|
||||||
let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
|
let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
|
||||||
None => {
|
None => {
|
||||||
|
|||||||
Reference in New Issue
Block a user