2d-rendering
mitchellhansen 3 years ago
commit b98c7312cc

@ -0,0 +1,13 @@
# Blender MTL File: 'None'
# Material Count: 1
newmtl Material.002
Ns 225.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
map_Kd /Users/mitchellhansen/source/minimum-viable-game-engine/resources/test.jpg

@ -0,0 +1,18 @@
# Blender v2.93.1 OBJ File: ''
# www.blender.org
mtllib texture-test-1.mtl
o Plane_Plane.001
v -1.000000 0.000000 1.000000
v 1.000000 0.000000 1.000000
v -1.000000 0.000000 -1.000000
v 1.000000 0.000000 -1.000000
vt 1.000000 0.000000
vt 0.000000 1.000000
vt 0.000000 0.000000
vt 1.000000 1.000000
vn 0.0000 1.0000 0.0000
g Plane_Plane.001_Material.002
usemtl Material.002
s off
f 2/1/1 3/2/1 1/3/1
f 2/1/1 4/4/1 3/2/1

@ -58,6 +58,11 @@ pub fn load_obj(obj_path: &str) -> Result<RawMesh, String> {
for model in models {
let mesh = &model.mesh;
if let Some(mat_id) = mesh.material_id {
let mat : &Material = materials.get(mat_id).unwrap();
println!("{:?}", mat);
}
// Cycle through the faces and chunk out the indices
let mut next_face = 0;
for f in 0..mesh.num_face_indices.len() {

@ -45,7 +45,6 @@ use wgpu_subscriber;
use winit_24::event::DeviceEvent::MouseMotion;
use winit_24::event::{ElementState, VirtualKeyCode};
use winit_24::event_loop::EventLoopProxy;
use winit_24::platform::unix::x11::ffi::Time;
use winit_24::window::Window;
use winit_24::{
event::{self, WindowEvent},

@ -20,7 +20,6 @@ use rapier3d::parry::motion::RigidMotionComposition;
use wgpu::util::DeviceExt;
use wgpu::{BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView, VertexState, CommandEncoder};
use winit_24::dpi::PhysicalSize;
use winit_24::platform::unix::x11::ffi::Time;
use winit_24::window::Window;
use crate::camera::{Camera, CameraController};
@ -291,11 +290,6 @@ impl RenderState {
}],
});
/*
There appear to be two passes required for shadows, the shadow pass, and the forward pass
Need to open this up in renderdoc and see what it's actually doing
*/
let shadow_pass = {
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;

@ -26,7 +26,6 @@ use wgpu::{
TextureView, VertexState,
};
use winit_24::dpi::PhysicalSize;
use winit_24::platform::unix::x11::ffi::Time;
use winit_24::window::Window;
use crate::camera::{Camera, CameraController};

@ -111,5 +111,7 @@ impl RuntimeState {
self.mesh_cache.insert(filename, mesh);
}
}
panic!("nah");
}
}

@ -127,59 +127,59 @@ pub fn runtime_spawn(
) {
for entity in &runtime_state.get_entities() {
match entity.type_name.as_ref() {
"Sprite" => {
let mesh_name = entity.mesh.clone().unwrap();
let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
None => {
log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
continue;
}
Some(mesh) => mesh,
};
let position = Position::from(entity.position.clone());
let mut static_body = RigidBodyBuilder::new_static()
.position(Isometry3::new(
Vector3::new(position.x, position.y, position.z),
Vector::y(),
))
.build();
let mesh_collider = ColliderBuilder::trimesh(
raw_mesh.vertices.iter().map(|v| v.position()).collect(),
raw_mesh.indices.clone(),
)
.build();
let gpu_mesh_buffer = renderer
.upload_mesh_to_buffer(
raw_mesh,
Some(wgpu::Color {
r: 1.0,
g: 0.7,
b: 0.3,
a: 1.0,
}),
)
.unwrap();
let entity: Entity = cmd.push((
position,
gpu_mesh_buffer,
Physics {
rigid_body: static_body,
rigid_body_handle: None,
},
Collider {
collider: mesh_collider,
collider_handle: None,
},
));
}
// "Sprite" => {
//
//
//
// let mesh_name = entity.mesh.clone().unwrap();
// let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {
// None => {
// log::warn!("Skipping entity with invalid mesh file {:?} ", mesh_name);
// continue;
// }
// Some(mesh) => mesh,
// };
//
// let position = Position::from(entity.position.clone());
//
// let mut static_body = RigidBodyBuilder::new_static()
// .position(Isometry3::new(
// Vector3::new(position.x, position.y, position.z),
// Vector::y(),
// ))
// .build();
//
// let mesh_collider = ColliderBuilder::trimesh(
// raw_mesh.vertices.iter().map(|v| v.position()).collect(),
// raw_mesh.indices.clone(),
// )
// .build();
//
// let gpu_mesh_buffer = renderer
// .upload_mesh_to_buffer(
// raw_mesh,
// Some(wgpu::Color {
// r: 1.0,
// g: 0.7,
// b: 0.3,
// a: 1.0,
// }),
// )
// .unwrap();
//
// let entity: Entity = cmd.push((
// position,
// gpu_mesh_buffer,
// Physics {
// rigid_body: static_body,
// rigid_body_handle: None,
// },
// Collider {
// collider: mesh_collider,
// collider_handle: None,
// },
// ));
// }
"PhysicsEntity" => {
let mesh_name = entity.mesh.as_ref().unwrap();
let raw_mesh = match runtime_state.get_mesh(mesh_name.as_str()) {

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