improve rendering and physics

This commit is contained in:
2026-03-18 18:41:28 +02:00
parent 0a506f7185
commit b56d85f95d
33 changed files with 141 additions and 82 deletions

View File

@@ -2,13 +2,14 @@
{
"classname": "prop_physics",
"model": "game/core/maps/test/test0.fmdl",
"physics": "static"
"physics": "static",
"origin": [ 0, -10, 0 ]
},
{
"classname": "prop_physics",
"model": "game/core/models/cube.fmdl",
"model": "game/core/models/sphere.fmdl",
"physics": "dynamic",
"origin": [ 0, 3, 0 ]
"origin": [ 0, -5, 0 ]
}
]

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View File

@@ -0,0 +1,5 @@
{
"Mesh": "game/core/meshes/sphere.fmesh_c",
"Material": "game/core/materials/cube.fmat",
"Physics": "game/core/physics/sphere.fpx"
}

View File

@@ -0,0 +1,4 @@
{
"Type": "Sphere",
"Radius": "1.0"
}

View File

@@ -19,6 +19,7 @@ COMMON {
float4 m_vWorldPosition: POSITION;
float4 m_vTexCoord: TEXCOORD0;
float4 m_vNormal: NORMAL0;
uint m_uInstance: SV_InstanceID;
}
}
VS
@@ -31,8 +32,10 @@ VS
float3 m_vNormal: NORMAL0;
}
PS_INPUT vsMain( VS_INPUT input, uint uInstance: SV_InstanceID )
PS_INPUT vsMain( VS_INPUT input, uint uInstance: SV_InstanceID, uint uBaseInstance: SV_StartInstanceLocation )
{
uint uInstance = uBaseInstance + uInstance;
PS_INPUT output = {};
output.m_vScreenPosition = float4(input.m_vPosition, 1);
output.m_vScreenPosition = mul(
@@ -53,6 +56,7 @@ VS
g_modelData[uInstance].m_matRotation
);
output.m_vTexCoord = float4(input.m_vTexCoord, 0, 0);
output.m_uInstance = uInstance;
return output;
}
}
@@ -69,10 +73,10 @@ PS
float4 m_vWorldPosition: SV_Target2;
}
PS_OUTPUT psMain( PS_INPUT input, uint uInstance: SV_InstanceID )
PS_OUTPUT psMain( PS_INPUT input )
{
PS_OUTPUT output = {};
PerModelData data = g_modelData[uInstance];
PerModelData data = g_modelData[input.m_uInstance];
output.m_vAlbedo = g_textures[data.m_uAlbedo].Sample(g_textureSampler, input.m_vTexCoord.xy);
output.m_vWorldPosition = input.m_vWorldPosition;
output.m_vNormal = input.m_vNormal;