broken lighting
This commit is contained in:
5
.idea/runConfigurations/debug.xml
generated
5
.idea/runConfigurations/debug.xml
generated
@@ -8,6 +8,9 @@
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<option name="backtrace" value="FULL" />
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<option name="backtrace" value="FULL" />
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<option name="workingDirectory" value="file://$PROJECT_DIR$" />
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<option name="workingDirectory" value="file://$PROJECT_DIR$" />
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<envs />
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<envs />
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<method v="2" />
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<method v="2">
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<option name="RunConfigurationTask" enabled="true" run_configuration_name="D:\Code\rust-engine\build\quick-clean.ps1" run_configuration_type="PowerShellRunType" />
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<option name="CARGO.BUILD_TASK_PROVIDER" enabled="true" />
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</method>
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</configuration>
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</configuration>
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</component>
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</component>
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2
build/quick-clean.ps1
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2
build/quick-clean.ps1
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@@ -0,0 +1,2 @@
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rm ..\target\debug\deps\rust-engine*
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rm ..\target\debug\deps\rust_engine*
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@@ -4,9 +4,28 @@
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layout(binding = 1) uniform sampler2D tex;
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layout(binding = 1) uniform sampler2D tex;
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layout(location = 0) in vec2 tex_coords;
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layout(location = 0) in vec2 tex_coords;
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layout(location = 1) in vec3 normal_cam;
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layout(location = 2) in vec3 position_cam;
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layout(location = 3) in vec3 light_direction_cam;
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layout(location = 0) out vec4 out_color;
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layout(location = 0) out vec4 out_color;
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void main() {
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void main() {
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out_color = texture(tex, tex_coords);
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vec3 normal_cam_u = normalize(normal_cam);
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vec3 light_direction_cam_u = normalize(light_direction_cam);
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float ambient_strength = 0.1;
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vec3 light_color = vec3(1.0, 1.0, 1.0);
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vec3 ambient_color = ambient_strength * light_color;
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float diffuse_strength = max(0.0, dot(normal_cam_u, light_direction_cam_u));
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vec3 diffuse_color = diffuse_strength * light_color;
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// float specular_value = 1.0;
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// vec3 view_direction = normalize(position_cam);
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// vec3 reflect_direction = reflect(-light_direction_cam_nm, normal_cam_nm);
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// float specular_strength = pow(max(dot(view_direction, reflect_direction), 0.0), 32);
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// vec3 specular_color = specular_value * specular_strength * light_color;
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out_color = vec4(ambient_color + diffuse_color, 1.0) * texture(tex, tex_coords);
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}
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}
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@@ -1,20 +1,25 @@
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#version 450
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#version 450
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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layout(push_constant) uniform PushConstants {
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mat4 model;
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} push;
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layout(binding = 0) uniform ObjectUniformData {
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layout(binding = 0) uniform ObjectUniformData {
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mat4 view;
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mat4 view;
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mat4 projection;
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mat4 projection;
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float time;
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float time;
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vec3 light_position;
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} ubo;
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} ubo;
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layout(location = 0) in vec3 position;
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layout(location = 0) in vec3 position;
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layout(location = 1) in vec2 uv;
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layout(location = 1) in vec2 uv;
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layout(location = 2) in vec3 normal;
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layout(location = 0) out vec2 tex_coords;
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layout(location = 0) out vec2 tex_coords;
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layout(location = 1) out vec3 normal_cam;
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layout(push_constant) uniform PushConstants {
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layout(location = 2) out vec3 position_cam;
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mat4 model;
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layout(location = 3) out vec3 light_direction_cam;
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} push;
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out gl_PerVertex {
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out gl_PerVertex {
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vec4 gl_Position;
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vec4 gl_Position;
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@@ -23,4 +28,11 @@ out gl_PerVertex {
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void main() {
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void main() {
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gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
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gl_Position = ubo.projection * ubo.view * push.model * vec4(position, 1.0);
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tex_coords = uv;
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tex_coords = uv;
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position_cam = vec3(ubo.view * push.model * vec4(position, 1.0));
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// TODO: use inverse transpose so this doesn't break when scaling
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normal_cam = vec3(ubo.view * push.model * vec4(normal, 1.0));
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vec3 light_position_cam = vec3(ubo.view * vec4(ubo.light_position, 1.0));
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light_direction_cam = light_position_cam - position_cam;
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}
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}
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@@ -13,10 +13,10 @@ impl GameObject {
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GameObject { mesh_index: mesh, texture_index, model_matrix: Matrix4::identity() }
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GameObject { mesh_index: mesh, texture_index, model_matrix: Matrix4::identity() }
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}
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}
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pub fn set_position(&mut self, x: f32, y: f32, z: f32) {
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pub fn set_position(&mut self, pos: (f32, f32, f32)) {
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self.model_matrix.w.x = x;
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self.model_matrix.w.x = pos.0;
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self.model_matrix.w.y = y;
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self.model_matrix.w.y = pos.1;
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self.model_matrix.w.z = z;
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self.model_matrix.w.z = pos.2;
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}
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}
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pub fn get_position(&self) -> Vector3<f32> {
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pub fn get_position(&self) -> Vector3<f32> {
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17
src/main.rs
17
src/main.rs
@@ -1,4 +1,4 @@
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use cgmath::{Deg, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, Vector3};
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use cgmath::{Deg, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, Vector3, vec3, Vector4};
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use winit::event::Event;
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use winit::event::Event;
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use crate::config::LogConfig;
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use crate::config::LogConfig;
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@@ -53,6 +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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println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
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}
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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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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 = 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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self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
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self.cam_position += self.cam_rotation.invert().rotate_vector(Vector3::new(
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self.cam_position += self.cam_rotation.invert().rotate_vector(Vector3::new(
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@@ -82,19 +85,27 @@ impl Game for TestGame {
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view: view.into(),
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view: view.into(),
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projection: proj.into(),
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projection: proj.into(),
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time,
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time,
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light_position: light_pos.into(),
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_dummy0: [0; 12],
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}
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}
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}
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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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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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}
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impl TestGame {
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impl TestGame {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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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/box.gltf.glb");
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self.load_gltf(renderer, "models/sphere.glb");
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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, 0, 0);
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cube.get_game_object(renderer).unwrap().set_position(0.0, 2.0, 0.0);
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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, 1, 0);
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sphere.get_game_object(renderer).unwrap().set_position(2.0, 0.0, 0.0);
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sphere.get_game_object(renderer).unwrap().set_position((0.0, 0.0, 0.0));
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println!("Game loaded!");
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println!("Game loaded!");
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}
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}
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@@ -1,7 +1,7 @@
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use std::sync::Arc;
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use std::sync::Arc;
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use std::time::SystemTime;
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use std::time::SystemTime;
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use cgmath::{Matrix4, SquareMatrix};
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use cgmath::{Matrix4, SquareMatrix, vec3};
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use image::{ImageBuffer, ImageFormat, Rgb, Rgba};
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use image::{ImageBuffer, ImageFormat, Rgb, Rgba};
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use image::buffer::ConvertBuffer;
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use image::buffer::ConvertBuffer;
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
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use vulkano::buffer::{BufferUsage, CpuAccessibleBuffer};
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@@ -276,7 +276,13 @@ impl VulkanRenderer {
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let framebuffers = window_size_dependent_setup(device.clone(), &images, render_pass.clone(), &mut dynamic_state);
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let framebuffers = window_size_dependent_setup(device.clone(), &images, render_pass.clone(), &mut dynamic_state);
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let mut uniform_buffers = Vec::new();
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let mut uniform_buffers = Vec::new();
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let uniform_buffer = vs::ty::ObjectUniformData { view: Matrix4::identity().into(), projection: Matrix4::identity().into(), time: 0.0 };
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let uniform_buffer = vs::ty::ObjectUniformData {
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view: Matrix4::identity().into(),
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projection: Matrix4::identity().into(),
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time: 0.0,
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light_position: vec3(0.0, 0.0, 0.0).into(),
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_dummy0: [0; 12],
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};
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for _ in 0..swapchain.num_images() {
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for _ in 0..swapchain.num_images() {
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uniform_buffers.push(CpuAccessibleBuffer::from_data(
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uniform_buffers.push(CpuAccessibleBuffer::from_data(
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