fix mesh indexing

This commit is contained in:
Asuro
2025-03-27 16:52:34 +01:00
parent aafa5e966e
commit 24a724a021
5 changed files with 32 additions and 13 deletions

View File

@@ -24,7 +24,8 @@ namespace Game
{ {
void EntityRenderData::Render(const Model* models, const Material* materials) void EntityRenderData::Render(const Model* models, const Material* materials)
{ {
if (!Generated::IsValid(ModelH) || MaterialHandle == UINT16_MAX) return; if (models == nullptr || materials == nullptr) return;
if (!Generated::IsValid(ModelH) || MaterialHandle == EMaterial::UNDEFINED) return;
if (!Visible) return; if (!Visible) return;
auto& rendering = GameRendering::Get(); auto& rendering = GameRendering::Get();
@@ -32,7 +33,11 @@ namespace Game
bgfx::setTransform(Transform.M.M); bgfx::setTransform(Transform.M.M);
const Model& currentModel = models[ModelH.ModelIdx]; const Model& currentModel = models[ModelH.ModelIdx];
const Material& currentMaterial = materials[MaterialHandle]; const Material& currentMaterial = materials[(uint16_t)MaterialHandle];
if (!isValid(currentModel.IndexBuffer) || !isValid(currentModel.VertexBuffer)) return;
if (!isValid(currentMaterial.Shader)) return;
bgfx::setVertexBuffer(0, currentModel.VertexBuffer); bgfx::setVertexBuffer(0, currentModel.VertexBuffer);
bgfx::setIndexBuffer(currentModel.IndexBuffer); bgfx::setIndexBuffer(currentModel.IndexBuffer);
bgfx::setState(currentMaterial.State); bgfx::setState(currentMaterial.State);
@@ -79,7 +84,6 @@ namespace Game
needReset |= PuzzleTiles.Setup(storagePtr, needReset); needReset |= PuzzleTiles.Setup(storagePtr, needReset);
needReset |= UIQuads.Setup(storagePtr, needReset); needReset |= UIQuads.Setup(storagePtr, needReset);
UIQuads.IsEnabled = false;
Tests.IsEnabled = false; Tests.IsEnabled = false;
Cubes.IsEnabled = false; Cubes.IsEnabled = false;
@@ -269,6 +273,8 @@ namespace Game
bgfx::setViewTransform(viewId, player.PlayerCamTransform.M.M, proj); bgfx::setViewTransform(viewId, player.PlayerCamTransform.M.M, proj);
} }
bgfx::touch(viewId);
Cubes.Render(models, materials); Cubes.Render(models, materials);
Tests.Render(models, materials); Tests.Render(models, materials);
PuzzleTiles.Render(models, materials); PuzzleTiles.Render(models, materials);
@@ -277,7 +283,7 @@ namespace Game
void Cube::Setup() void Cube::Setup()
{ {
EData.MaterialHandle = 0; EData.MaterialHandle = EMaterial::Default;
EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/cube.gltf"); EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/cube.gltf");
} }
@@ -300,7 +306,7 @@ namespace Game
void TestEntity::Setup() void TestEntity::Setup()
{ {
EData.MaterialHandle = 0; EData.MaterialHandle = EMaterial::Default;
EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/zurg.gltf"); EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/zurg.gltf");
EData.Transform.Position = {0.0f, 0.0f, 0.0f}; EData.Transform.Position = {0.0f, 0.0f, 0.0f};
@@ -313,8 +319,11 @@ namespace Game
{ {
TileHandles[i] = level.PuzzleTiles.New(); TileHandles[i] = level.PuzzleTiles.New();
auto& tile = level.PuzzleTiles.Get(TileHandles[i]); auto& tile = level.PuzzleTiles.Get(TileHandles[i]);
tile.EData.MaterialHandle = 0; tile.EData.MaterialHandle = EMaterial::Default;
UIPlacedCards[i] = level.UIQuads.New(); UIPlacedCards[i] = level.UIQuads.New();
auto& quad = level.UIQuads.Get(UIPlacedCards[i]);
quad.EData.ModelH = GameRendering::Get().GetModelHandleFromPath("models/plane.glb");
quad.EData.MaterialHandle = EMaterial::Default;
} }
IsSetup = true; IsSetup = true;
LOG("finished setup!"); LOG("finished setup!");
@@ -352,8 +361,9 @@ namespace Game
tile.EData.Transform.SetPosition(cardPos); tile.EData.Transform.SetPosition(cardPos);
bx::mtxRotateY(tile.EData.Transform.Rotation.M, card.Rotation * bx::kPi * 0.5f); bx::mtxRotateY(tile.EData.Transform.Rotation.M, card.Rotation * bx::kPi * 0.5f);
Vec3 fw = {0, -1, 0}; Vec3 fw = {0, 0, 0};
quad.EData.Transform.SetPosition(fw); Vec3 pos = {camTransform.Position.x, camTransform.Position.y, camTransform.Position.z};
quad.EData.Transform.SetPosition(pos);
quad.EData.Transform.Rotation = {}; quad.EData.Transform.Rotation = {};
} }
} }

View File

@@ -20,7 +20,7 @@ namespace Game
Vec4 TestColor{1.0f, 1.0f, 1.0f, 1.0f}; Vec4 TestColor{1.0f, 1.0f, 1.0f, 1.0f};
Vec4 BaseColor{0.0f, 0.0f, 0.0f, 1.0f}; Vec4 BaseColor{0.0f, 0.0f, 0.0f, 1.0f};
Transform Transform; Transform Transform;
uint16_t MaterialHandle = UINT16_MAX; EMaterial MaterialHandle = EMaterial::UNDEFINED;
Generated::ModelHandle ModelH; Generated::ModelHandle ModelH;
bool Visible = true; bool Visible = true;

View File

@@ -143,7 +143,7 @@ namespace Game
if (LoadMesh(mod, fullPath.getCPtr(), modelFileIsBinary[i])) if (LoadMesh(mod, fullPath.getCPtr(), modelFileIsBinary[i]))
{ {
mod.Handle.Asset.Idx = CrcPath(fullPath.getCPtr()); mod.Handle.Asset.Idx = CrcPath(fullPath.getCPtr());
mod.Handle.ModelIdx = inst.DebugData.AssetCount; mod.Handle.ModelIdx = writeI;
if (inst.DebugData.AssetCount < inst.DebugData.MaxAssets) if (inst.DebugData.AssetCount < inst.DebugData.MaxAssets)
{ {
inst.DebugData.AssetHandles[inst.DebugData.AssetCount] = mod.Handle.Asset; inst.DebugData.AssetHandles[inst.DebugData.AssetCount] = mod.Handle.Asset;

View File

@@ -9,6 +9,7 @@
#include "SDL3/SDL_events.h" #include "SDL3/SDL_events.h"
#include "backends/imgui_impl_sdl3.h" #include "backends/imgui_impl_sdl3.h"
#include "bgfx/defines.h" #include "bgfx/defines.h"
#include "bgfx/platform.h"
#include "bx/bx.h" #include "bx/bx.h"
#include "bx/constants.h" #include "bx/constants.h"
#include "bx/filepath.h" #include "bx/filepath.h"
@@ -343,7 +344,7 @@ namespace Game
bgfx::Init init; bgfx::Init init;
init.type = bgfx::RendererType::Direct3D12; init.type = bgfx::RendererType::Direct3D12;
#ifdef _DEBUG #ifdef _DEBUG
// init.debug = true; init.debug = true;
#endif #endif
init.platformData.nwh = shared.Window.Handle; init.platformData.nwh = shared.Window.Handle;
init.platformData.ndt = nullptr; init.platformData.ndt = nullptr;
@@ -375,7 +376,7 @@ namespace Game
Textures[0].SamplerHandle = DefaultSampler; Textures[0].SamplerHandle = DefaultSampler;
LoadModels(Models, ModelCount); LoadModels(Models, ModelCount);
Materials[0] = Materials[(uint16_t)EMaterial::Default] =
Material::LoadFromShader("vert", "frag", MainViewID, Textures[0].Handle, Textures[0].SamplerHandle); Material::LoadFromShader("vert", "frag", MainViewID, Textures[0].Handle, Textures[0].SamplerHandle);
imguiCreate(); imguiCreate();
SetImguiStyle(); SetImguiStyle();
@@ -448,7 +449,7 @@ namespace Game
bgfx::ProgramHandle newProgram = bgfx::createProgram(vertexShader, fragmentShader, true); bgfx::ProgramHandle newProgram = bgfx::createProgram(vertexShader, fragmentShader, true);
if (isValid(newProgram)) if (isValid(newProgram))
{ {
Materials[0].Shader = newProgram; Materials[(uint16_t)EMaterial::Default].Shader = newProgram;
LastShaderLoadTime = GetInstance().Time.Now; LastShaderLoadTime = GetInstance().Time.Now;
} }
else else
@@ -741,6 +742,7 @@ namespace Game
return Models[i].Handle; return Models[i].Handle;
} }
} }
LOG_WARN("Failed to find model for path %s", path);
return {}; return {};
} }

View File

@@ -88,6 +88,13 @@ namespace Game
ImTextureID PreviewID = 0; ImTextureID PreviewID = 0;
}; };
enum class EMaterial : uint16_t
{
Default = 0,
UI = 1,
UNDEFINED = UINT16_MAX
};
class GameRendering class GameRendering
{ {
public: public: