Select stuff (hit detection is still off)

This commit is contained in:
2021-03-19 02:43:28 +01:00
parent 02f39453ac
commit ff80f7b9aa
8 changed files with 43 additions and 14 deletions

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@@ -1,6 +1,11 @@
#version 450 #version 450
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
layout(push_constant) uniform PushConstants {
mat4 model;
bool is_selected;
} push;
layout(binding = 0) uniform ObjectUniformData { layout(binding = 0) uniform ObjectUniformData {
mat4 view; mat4 view;
mat4 projection; mat4 projection;
@@ -42,4 +47,7 @@ void main() {
vec3 specular_color = specular_value * specular_strength * light_color; vec3 specular_color = specular_value * specular_strength * light_color;
out_color = vec4(ambient_color + diffuse_color + specular_color, 1.0) * texture(diffuse_tex, tex_coords); out_color = vec4(ambient_color + diffuse_color + specular_color, 1.0) * texture(diffuse_tex, tex_coords);
if (push.is_selected) {
out_color = mix(out_color, vec4(0.5, 0.5, 0.0, 1.0), 0.1);
}
} }

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@@ -3,6 +3,7 @@
layout(push_constant) uniform PushConstants { layout(push_constant) uniform PushConstants {
mat4 model; mat4 model;
bool is_selected;
} push; } push;
layout(binding = 0) uniform ObjectUniformData { layout(binding = 0) uniform ObjectUniformData {

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@@ -1,4 +1,5 @@
use cgmath::{Deg, InnerSpace, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, SquareMatrix, Vector3, vec3, vec4}; use cgmath::{Deg, InnerSpace, Matrix4, One, Quaternion, Rad, Rotation, Rotation3, SquareMatrix, Vector3, vec3, vec4};
use mgf::Intersection;
use crate::game::player::PlayerMovementMode::{FirstPerson, Flying}; use crate::game::player::PlayerMovementMode::{FirstPerson, Flying};
@@ -117,11 +118,26 @@ impl Updatable for Player {
let ray_direction = self.camera.viewport_pos_to_ray(input.mouse_position, renderer.game_data.dimensions).unwrap(); let ray_direction = self.camera.viewport_pos_to_ray(input.mouse_position, renderer.game_data.dimensions).unwrap();
let ray_origin: [f32; 3] = self.camera.position.into(); let ray_origin: [f32; 3] = self.camera.position.into();
let ray = mgf::Ray::new(ray_origin.into(), ray_direction); let ray = mgf::Ray::new(ray_origin.into(), ray_direction);
println!("Ray: {:?}", ray);
let collision_mesh = &renderer.game_data.meshes[renderer.game_data.game_objects[0].mesh_index].collision_mesh; let mut shortest_hit: Option<(usize, Intersection)> = None;
collision_mesh.bvh.raytrace(&ray, |v, is| { let mut shortest_hit_distance: f32 = f32::MAX;
println!("v: {:?}, is: {:?}", v, is);
}); for i in 0..renderer.game_data.game_objects.len() {
let obj = &renderer.game_data.game_objects[i];
let collision_mesh = &renderer.game_data.meshes[obj.mesh_index].collision_mesh;
collision_mesh.bvh.raytrace(&ray, |_, is| {
if is.t < shortest_hit_distance {
shortest_hit = Some((i, is));
shortest_hit_distance = is.t;
}
});
}
if let Some((obj_index, intersection)) = shortest_hit {
let obj = &mut renderer.game_data.game_objects[obj_index];
obj.is_selected = !obj.is_selected;
println!("Hit: {:?}, {:?}", obj.mesh_index, intersection);
}
} }
// Rotation // Rotation

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@@ -6,6 +6,8 @@ use crate::input::InputState;
use crate::vulkan::{RendererDescriptorSets, TextureHandle}; use crate::vulkan::{RendererDescriptorSets, TextureHandle};
use crate::vulkan::{MeshHandle, VulkanRenderer}; use crate::vulkan::{MeshHandle, VulkanRenderer};
use super::pipelines::vs;
#[derive(Clone)] #[derive(Clone)]
pub struct GameObject { pub struct GameObject {
pub mesh_index: usize, pub mesh_index: usize,
@@ -15,14 +17,15 @@ pub struct GameObject {
pub rotation: Quaternion<f32>, pub rotation: Quaternion<f32>,
pub scale: Vector3<f32>, pub scale: Vector3<f32>,
pub children: Vec<GameObject>, pub children: Vec<GameObject>,
pub descriptor_sets: Vec<Arc<RendererDescriptorSets>> pub descriptor_sets: Vec<Arc<RendererDescriptorSets>>,
pub is_selected: bool
} }
impl GameObject { impl GameObject {
pub fn new(mesh: MeshHandle) -> GameObject { pub fn new(mesh: MeshHandle) -> GameObject {
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), 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),
rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![], rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![],
descriptor_sets: vec![] } descriptor_sets: vec![], is_selected: false }
} }
pub fn _set_position(&mut self, x: f32, y: f32, z: f32) { pub fn _set_position(&mut self, x: f32, y: f32, z: f32) {
@@ -51,6 +54,13 @@ impl GameObject {
self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z))); self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z)));
} }
pub fn get_push_constants(&self) -> vs::ty::PushConstants {
vs::ty::PushConstants {
model: self.get_model_matrix().into(),
is_selected: if self.is_selected { 0 } else { 1 },
}
}
pub fn get_model_matrix(&self) -> Matrix4<f32> { pub fn get_model_matrix(&self) -> Matrix4<f32> {
let translation = Matrix4::from_translation(self.position); let translation = Matrix4::from_translation(self.position);
let rotation: Matrix4<f32> = self.rotation.into(); let rotation: Matrix4<f32> = self.rotation.into();

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@@ -27,7 +27,6 @@ use pipelines::{Drawcall, LineShader};
use pipelines::line_vs::ty::LinePushConstants; use pipelines::line_vs::ty::LinePushConstants;
use pipelines::DefaultShader; use pipelines::DefaultShader;
use pipelines::vs; use pipelines::vs;
use pipelines::vs::ty::PushConstants;
use crate::config::RenderConfig; use crate::config::RenderConfig;
use crate::vulkan::gameobject::{GameObject, GameObjectHandle}; use crate::vulkan::gameobject::{GameObject, GameObjectHandle};
@@ -91,7 +90,6 @@ pub struct Texture {
pub struct GameData { pub struct GameData {
pub start_time: SystemTime, pub start_time: SystemTime,
pub line_vertices: Vec<LinePoint>, pub line_vertices: Vec<LinePoint>,
pub push_constants: PushConstants,
pub line_push_constants: LinePushConstants, pub line_push_constants: LinePushConstants,
pub recreate_pipeline: bool, pub recreate_pipeline: bool,
pub dimensions: [u32; 2], pub dimensions: [u32; 2],
@@ -126,9 +124,6 @@ impl VulkanRenderer {
pub fn init(line_vertices: Vec<LinePoint>, enable_validation_layers: bool, render_config: RenderConfig) -> (VulkanRenderer, EventLoop<()>) { pub fn init(line_vertices: Vec<LinePoint>, enable_validation_layers: bool, render_config: RenderConfig) -> (VulkanRenderer, EventLoop<()>) {
// Create empty game data struct to be filled // Create empty game data struct to be filled
let mut data = GameData { let mut data = GameData {
push_constants: PushConstants {
model: Matrix4::identity().into(),
},
line_push_constants: LinePushConstants { line_push_constants: LinePushConstants {
model: Matrix4::identity().into(), model: Matrix4::identity().into(),
view: Matrix4::identity().into(), view: Matrix4::identity().into(),

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@@ -140,8 +140,7 @@ impl Drawcall for DefaultShader {
for i in 0..game_data.game_objects.len() { for i in 0..game_data.game_objects.len() {
let game_object = &game_data.game_objects[i]; let game_object = &game_data.game_objects[i];
let mesh = &game_data.meshes[game_object.mesh_index]; let mesh = &game_data.meshes[game_object.mesh_index];
let mut push_constants = game_data.push_constants.clone(); let push_constants = game_object.get_push_constants();
push_constants.model = game_object.get_model_matrix().into();
builder.draw_indexed( builder.draw_indexed(
self.pipeline.clone(), self.pipeline.clone(),