Load multiple textures
This commit is contained in:
21
.vscode/launch.json
vendored
21
.vscode/launch.json
vendored
@@ -7,7 +7,7 @@
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{
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"type": "lldb",
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"request": "launch",
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"name": "Debug executable 'rust-engine'",
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"name": "engine - debug",
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"cargo": {
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"args": [
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"build",
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@@ -22,6 +22,25 @@
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"args": [],
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"cwd": "${workspaceFolder}"
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},
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{
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"type": "lldb",
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"request": "launch",
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"name": "engine - release",
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"cargo": {
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"args": [
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"build",
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"--bin=rust-engine",
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"--package=rust-engine",
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"--release"
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],
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"filter": {
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"name": "rust-engine",
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"kind": "bin"
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}
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},
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"args": [],
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"cwd": "${workspaceFolder}"
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},
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{
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"type": "lldb",
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"request": "launch",
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@@ -16,3 +16,6 @@ serde_derive = "1.0.114"
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toml = "0.5.6"
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gilrs = "0.7.4"
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gltf = "0.15.2"
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[profile.dev.package."*"]
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opt-level = 3
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Binary file not shown.
BIN
models/plane.glb
BIN
models/plane.glb
Binary file not shown.
@@ -9,7 +9,8 @@ layout(binding = 0) uniform ObjectUniformData {
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vec3 camera_position;
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} ubo;
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layout(binding = 1) uniform sampler2D tex;
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layout(binding = 1) uniform sampler2D diffuse_tex;
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layout(binding = 2) uniform sampler2D normal_tex;
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layout(location = 0) in vec2 tex_coords;
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layout(location = 1) in vec3 normal_wld;
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@@ -18,7 +19,9 @@ layout(location = 2) in vec3 position_wld;
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layout(location = 0) out vec4 out_color;
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void main() {
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vec3 normal_cam_u = normalize(normal_wld);
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// vec3 normal_cam_u = normalize(normal_wld); // TODO
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vec3 normal_cam_u = texture(normal_tex, tex_coords).rgb;
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normal_cam_u = normalize(normal_cam_u * 2.0 - 1.0);
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vec3 light_direction_cam_u = normalize(ubo.light_position - position_wld);
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float ambient_strength = 0.1;
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@@ -35,5 +38,5 @@ void main() {
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float specular_strength = pow(max(dot(reflect_direction, view_direction), 0.0), 64);
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vec3 specular_color = specular_value * specular_strength * light_color;
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out_color = vec4(ambient_color + diffuse_color + specular_color, 1.0) * texture(tex, tex_coords);
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out_color = vec4(ambient_color + diffuse_color + specular_color, 1.0) * texture(diffuse_tex, tex_coords);
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}
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@@ -11,7 +11,6 @@ layout(binding = 0) uniform ObjectUniformData {
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float time;
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vec3 light_position;
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vec3 camera_position;
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} ubo;
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layout(location = 0) in vec3 position;
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@@ -1,5 +1,5 @@
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use std::sync::Arc;
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use crate::vulkan::RendererDescriptorSets;
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use crate::vulkan::{RendererDescriptorSets, TextureHandle};
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use cgmath::{Matrix4, Vector3, Quaternion, Euler, Deg};
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use crate::vulkan::{MeshHandle, VulkanRenderer};
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use crate::input::InputState;
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@@ -7,7 +7,8 @@ use crate::input::InputState;
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#[derive(Clone)]
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pub struct GameObject {
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pub mesh_index: usize,
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pub texture_index: usize,
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pub texture_index: TextureHandle,
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pub normal_map_index: TextureHandle,
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pub position: Vector3<f32>,
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pub rotation: Quaternion<f32>,
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pub scale: Vector3<f32>,
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@@ -16,8 +17,8 @@ pub struct GameObject {
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}
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impl GameObject {
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pub fn new(mesh: MeshHandle, texture_index: usize) -> GameObject {
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GameObject { mesh_index: mesh, texture_index, position: Vector3::new(0.0, 0.0, 0.0),
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pub fn new(mesh: MeshHandle) -> GameObject {
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GameObject { mesh_index: mesh.index, texture_index: mesh.diffuse_handle, normal_map_index: mesh.normal_handle, position: Vector3::new(0.0, 0.0, 0.0),
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rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![],
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descriptor_sets: vec![] }
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}
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39
src/main.rs
39
src/main.rs
@@ -1,13 +1,12 @@
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use crate::vulkan::TextureHandle;
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use crate::player::{Player};
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use cgmath::{Matrix4, Vector3, vec3, Vector4};
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use cgmath::{Matrix4, vec3, Vector3, Vector4};
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use winit::event::Event;
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use crate::config::LogConfig;
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use crate::gameobject::{GameObject, GameObjectHandle, Updatable};
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use crate::input::InputState;
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use crate::player::Player;
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use crate::vulkan::{Game, LinePoint, MeshHandle, VulkanRenderer};
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use crate::vulkan::vs::ty::ObjectUniformData;
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use crate::gameobject::{GameObject, GameObjectHandle, Updatable};
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mod vulkan;
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mod input;
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@@ -19,7 +18,7 @@ mod player;
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struct TestGame {
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input: InputState,
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player: Player,
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meshes: Vec<(MeshHandle, TextureHandle)>,
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meshes: Vec<MeshHandle>,
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game_objects: Vec<GameObjectHandle>,
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log_config: LogConfig,
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texture_index_counter: usize,
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@@ -117,6 +116,13 @@ impl TestGame {
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println!("Game loaded!");
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}
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fn offset_texture_id(&mut self, local_tex_id: Option<usize>) -> usize {
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match local_tex_id {
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Some(local_id) => local_id + self.texture_index_counter,
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None => 0,
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}
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}
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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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@@ -125,23 +131,23 @@ impl TestGame {
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for cpu_mesh in meshes.into_iter() {
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// Convert file texture id to game texture id
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let id = match cpu_mesh.texture_index {
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Some(local_tex_id) => local_tex_id + self.texture_index_counter,
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None => 0,
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};
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if cpu_mesh.texture_index.is_some() {
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self.texture_index_counter += 1;
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}
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let diffuse_id = self.offset_texture_id(cpu_mesh.local_texture_index);
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let normal_id = self.offset_texture_id(cpu_mesh.local_normal_map_index);
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// Upload mesh
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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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let mesh_id = renderer.upload_mesh(cpu_mesh);
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let mesh_handle = MeshHandle {
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index: mesh_id,
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diffuse_handle: diffuse_id,
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normal_handle: normal_id,
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};
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self.meshes.push(mesh_handle);
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mesh_handles.push(mesh_handle);
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}
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// TODO: this assumes each texture is actually used in a mesh above
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textures.iter().for_each(|tex| {
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renderer.upload_texture(tex);
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self.texture_index_counter += 1;
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});
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mesh_handles
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}
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@@ -152,8 +158,7 @@ impl TestGame {
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}
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fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle) -> &mut GameObjectHandle {
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let (mesh_id, mesh_texture_id) = self.meshes[mesh];
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let obj = GameObject::new(mesh_id, mesh_texture_id);
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let obj = GameObject::new(mesh);
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let obj_handle = renderer.add_game_object(obj);
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self.game_objects.push(obj_handle);
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self.game_objects.last_mut().unwrap()
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@@ -28,7 +28,8 @@ impl From<String> for LoadError {
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pub struct CPUMesh {
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pub vertices: Vec<Vertex>,
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pub indices: Vec<u32>,
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pub texture_index: Option<usize>,
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pub local_texture_index: Option<usize>,
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pub local_normal_map_index: Option<usize>,
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pub name: Option<String>,
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}
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@@ -49,6 +50,7 @@ pub fn load_mesh(mesh_path: &str, print_status: bool) -> Result<(Vec<CPUMesh>, V
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for mesh in document.meshes() {
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for primitive in mesh.primitives() {
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let texture_index = primitive.material().pbr_metallic_roughness().base_color_texture().map(|tex_info| tex_info.texture().index());
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let normal_map_index = primitive.material().normal_texture().map(|tex_info| tex_info.texture().index());
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let reader = primitive.reader(|buffer| Some(&buffers[buffer.index()]));
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let indices = reader.read_indices().ok_or(NoIndices)?;
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@@ -57,7 +59,8 @@ pub fn load_mesh(mesh_path: &str, print_status: bool) -> Result<(Vec<CPUMesh>, V
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let cpu_mesh = CPUMesh {
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vertices,
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indices: indices.into_u32().collect(),
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texture_index,
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local_texture_index: texture_index,
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local_normal_map_index: normal_map_index,
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name: mesh.name().map(|n| n.to_owned()),
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};
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if print_status {
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@@ -34,7 +34,6 @@ use crate::mesh::CPUMesh;
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use crate::gameobject::{GameObject, GameObjectHandle};
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const VALIDATION_LAYERS: &[&str] = &[
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"VK_LAYER_LUNARG_standard_validation"
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];
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#[derive(Default, Debug, Clone)]
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@@ -65,7 +64,13 @@ pub struct Mesh {
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index_buffer: Arc<CpuAccessibleBuffer<[u32]>>,
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}
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pub(crate) type MeshHandle = usize;
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#[derive(Debug, Copy, Clone)]
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pub struct MeshHandle {
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pub index: usize,
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pub diffuse_handle: TextureHandle,
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pub normal_handle: TextureHandle,
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}
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pub(crate) type TextureHandle = usize;
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pub struct GameData {
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@@ -437,7 +442,7 @@ impl VulkanRenderer {
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};
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}
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pub fn upload_mesh(self: &mut Self, mesh: CPUMesh) -> MeshHandle {
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pub fn upload_mesh(self: &mut Self, mesh: CPUMesh) -> usize {
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let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, mesh.vertices.into_iter()).unwrap();
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let index_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::index_buffer(), false, mesh.indices.into_iter()).unwrap();
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self.game_data.meshes.push(Mesh { vertex_buffer, index_buffer });
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@@ -463,11 +468,14 @@ impl VulkanRenderer {
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pub fn add_game_object(self: &mut Self, mut game_object: GameObject) -> GameObjectHandle {
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let descriptor_set_layout = self.pipeline.descriptor_set_layout(0).unwrap().clone();
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println!("Diff: {:?}, Norm: {:?}", game_object.texture_index, game_object.normal_map_index);
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let descriptor_sets = self.uniform_buffers.iter().map(|uniform_buffer| {
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let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
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let result: Arc<RendererDescriptorSets> = Arc::new(builder
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.add_buffer(uniform_buffer.clone()).unwrap()
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.add_sampled_image(self.game_data.textures[game_object.texture_index].clone(), self.sampler.clone()).unwrap()
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.add_sampled_image(self.game_data.textures[game_object.normal_map_index].clone(), self.sampler.clone()).unwrap()
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.build().unwrap());
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result
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}).collect();
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