better lighting
This commit is contained in:
29
src/main.rs
29
src/main.rs
@@ -53,8 +53,9 @@ impl Game for TestGame {
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println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
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}
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let light_pos = vec3(f32::sin(time) * 10.0, f32::cos(time) * 10.0, 0.0);
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self.game_objects[0].get_game_object(renderer).unwrap().set_position(light_pos.into());
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let light_pos = vec3(f32::sin(time) * 2.0 + 2.0, f32::cos(time) * 2.0 + 2.0, 2.0);
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self.game_objects[2].get_game_object(renderer).unwrap().set_position(light_pos.into());
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self.cam_rotation = self.cam_rotation * Quaternion::from_angle_y(Deg(self.input.get_axis("look_horizontal") * 0.05));
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self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
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@@ -63,7 +64,6 @@ impl Game for TestGame {
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0.0,
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self.input.get_axis("move_forward") * 0.05));
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// Move game objects
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let view = Matrix4::from(self.cam_rotation) * Matrix4::from_translation(self.cam_position);
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let mut proj = cgmath::perspective(
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@@ -72,7 +72,6 @@ impl Game for TestGame {
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0.1,
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100.0
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);
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proj.y.y *= -1.0;
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renderer.game_data.line_push_constants.view = view.into();
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@@ -86,12 +85,14 @@ impl Game for TestGame {
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projection: proj.into(),
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time,
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light_position: light_pos.into(),
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camera_position: self.cam_position.into(),
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_dummy0: [0; 12],
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_dummy1: [0; 4],
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}
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}
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}
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fn matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f32> {
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fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f32> {
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let v4 = Vector4::new(vector.x, vector.y, vector.z, 1.0);
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let out = matrix * v4;
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Vector3::new(out.x, out.y, out.z)
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@@ -99,17 +100,20 @@ fn matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f3
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impl TestGame {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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self.load_gltf(renderer, "models/box.gltf.glb");
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self.load_gltf(renderer, "models/sphere.glb");
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let cube_meshes = self.load_gltf(renderer, "models/box.gltf.glb");
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let sphere_meshes = self.load_gltf(renderer, "models/sphere.glb");
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let cube = self.add_game_object(renderer, 0, 0);
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let cube = self.add_game_object(renderer, *cube_meshes.first().unwrap(), 0);
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cube.get_game_object(renderer).unwrap().set_position((3.0, 4.0, 5.0));
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let sphere = self.add_game_object(renderer, 1, 0);
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let sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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sphere.get_game_object(renderer).unwrap().set_position((0.0, 0.0, 0.0));
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let light_sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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light_sphere.get_game_object(renderer).unwrap().set_scale((0.1, 0.1, 0.1));
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println!("Game loaded!");
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}
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fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) {
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fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) -> Vec<MeshHandle> {
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let mut mesh_handles = Vec::new();
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let (meshes, textures) = mesh::load_mesh(gltf_path, self.log_config.mesh_load_info).unwrap();
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for cpu_mesh in meshes.into_iter() {
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let id = match cpu_mesh.texture_index {
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@@ -117,9 +121,12 @@ impl TestGame {
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None => 0,
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};
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self.texture_index_counter += 1;
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self.meshes.push((renderer.upload_mesh(cpu_mesh), id));
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let mesh_handle = renderer.upload_mesh(cpu_mesh);
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self.meshes.push((mesh_handle, id));
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mesh_handles.push(mesh_handle);
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}
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textures.iter().for_each(|tex| renderer.upload_texture(tex));
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mesh_handles
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}
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fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle, texture_index: usize) -> &mut GameObjectHandle {
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