Different textures per object
This commit is contained in:
54
src/main.rs
54
src/main.rs
@@ -1,5 +1,6 @@
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use crate::player::{Camera, Player};
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use cgmath::{Deg, Matrix4, Quaternion, Rotation, Rotation3, Vector3, vec3, Vector4};
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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 winit::event::Event;
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use crate::config::LogConfig;
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@@ -18,13 +19,12 @@ 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, usize)>,
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meshes: Vec<(MeshHandle, TextureHandle)>,
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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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last_time: f32,
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components: Vec<Box<dyn Updatable>>,
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show_grid: bool,
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}
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impl TestGame {
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@@ -38,7 +38,6 @@ impl TestGame {
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texture_index_counter: 1,
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last_time: 0.0,
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components: vec![],
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show_grid: false,
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}
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}
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}
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@@ -79,9 +78,7 @@ impl Game for TestGame {
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}
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// Custom game object stuff
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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().position = light_pos;
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let light_pos = self.player.camera.position * -1.0;
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self.player.update(frame_time, input, renderer);
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// End frame
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@@ -108,20 +105,13 @@ fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f
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impl TestGame {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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let cube_meshes = self.load_gltf(renderer, "models/box.glb");
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let sphere_meshes = self.load_gltf(renderer, "models/sphere.glb");
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let plane_meshes = self.load_gltf(renderer, "models/plane.glb");
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let cube = self.add_game_object(renderer, *cube_meshes.first().unwrap(), 0);
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let cube = self.add_from_gltf(renderer, "models/box.glb");
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cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0);
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let sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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let sphere = self.add_from_gltf(renderer, "models/sphere.glb");
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sphere.get_game_object(renderer).unwrap().position = vec3(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().scale = vec3(0.1, 0.1, 0.1);
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let plane = self.add_game_object(renderer, *plane_meshes.first().unwrap(), 0);
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let plane = self.add_from_gltf(renderer, "models/plane.glb");
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plane.get_game_object(renderer).unwrap().position = vec3(0.0, -1.0, 0.0);
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println!("Game loaded!");
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@@ -129,23 +119,41 @@ impl TestGame {
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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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// Load file
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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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// Convert file texture id to game texture id
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let id = match cpu_mesh.texture_index {
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Some(tex_id) => tex_id + self.texture_index_counter,
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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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self.texture_index_counter += 1;
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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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// 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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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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// 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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});
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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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let obj = GameObject::new(mesh, texture_index);
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fn add_from_gltf(&mut self, renderer: &mut VulkanRenderer, path: &str) -> &mut GameObjectHandle {
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let meshes = self.load_gltf(renderer, path);
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self.add_game_object(renderer, *meshes.first().unwrap())
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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_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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