Switched from zerocopy to bytemuck

Fixing errors
This commit is contained in:
Capucho 2020-09-13 18:26:23 +01:00 committed by Imbris
parent 89d09baab4
commit 8c6e43572f
27 changed files with 153 additions and 164 deletions

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@ -45,8 +45,8 @@ i18n = {package = "veloren-i18n", path = "i18n"}
# Graphics
winit = {version = "0.24.0", features = ["serde"]}
wgpu = {git="https://github.com/gfx-rs/wgpu-rs.git"}
zerocopy = "0.3"
wgpu = { git="https://github.com/gfx-rs/wgpu-rs.git", rev= "ab8b0e3766558d541206da2790dfd63f15b13bc4" }
bytemuck = { version="1.4", features=["derive"] }
shaderc = "0.6.2"
# Ui

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@ -1,15 +1,15 @@
use bytemuck::Pod;
use wgpu::util::DeviceExt;
use zerocopy::AsBytes;
#[derive(Clone)]
pub struct Buffer<T: Copy + AsBytes> {
pub struct Buffer<T: Copy + Pod> {
pub buf: wgpu::Buffer,
// bytes
count: usize,
phantom_data: std::marker::PhantomData<T>,
}
impl<T: Copy + AsBytes> Buffer<T> {
impl<T: Copy + Pod> Buffer<T> {
pub fn new(device: &mut wgpu::Device, cap: usize, usage: wgpu::BufferUsage) -> Self {
Self {
buf: device.create_buffer(&wgpu::BufferDescriptor {

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@ -1,15 +1,15 @@
use super::{buffer::Buffer, RenderError};
use zerocopy::AsBytes;
use super::buffer::Buffer;
use bytemuck::Pod;
/// A handle to a series of constants sitting on the GPU. This is used to hold
/// information used in the rendering process that does not change throughout a
/// single render pass.
#[derive(Clone)]
pub struct Consts<T: Copy + AsBytes> {
pub struct Consts<T: Copy + Pod> {
buf: Buffer<T>,
}
impl<T: Copy + AsBytes> Consts<T> {
impl<T: Copy + Pod> Consts<T> {
/// Create a new `Const<T>`.
pub fn new(device: &mut wgpu::Device, len: usize) -> Self {
Self {
@ -24,7 +24,7 @@ impl<T: Copy + AsBytes> Consts<T> {
queue: &wgpu::Queue,
vals: &[T],
offset: usize,
) -> Result<(), RenderError> {
) {
self.buf.update(device, queue, vals, offset)
}

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@ -1,13 +1,13 @@
use super::{buffer::Buffer, RenderError};
use zerocopy::AsBytes;
use bytemuck::Pod;
/// Represents a mesh that has been sent to the GPU.
#[derive(Clone)]
pub struct Instances<T: Copy + AsBytes> {
pub struct Instances<T: Copy + Pod> {
buf: Buffer<T>,
}
impl<T: Copy + AsBytes> Instances<T> {
impl<T: Copy + Pod> Instances<T> {
pub fn new(device: &mut wgpu::Device, len: usize) -> Self {
Self {
buf: Buffer::new(device, len, wgpu::BufferUsage::VERTEX),

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@ -22,17 +22,18 @@ pub use self::{
BoneData as FigureBoneData, BoneMeshes, FigureLayout, FigureModel,
Locals as FigureLocals,
},
lod_terrain::LodData,
particle::Instance as ParticleInstance,
postprocess::create_mesh as create_pp_mesh,
fluid::Vertex as FluidVertex,
lod_terrain::{LodData, Vertex as LodTerrainVertex},
particle::{Instance as ParticleInstance, Vertex as ParticleVertex},
postprocess::{create_mesh as create_pp_mesh, Vertex as PostProcessVertex},
shadow::Locals as ShadowLocals,
skybox::create_mesh as create_skybox_mesh,
sprite::{Instance as SpriteInstance, Locals as SpriteLocals},
skybox::{create_mesh as create_skybox_mesh, Vertex as SkyboxVertex},
sprite::{Instance as SpriteInstance, Locals as SpriteLocals, Vertex as SpriteVertex},
terrain::{Locals as TerrainLocals, TerrainLayout, Vertex as TerrainVertex},
ui::{
create_quad as create_ui_quad,
create_quad_vert_gradient as create_ui_quad_vert_gradient, create_tri as create_ui_tri,
Locals as UiLocals, Mode as UiMode,
Locals as UiLocals, Mode as UiMode, Vertex as UiVertex,
},
GlobalModel, Globals, GlobalsLayouts, Light, Shadow,
},
@ -41,7 +42,7 @@ pub use self::{
};
pub use wgpu::{AddressMode, FilterMode};
trait Vertex = Clone + zerocopy::AsBytes;
pub trait Vertex = Clone + bytemuck::Pod;
use serde::{Deserialize, Serialize};
/// Anti-aliasing modes

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@ -3,11 +3,11 @@ use super::{
terrain::Vertex,
};
use crate::mesh::greedy::GreedyMesh;
use bytemuck::Pod;
use vek::*;
use zerocopy::AsBytes;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Locals {
model_mat: [[f32; 4]; 4],
highlight_col: [f32; 4],
@ -19,7 +19,7 @@ pub struct Locals {
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct BoneData {
bone_mat: [[f32; 4]; 4],
normals_mat: [[f32; 4]; 4],

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@ -1,9 +1,9 @@
use super::super::{AaMode, GlobalsLayouts};
use bytemuck::Pod;
use vek::*;
use zerocopy::AsBytes;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Vertex {
pos_norm: u32,
}

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@ -1,9 +1,9 @@
use super::super::{AaMode, GlobalsLayouts, Renderer, Texture};
use bytemuck::Pod;
use vek::*;
use zerocopy::AsBytes;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Vertex {
pos: [f32; 2],
}

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@ -12,16 +12,16 @@ pub mod ui;
use super::Consts;
use crate::scene::camera::CameraMode;
use bytemuck::Pod;
use common::terrain::BlockKind;
use vek::*;
use zerocopy::AsBytes;
pub const MAX_POINT_LIGHT_COUNT: usize = 31;
pub const MAX_FIGURE_SHADOW_COUNT: usize = 24;
pub const MAX_DIRECTED_LIGHT_COUNT: usize = 6;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Globals {
view_mat: [[f32; 4]; 4],
proj_mat: [[f32; 4]; 4],
@ -55,14 +55,14 @@ pub struct Globals {
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Light {
pos: [f32; 4],
col: [f32; 4],
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Shadow {
pos_radius: [f32; 4],
}

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@ -1,9 +1,9 @@
use super::super::{AaMode, GlobalsLayouts};
use bytemuck::Pod;
use vek::*;
use zerocopy::AsBytes;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Vertex {
pos: [f32; 3],
// ____BBBBBBBBGGGGGGGGRRRRRRRR
@ -79,7 +79,7 @@ impl ParticleMode {
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Instance {
// created_at time, so we can calculate time relativity, needed for relative animation.
// can save 32 bits per instance, for particles that are not relatively animated.

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@ -1,9 +1,9 @@
use super::super::{AaMode, GlobalsLayouts, Mesh, Tri};
use bytemuck::Pod;
use vek::*;
use zerocopy::AsBytes;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Locals {
proj_mat_inv: [[f32; 4]; 4],
view_mat_inv: [[f32; 4]; 4],
@ -23,7 +23,7 @@ impl Locals {
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Vertex {
pub pos: [f32; 2],
}

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@ -2,11 +2,11 @@ use super::super::{
AaMode, ColLightInfo, FigureLayout, GlobalsLayouts, Renderer, TerrainLayout, TerrainVertex,
Texture,
};
use bytemuck::Pod;
use vek::*;
use zerocopy::AsBytes;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Locals {
shadow_matrices: [[f32; 4]; 4],
texture_mats: [[f32; 4]; 4],

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@ -1,8 +1,8 @@
use super::super::{AaMode, GlobalsLayouts, Mesh, Quad};
use zerocopy::AsBytes;
use bytemuck::Pod;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Vertex {
pub pos: [f32; 3],
}

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@ -1,10 +1,10 @@
use super::super::{AaMode, GlobalsLayouts, TerrainLayout};
use bytemuck::Pod;
use core::fmt;
use vek::*;
use zerocopy::AsBytes;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Vertex {
pos: [f32; 3],
// Because we try to restrict terrain sprite data to a 128×128 block
@ -70,7 +70,7 @@ impl Vertex {
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Instance {
pos_ori: u32,
inst_mat0: [f32; 4],
@ -122,7 +122,7 @@ impl Default for Instance {
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Locals {
// Each matrix performs rotatation, translation, and scaling, relative to the sprite
// origin, for all sprite instances. The matrix will be in an array indexed by the

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@ -1,9 +1,9 @@
use super::super::{AaMode, GlobalsLayouts};
use bytemuck::Pod;
use vek::*;
use zerocopy::AsBytes;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Vertex {
pos_norm: u32,
atlas_pos: u32,
@ -129,7 +129,7 @@ impl Vertex {
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Locals {
model_offs: [f32; 3],
load_time: f32,

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@ -1,9 +1,9 @@
use super::super::{AaMode, GlobalsLayouts, Quad, Tri};
use bytemuck::Pod;
use vek::*;
use zerocopy::AsBytes;
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Vertex {
pos: [f32; 2],
uv: [f32; 2],
@ -24,7 +24,7 @@ impl Vertex {
}
#[repr(C)]
#[derive(Copy, Clone, Debug, AsBytes)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Locals {
pos: [f32; 4],
}

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@ -944,7 +944,7 @@ impl Renderer {
}
/// Create a new set of constants with the provided values.
pub fn create_consts<T: Copy + zerocopy::AsBytes>(
pub fn create_consts<T: Copy + bytemuck::Pod>(
&mut self,
vals: &[T],
) -> Result<Consts<T>, RenderError> {
@ -954,16 +954,12 @@ impl Renderer {
}
/// Update a set of constants with the provided values.
pub fn update_consts<T: Copy + zerocopy::AsBytes>(
&mut self,
consts: &mut Consts<T>,
vals: &[T],
) -> Result<(), RenderError> {
pub fn update_consts<T: Copy + bytemuck::Pod>(&mut self, consts: &mut Consts<T>, vals: &[T]) {
consts.update(&mut self.encoder, vals, 0)
}
/// Create a new set of instances with the provided values.
pub fn create_instances<T: Copy + zerocopy::AsBytes>(
pub fn create_instances<T: Copy + bytemuck::Pod>(
&mut self,
vals: &[T],
) -> Result<Instances<T>, RenderError> {

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@ -1,9 +1,7 @@
use super::{load::BodySpec, FigureModelEntry};
use crate::{
mesh::{greedy::GreedyMesh, Meshable},
render::{
BoneMeshes, ColLightInfo, FigureModel, FigurePipeline, Mesh, Renderer, TerrainPipeline,
},
render::{BoneMeshes, ColLightInfo, FigureModel, Mesh, Renderer, TerrainVertex},
scene::camera::CameraMode,
};
use anim::Skeleton;
@ -411,7 +409,7 @@ where
// Then, set up meshing context.
let mut greedy = FigureModel::make_greedy();
let mut opaque = Mesh::<TerrainPipeline>::new();
let mut opaque = Mesh::<TerrainVertex>::new();
// Choose the most conservative bounds for any LOD model.
let mut figure_bounds = anim::vek::Aabb {
min: anim::vek::Vec3::zero(),
@ -473,13 +471,13 @@ where
fn generate_mesh<'a>(
greedy: &mut GreedyMesh<'a>,
opaque_mesh: &mut Mesh<TerrainPipeline>,
opaque_mesh: &mut Mesh<TerrainVertex>,
segment: &'a Segment,
offset: Vec3<f32>,
bone_idx: u8,
) -> BoneMeshes {
let (opaque, _, _, bounds) =
Meshable::<FigurePipeline, &mut GreedyMesh>::generate_mesh(
Meshable::<TerrainVertex, &mut GreedyMesh>::generate_mesh(
segment,
(greedy, opaque_mesh, offset, Vec3::one(), bone_idx),
);
@ -488,14 +486,14 @@ where
fn generate_mesh_lod_mid<'a>(
greedy: &mut GreedyMesh<'a>,
opaque_mesh: &mut Mesh<TerrainPipeline>,
opaque_mesh: &mut Mesh<TerrainVertex>,
segment: &'a Segment,
offset: Vec3<f32>,
bone_idx: u8,
) -> BoneMeshes {
let lod_scale = 0.6;
let (opaque, _, _, bounds) =
Meshable::<FigurePipeline, &mut GreedyMesh>::generate_mesh(
Meshable::<TerrainVertex, &mut GreedyMesh>::generate_mesh(
segment.scaled_by(Vec3::broadcast(lod_scale)),
(
greedy,
@ -510,14 +508,14 @@ where
fn generate_mesh_lod_low<'a>(
greedy: &mut GreedyMesh<'a>,
opaque_mesh: &mut Mesh<TerrainPipeline>,
opaque_mesh: &mut Mesh<TerrainVertex>,
segment: &'a Segment,
offset: Vec3<f32>,
bone_idx: u8,
) -> BoneMeshes {
let lod_scale = 0.3;
let (opaque, _, _, bounds) =
Meshable::<FigurePipeline, &mut GreedyMesh>::generate_mesh(
Meshable::<TerrainVertex, &mut GreedyMesh>::generate_mesh(
segment.scaled_by(Vec3::broadcast(lod_scale)),
(
greedy,

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@ -7,8 +7,8 @@ pub use load::load_mesh; // TODO: Don't make this public.
use crate::{
ecs::comp::Interpolated,
render::{
ColLightFmt, ColLightInfo, Consts, FigureBoneData, FigureLocals, FigureModel, GlobalModel,
Mesh, RenderError, Renderer, ShadowPipeline, TerrainPipeline, Texture,
pipelines, ColLightInfo, Consts, FigureBoneData, FigureLocals, FigureModel, GlobalModel,
Mesh, RenderError, Renderer, TerrainVertex, Texture,
},
scene::{
camera::{Camera, CameraMode, Dependents},
@ -64,7 +64,7 @@ pub type FigureModelRef<'a> = (
&'a Consts<FigureLocals>,
&'a Consts<FigureBoneData>,
&'a FigureModel,
&'a Texture<ColLightFmt>,
&'a Texture, /* <ColLightFmt> */
);
/// An entry holding enough information to draw or destroy a figure in a
@ -80,7 +80,7 @@ pub struct FigureModelEntry<const N: usize> {
/// Texture used to store color/light information for this figure entry.
/* TODO: Consider using mipmaps instead of storing multiple texture atlases for different
* LOD levels. */
col_lights: Texture<ColLightFmt>,
col_lights: Texture, /* <ColLightFmt> */
/// Models stored in this figure entry; there may be several for one figure,
/// because of LOD models.
pub models: [FigureModel; N],
@ -5208,10 +5208,8 @@ impl FigureColLights {
}
/// Find the correct texture for this model entry.
pub fn texture<'a, const N: usize>(
&'a self,
model: &'a FigureModelEntry<N>,
) -> &'a Texture<ColLightFmt> {
pub fn texture<'a, const N: usize>(&'a self, model: &'a FigureModelEntry<N>) -> &'a Texture /* <ColLightFmt> */
{
/* &self.col_lights */
&model.col_lights
}
@ -5226,7 +5224,7 @@ impl FigureColLights {
&mut self,
renderer: &mut Renderer,
(tex, tex_size): ColLightInfo,
(opaque, bounds): (Mesh<TerrainPipeline>, math::Aabb<f32>),
(opaque, bounds): (Mesh<TerrainVertex>, math::Aabb<f32>),
vertex_range: [Range<u32>; N],
) -> Result<FigureModelEntry<N>, RenderError> {
span!(_guard, "create_figure", "FigureColLights::create_figure");
@ -5237,7 +5235,7 @@ impl FigureColLights {
i32::from(tex_size.y),
))
.expect("Not yet implemented: allocate new atlas on allocation failure.");
let col_lights = ShadowPipeline::create_col_lights(renderer, &(tex, tex_size))?;
let col_lights = pipelines::shadow::create_col_lights(renderer, &(tex, tex_size))?;
let model_len = u32::try_from(opaque.vertices().len())
.expect("The model size for this figure does not fit in a u32!");
let model = renderer.create_model(&opaque)?;
@ -5507,5 +5505,5 @@ impl<S: Skeleton> FigureState<S> {
fn figure_bone_data_from_anim(
mats: &[anim::FigureBoneData; anim::MAX_BONE_COUNT],
) -> &[FigureBoneData] {
gfx::memory::cast_slice(mats)
bytemuck::cast_slice(mats)
}

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@ -1,7 +1,7 @@
use crate::{
render::{
pipelines::lod_terrain::{Locals, LodData, Vertex},
Consts, GlobalModel, LodTerrainPipeline, Mesh, Model, Quad, Renderer,
pipelines::lod_terrain::{LodData, Vertex},
GlobalModel, LodTerrainVertex, Mesh, Model, Quad, Renderer,
},
settings::Settings,
};
@ -10,8 +10,7 @@ use common::{spiral::Spiral2d, util::srgba_to_linear};
use vek::*;
pub struct Lod {
model: Option<(u32, Model<LodTerrainPipeline>)>,
locals: Consts<Locals>,
model: Option<(u32, Model<LodTerrainVertex>)>,
data: LodData,
}
@ -25,7 +24,6 @@ impl Lod {
pub fn new(renderer: &mut Renderer, client: &Client, settings: &Settings) -> Self {
Self {
model: None,
locals: renderer.create_consts(&[Locals::default()]).unwrap(),
data: LodData::new(
renderer,
client.world_data().chunk_size(),
@ -33,7 +31,7 @@ impl Lod {
client.world_data().lod_alt.raw(),
client.world_data().lod_horizon.raw(),
settings.graphics.lod_detail.max(100).min(2500),
water_color().into_array().into(),
// water_color().into_array().into(),
),
}
}
@ -68,7 +66,7 @@ impl Lod {
}
}
fn create_lod_terrain_mesh(detail: u32) -> Mesh<LodTerrainPipeline> {
fn create_lod_terrain_mesh(detail: u32) -> Mesh<LodTerrainVertex> {
// detail is even, so we choose odd detail (detail + 1) to create two even
// halves with an empty hole.
let detail = detail + 1;

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@ -17,8 +17,8 @@ use crate::{
audio::{ambient::AmbientMgr, music::MusicMgr, sfx::SfxMgr, AudioFrontend},
render::{
create_clouds_mesh, create_pp_mesh, create_skybox_mesh, CloudsLocals, CloudsPipeline,
Consts, GlobalModel, Globals, Light, LodData, Model, PostProcessLocals,
PostProcessPipeline, Renderer, Shadow, ShadowLocals, SkyboxLocals, SkyboxPipeline,
Consts, GlobalModel, Globals, Light, LodData, Model, PostProcessLocals, Renderer, Shadow,
ShadowLocals, SkyboxLocals,
},
settings::Settings,
window::{AnalogGameInput, Event},
@ -67,8 +67,7 @@ struct EventLight {
}
struct Skybox {
model: Model<SkyboxPipeline>,
locals: Consts<SkyboxLocals>,
model: Model<SkyboxVertex>,
}
struct Clouds {
@ -77,8 +76,7 @@ struct Clouds {
}
struct PostProcess {
model: Model<PostProcessPipeline>,
locals: Consts<PostProcessLocals>,
model: Model<PostProcessVertex>,
}
pub struct Scene {
@ -295,7 +293,6 @@ impl Scene {
skybox: Skybox {
model: renderer.create_model(&create_skybox_mesh()).unwrap(),
locals: renderer.create_consts(&[SkyboxLocals::default()]).unwrap(),
},
clouds: Clouds {
model: renderer.create_model(&create_clouds_mesh()).unwrap(),
@ -303,9 +300,6 @@ impl Scene {
},
postprocess: PostProcess {
model: renderer.create_model(&create_pp_mesh()).unwrap(),
locals: renderer
.create_consts(&[PostProcessLocals::default()])
.unwrap(),
},
terrain: Terrain::new(renderer, sprite_render_context),
lod: Lod::new(renderer, client, settings),

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@ -3,7 +3,7 @@ use crate::{
mesh::{greedy::GreedyMesh, Meshable},
render::{
pipelines::particle::ParticleMode, GlobalModel, Instances, Light, LodData, Model,
ParticleInstance, ParticlePipeline, Renderer,
ParticleInstance, ParticleVertex, Renderer,
},
};
use common::{
@ -38,7 +38,7 @@ pub struct ParticleMgr {
instances: Instances<ParticleInstance>,
/// GPU Vertex Buffers
model_cache: HashMap<&'static str, Model<ParticlePipeline>>,
model_cache: HashMap<&'static str, Model<ParticleVertex>>,
}
impl ParticleMgr {
@ -1211,7 +1211,7 @@ fn default_instances(renderer: &mut Renderer) -> Instances<ParticleInstance> {
const DEFAULT_MODEL_KEY: &str = "voxygen.voxel.particle";
fn default_cache(renderer: &mut Renderer) -> HashMap<&'static str, Model<ParticlePipeline>> {
fn default_cache(renderer: &mut Renderer) -> HashMap<&'static str, Model<ParticleVertex>> {
let mut model_cache = HashMap::new();
model_cache.entry(DEFAULT_MODEL_KEY).or_insert_with(|| {
@ -1227,7 +1227,7 @@ fn default_cache(renderer: &mut Renderer) -> HashMap<&'static str, Model<Particl
let segment = Segment::from(&vox.read().0);
let segment_size = segment.size();
let mut mesh =
Meshable::<ParticlePipeline, &mut GreedyMesh>::generate_mesh(segment, &mut greedy).0;
Meshable::<ParticleVertex, &mut GreedyMesh>::generate_mesh(segment, &mut greedy).0;
// Center particle vertices around origin
for vert in mesh.vertices_mut() {
vert.pos[0] -= segment_size.x as f32 / 2.0;

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@ -1,10 +1,10 @@
use crate::{
mesh::{greedy::GreedyMesh, Meshable},
render::{
create_clouds_mesh, create_pp_mesh, create_skybox_mesh, BoneMeshes, CloudsLocals,
CloudsPipeline, Consts, FigureModel, FigurePipeline, GlobalModel, Globals, Light, Mesh,
Model, PostProcessLocals, PostProcessPipeline, Renderer, Shadow, ShadowLocals,
SkyboxLocals, SkyboxPipeline, TerrainPipeline,
create_clouds_mesh, create_pp_mesh, create_skybox_mesh, BoneMeshes, CloudsLocals, Consts,
FigureModel, GlobalModel, Globals, Light, Mesh, Model, PostProcessLocals,
PostProcessVertex, Renderer, Shadow, ShadowLocals, SkyboxLocals, SkyboxVertex,
TerrainVertex,
},
scene::{
camera::{self, Camera, CameraMode},
@ -45,13 +45,13 @@ impl ReadVol for VoidVol {
fn generate_mesh<'a>(
greedy: &mut GreedyMesh<'a>,
mesh: &mut Mesh<TerrainPipeline>,
mesh: &mut Mesh<TerrainVertex>,
segment: Segment,
offset: Vec3<f32>,
bone_idx: u8,
) -> BoneMeshes {
let (opaque, _, /* shadow */ _, bounds) =
Meshable::<FigurePipeline, &mut GreedyMesh>::generate_mesh(
Meshable::<TerrainVertex, &mut GreedyMesh>::generate_mesh(
segment,
(greedy, mesh, offset, Vec3::one(), bone_idx),
);
@ -59,13 +59,11 @@ fn generate_mesh<'a>(
}
struct Skybox {
model: Model<SkyboxPipeline>,
locals: Consts<SkyboxLocals>,
model: Model<SkyboxVertex>,
}
struct PostProcess {
model: Model<PostProcessPipeline>,
locals: Consts<PostProcessLocals>,
model: Model<PostProcessVertex>,
}
struct Clouds {
@ -139,7 +137,6 @@ impl Scene {
skybox: Skybox {
model: renderer.create_model(&create_skybox_mesh()).unwrap(),
locals: renderer.create_consts(&[SkyboxLocals::default()]).unwrap(),
},
clouds: Clouds {
model: renderer.create_model(&create_clouds_mesh()).unwrap(),
@ -147,9 +144,6 @@ impl Scene {
},
postprocess: PostProcess {
model: renderer.create_model(&create_pp_mesh()).unwrap(),
locals: renderer
.create_consts(&[PostProcessLocals::default()])
.unwrap(),
},
lod: LodData::new(
renderer,

View File

@ -4,9 +4,9 @@ pub use self::watcher::{BlocksOfInterest, Interaction};
use crate::{
mesh::{greedy::GreedyMesh, terrain::SUNLIGHT, Meshable},
render::{
ColLightFmt, ColLightInfo, Consts, FluidPipeline, GlobalModel, Instances, Mesh, Model,
RenderError, Renderer, ShadowPipeline, SpriteInstance, SpriteLocals, SpritePipeline,
TerrainLocals, TerrainPipeline, Texture,
pipelines, ColLightInfo, Consts, FluidVertex, GlobalModel, Instances, Mesh, Model,
RenderError, Renderer, SpriteInstance, SpriteLocals, SpriteVertex, TerrainLocals,
TerrainVertex, Texture,
},
};
@ -61,8 +61,8 @@ type LightMapFn = Arc<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>;
pub struct TerrainChunkData {
// GPU data
load_time: f32,
opaque_model: Model<TerrainPipeline>,
fluid_model: Option<Model<FluidPipeline>>,
opaque_model: Model<TerrainVertex>,
fluid_model: Option<Model<FluidVertex>>,
/// If this is `None`, this texture is not allocated in the current atlas,
/// and therefore there is no need to free its allocation.
col_lights: Option<guillotiere::AllocId>,
@ -72,7 +72,7 @@ pub struct TerrainChunkData {
/// shadow chunks will still keep it alive; we could deal with this by
/// making this an `Option`, but it probably isn't worth it since they
/// shouldn't be that much more nonlocal than regular chunks).
texture: Texture<ColLightFmt>,
texture: Arc<Texture>, // TODO: make this actually work with a bind group
light_map: LightMapFn,
glow_map: LightMapFn,
sprite_instances: HashMap<(SpriteKind, usize), Instances<SpriteInstance>>,
@ -98,8 +98,8 @@ struct ChunkMeshState {
/// Just the mesh part of a mesh worker response.
pub struct MeshWorkerResponseMesh {
z_bounds: (f32, f32),
opaque_mesh: Mesh<TerrainPipeline>,
fluid_mesh: Mesh<FluidPipeline>,
opaque_mesh: Mesh<TerrainVertex>,
fluid_mesh: Mesh<FluidVertex>,
col_lights_info: ColLightInfo,
light_map: LightMapFn,
glow_map: LightMapFn,
@ -264,7 +264,7 @@ fn mesh_worker<V: BaseVol<Vox = Block> + RectRasterableVol + ReadVol + Debug + '
struct SpriteData {
/* mat: Mat4<f32>, */
locals: Consts<SpriteLocals>,
model: Model<SpritePipeline>,
model: Model<SpriteVertex>,
/* scale: Vec3<f32>, */
offset: Vec3<f32>,
}
@ -317,12 +317,12 @@ pub struct Terrain<V: RectRasterableVol = TerrainChunk> {
// GPU data
sprite_data: Arc<HashMap<(SpriteKind, usize), Vec<SpriteData>>>,
sprite_col_lights: Texture<ColLightFmt>,
sprite_col_lights: Texture, /* <ColLightFmt> */
/// As stated previously, this is always the very latest texture into which
/// we allocate. Code cannot assume that this is the assigned texture
/// for any particular chunk; look at the `texture` field in
/// `TerrainChunkData` for that.
col_lights: Texture<ColLightFmt>,
col_lights: Texture, /* <ColLightFmt> */
waves: Texture,
phantom: PhantomData<V>,
@ -336,7 +336,7 @@ impl TerrainChunkData {
pub struct SpriteRenderContext {
sprite_config: Arc<SpriteSpec>,
sprite_data: Arc<HashMap<(SpriteKind, usize), Vec<SpriteData>>>,
sprite_col_lights: Texture<ColLightFmt>,
sprite_col_lights: Texture, /* <ColLightFmt> */
}
pub type SpriteRenderContextLazy = Box<dyn FnMut(&mut Renderer) -> SpriteRenderContext>;
@ -348,7 +348,7 @@ impl SpriteRenderContext {
struct SpriteDataResponse {
locals: [SpriteLocals; 8],
model: Mesh<SpritePipeline>,
model: Mesh<SpriteVertex>,
offset: Vec3<f32>,
}
@ -369,7 +369,6 @@ impl SpriteRenderContext {
let mut locals_buffer = [SpriteLocals::default(); 8];
let sprite_config_ = &sprite_config;
// NOTE: Tracks the start vertex of the next model to be meshed.
let sprite_data: HashMap<(SpriteKind, usize), _> = SpriteKind::into_enum_iter()
.filter_map(|kind| Some((kind, kind.elim_case_pure(&sprite_config_.0).as_ref()?)))
.flat_map(|(kind, sprite_config)| {
@ -429,7 +428,7 @@ impl SpriteRenderContext {
// has no
// interesting return value, but updates the mesh.
let mut opaque_mesh = Mesh::new();
Meshable::<SpritePipeline, &mut GreedyMesh>::generate_mesh(
Meshable::<SpriteVertex, &mut GreedyMesh>::generate_mesh(
Segment::from(&model.read().0).scaled_by(lod_scale),
(greedy, &mut opaque_mesh, false),
);
@ -522,8 +521,9 @@ impl SpriteRenderContext {
)
})
.collect();
let sprite_col_lights = ShadowPipeline::create_col_lights(renderer, &sprite_col_lights)
.expect("Failed to upload sprite color and light data to the GPU!");
let sprite_col_lights =
pipelines::shadow::create_col_lights(renderer, &sprite_col_lights)
.expect("Failed to upload sprite color and light data to the GPU!");
Self {
sprite_config: Arc::clone(&sprite_config),
@ -559,9 +559,8 @@ impl<V: RectRasterableVol> Terrain<V> {
waves: renderer
.create_texture(
&assets::Image::load_expect("voxygen.texture.waves").read().0,
Some(gfx::texture::FilterMethod::Trilinear),
Some(gfx::texture::WrapMode::Tile),
None,
Some(wgpu::FilterMode::Linear),
Some(wgpu::AddressMode::Repeat),
)
.expect("Failed to create wave texture"),
col_lights,
@ -571,7 +570,7 @@ impl<V: RectRasterableVol> Terrain<V> {
fn make_atlas(
renderer: &mut Renderer,
) -> Result<(AtlasAllocator, Texture<ColLightFmt>), RenderError> {
) -> Result<(AtlasAllocator, Texture /* <ColLightFmt> */), RenderError> {
span!(_guard, "make_atlas", "Terrain::make_atlas");
let max_texture_size = renderer.max_texture_size();
let atlas_size =
@ -583,20 +582,29 @@ impl<V: RectRasterableVol> Terrain<V> {
..guillotiere::AllocatorOptions::default()
});
let texture = renderer.create_texture_raw(
gfx::texture::Kind::D2(
max_texture_size,
max_texture_size,
gfx::texture::AaMode::Single,
),
1_u8,
gfx::memory::Bind::SHADER_RESOURCE,
gfx::memory::Usage::Dynamic,
(0, 0),
gfx::format::Swizzle::new(),
gfx::texture::SamplerInfo::new(
gfx::texture::FilterMethod::Bilinear,
gfx::texture::WrapMode::Clamp,
),
wgpu::TextureDescriptor {
label: Some("Atlas texture"),
size: wgpu::Extent3d {
width: max_texture_size,
height: max_texture_size,
depth: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D1,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::COPY_DST | wgpu::TextureUsage::SAMPLED,
},
wgpu::SamplerDescriptor {
label: Some("Atlas sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
},
)?;
Ok((atlas, texture))
}

View File

@ -1,6 +1,6 @@
use super::graphic::{Graphic, GraphicCache, Id as GraphicId};
use crate::{
render::{Mesh, Renderer, Texture, UiPipeline},
render::{Mesh, Renderer, Texture, UIVertex},
Error,
};
use conrod_core::{text::GlyphCache, widget::Id};
@ -13,7 +13,7 @@ const GLYPH_CACHE_SIZE: u16 = 1;
const SCALE_TOLERANCE: f32 = 0.5;
const POSITION_TOLERANCE: f32 = 0.5;
type TextCache = HashMap<Id, Mesh<UiPipeline>>;
type TextCache = HashMap<Id, Mesh<UIVertex>>;
pub struct Cache {
// Map from text ids to their positioned glyphs.

View File

@ -4,7 +4,7 @@ mod renderer;
pub use renderer::{SampleStrat, Transform};
use crate::{
render::{RenderError, Renderer, Texture},
render::{Renderer, Texture},
ui::KeyedJobs,
};
use common::{figure::Segment, slowjob::SlowJobPool};
@ -474,21 +474,17 @@ fn upload_image(renderer: &mut Renderer, aabr: Aabr<u16>, tex: &Texture, image:
size,
// NOTE: Rgba texture, so each pixel is 4 bytes, ergo this cannot fail.
// We make the cast parameters explicit for clarity.
gfx::memory::cast_slice::<u8, [u8; 4]>(&image),
bytemuck::cast_slice::<u8, [u8; 4]>(&image),
) {
warn!(?e, "Failed to update texture");
}
}
fn create_image(
renderer: &mut Renderer,
image: RgbaImage,
border_color: Rgba<f32>,
) -> Result<Texture, RenderError> {
fn create_image(renderer: &mut Renderer, image: RgbaImage, border_color: Rgba<f32>) {
renderer.create_texture(
&DynamicImage::ImageRgba8(image),
None,
Some(gfx::texture::WrapMode::Border),
Some(wgpu::AddressMode::ClampToBorder),
Some(border_color.into_array().into()),
)
}

View File

@ -27,8 +27,8 @@ pub use widgets::{
use crate::{
render::{
create_ui_quad, create_ui_tri, Consts, DynamicModel, Globals, Mesh, RenderError, Renderer,
UiLocals, UiMode, UiPipeline,
create_ui_quad, create_ui_tri, Consts, Globals, Mesh, Model, RenderError, Renderer,
UIVertex, UiLocals, UiMode,
},
window::Window,
Error,
@ -109,9 +109,9 @@ pub struct Ui {
draw_commands: Vec<DrawCommand>,
// Mesh buffer for UI vertices; we reuse its allocation in order to limit vector reallocations
// during redrawing.
mesh: Mesh<UiPipeline>,
mesh: Mesh<UIVertex>,
// Model for drawing the ui
model: DynamicModel<UiPipeline>,
model: Model<UIVertex>,
// Consts for default ui drawing position (ie the interface)
interface_locals: Consts<UiLocals>,
default_globals: Consts<Globals>,
@ -577,7 +577,13 @@ impl Ui {
.map(|x| [255, 255, 255, *x])
.collect::<Vec<[u8; 4]>>();
if let Err(err) = renderer.update_texture(cache_tex, offset, size, &new_data) {
if let Err(err) = renderer.update_texture(
cache_tex,
offset,
size,
&new_data,
rect.width() * 4,
) {
warn!("Failed to update texture: {:?}", err);
}
}) {