mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Switched from zerocopy to bytemuck
Fixing errors
This commit is contained in:
parent
acd13b87f3
commit
9000b756a8
@ -42,8 +42,8 @@ anim = {package = "veloren-voxygen-anim", path = "anim"}
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# Graphics
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winit = {version = "0.24.0", features = ["serde"]}
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wgpu = {git="https://github.com/gfx-rs/wgpu-rs.git"}
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zerocopy = "0.3"
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wgpu = { git="https://github.com/gfx-rs/wgpu-rs.git", rev= "ab8b0e3766558d541206da2790dfd63f15b13bc4" }
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bytemuck = { version="1.4", features=["derive"] }
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shaderc = "0.6.2"
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# Ui
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@ -1,15 +1,15 @@
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use bytemuck::Pod;
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use wgpu::util::DeviceExt;
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use zerocopy::AsBytes;
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#[derive(Clone)]
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pub struct Buffer<T: Copy + AsBytes> {
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pub struct Buffer<T: Copy + Pod> {
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pub buf: wgpu::Buffer,
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// bytes
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count: usize,
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phantom_data: std::marker::PhantomData<T>,
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}
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impl<T: Copy + AsBytes> Buffer<T> {
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impl<T: Copy + Pod> Buffer<T> {
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pub fn new(device: &mut wgpu::Device, cap: usize, usage: wgpu::BufferUsage) -> Self {
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Self {
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buf: device.create_buffer(&wgpu::BufferDescriptor {
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@ -1,15 +1,15 @@
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use super::{buffer::Buffer, RenderError};
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use zerocopy::AsBytes;
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use super::buffer::Buffer;
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use bytemuck::Pod;
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/// A handle to a series of constants sitting on the GPU. This is used to hold
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/// information used in the rendering process that does not change throughout a
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/// single render pass.
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#[derive(Clone)]
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pub struct Consts<T: Copy + AsBytes> {
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pub struct Consts<T: Copy + Pod> {
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buf: Buffer<T>,
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}
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impl<T: Copy + AsBytes> Consts<T> {
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impl<T: Copy + Pod> Consts<T> {
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/// Create a new `Const<T>`.
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pub fn new(device: &mut wgpu::Device, len: usize) -> Self {
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Self {
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@ -24,7 +24,7 @@ impl<T: Copy + AsBytes> Consts<T> {
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queue: &wgpu::Queue,
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vals: &[T],
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offset: usize,
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) -> Result<(), RenderError> {
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) {
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self.buf.update(device, queue, vals, offset)
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}
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@ -1,13 +1,13 @@
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use super::{buffer::Buffer, RenderError};
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use zerocopy::AsBytes;
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use bytemuck::Pod;
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/// Represents a mesh that has been sent to the GPU.
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#[derive(Clone)]
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pub struct Instances<T: Copy + AsBytes> {
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pub struct Instances<T: Copy + Pod> {
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buf: Buffer<T>,
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}
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impl<T: Copy + AsBytes> Instances<T> {
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impl<T: Copy + Pod> Instances<T> {
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pub fn new(device: &mut wgpu::Device, len: usize) -> Self {
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Self {
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buf: Buffer::new(device, len, wgpu::BufferUsage::VERTEX),
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@ -22,17 +22,18 @@ pub use self::{
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BoneData as FigureBoneData, BoneMeshes, FigureLayout, FigureModel,
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Locals as FigureLocals,
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},
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lod_terrain::LodData,
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particle::Instance as ParticleInstance,
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postprocess::create_mesh as create_pp_mesh,
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fluid::Vertex as FluidVertex,
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lod_terrain::{LodData, Vertex as LodTerrainVertex},
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particle::{Instance as ParticleInstance, Vertex as ParticleVertex},
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postprocess::{create_mesh as create_pp_mesh, Vertex as PostProcessVertex},
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shadow::Locals as ShadowLocals,
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skybox::create_mesh as create_skybox_mesh,
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sprite::{Instance as SpriteInstance, Locals as SpriteLocals},
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skybox::{create_mesh as create_skybox_mesh, Vertex as SkyboxVertex},
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sprite::{Instance as SpriteInstance, Locals as SpriteLocals, Vertex as SpriteVertex},
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terrain::{Locals as TerrainLocals, TerrainLayout, Vertex as TerrainVertex},
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ui::{
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create_quad as create_ui_quad,
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create_quad_vert_gradient as create_ui_quad_vert_gradient, create_tri as create_ui_tri,
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Locals as UiLocals, Mode as UiMode,
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Locals as UiLocals, Mode as UiMode, Vertex as UiVertex,
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},
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GlobalModel, Globals, GlobalsLayouts, Light, Shadow,
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},
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@ -41,7 +42,7 @@ pub use self::{
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};
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pub use wgpu::{AddressMode, FilterMode};
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trait Vertex = Clone + zerocopy::AsBytes;
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pub trait Vertex = Clone + bytemuck::Pod;
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use serde::{Deserialize, Serialize};
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/// Anti-aliasing modes
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@ -3,11 +3,11 @@ use super::{
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terrain::Vertex,
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};
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use crate::mesh::greedy::GreedyMesh;
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use bytemuck::Pod;
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use vek::*;
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use zerocopy::AsBytes;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Locals {
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model_mat: [[f32; 4]; 4],
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highlight_col: [f32; 4],
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@ -19,7 +19,7 @@ pub struct Locals {
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct BoneData {
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bone_mat: [[f32; 4]; 4],
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normals_mat: [[f32; 4]; 4],
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@ -1,9 +1,9 @@
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use super::super::{AaMode, GlobalsLayouts};
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use bytemuck::Pod;
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use vek::*;
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use zerocopy::AsBytes;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Vertex {
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pos_norm: u32,
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}
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@ -1,9 +1,9 @@
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use super::super::{AaMode, GlobalsLayouts, Renderer, Texture};
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use bytemuck::Pod;
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use vek::*;
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use zerocopy::AsBytes;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Vertex {
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pos: [f32; 2],
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}
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@ -12,16 +12,16 @@ pub mod ui;
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use super::Consts;
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use crate::scene::camera::CameraMode;
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use bytemuck::Pod;
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use common::terrain::BlockKind;
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use vek::*;
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use zerocopy::AsBytes;
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pub const MAX_POINT_LIGHT_COUNT: usize = 31;
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pub const MAX_FIGURE_SHADOW_COUNT: usize = 24;
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pub const MAX_DIRECTED_LIGHT_COUNT: usize = 6;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Globals {
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view_mat: [[f32; 4]; 4],
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proj_mat: [[f32; 4]; 4],
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@ -55,14 +55,14 @@ pub struct Globals {
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Light {
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pos: [f32; 4],
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col: [f32; 4],
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Shadow {
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pos_radius: [f32; 4],
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}
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use super::super::{AaMode, GlobalsLayouts};
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use bytemuck::Pod;
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use vek::*;
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use zerocopy::AsBytes;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Vertex {
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pos: [f32; 3],
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// ____BBBBBBBBGGGGGGGGRRRRRRRR
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@ -76,7 +76,7 @@ impl ParticleMode {
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Instance {
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// created_at time, so we can calculate time relativity, needed for relative animation.
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// can save 32 bits per instance, for particles that are not relatively animated.
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use super::super::{AaMode, GlobalsLayouts, Mesh, Tri};
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use bytemuck::Pod;
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use vek::*;
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use zerocopy::AsBytes;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Locals {
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proj_mat_inv: [[f32; 4]; 4],
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view_mat_inv: [[f32; 4]; 4],
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@ -23,7 +23,7 @@ impl Locals {
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Vertex {
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pub pos: [f32; 2],
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}
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AaMode, ColLightInfo, FigureLayout, GlobalsLayouts, Renderer, TerrainLayout, TerrainVertex,
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Texture,
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};
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use bytemuck::Pod;
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use vek::*;
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use zerocopy::AsBytes;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Locals {
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shadow_matrices: [[f32; 4]; 4],
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texture_mats: [[f32; 4]; 4],
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@ -1,8 +1,8 @@
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use super::super::{AaMode, GlobalsLayouts, Mesh, Quad};
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use zerocopy::AsBytes;
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use bytemuck::Pod;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Vertex {
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pub pos: [f32; 3],
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}
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use super::super::{AaMode, GlobalsLayouts, TerrainLayout};
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use bytemuck::Pod;
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use core::fmt;
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use vek::*;
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use zerocopy::AsBytes;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Vertex {
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pos: [f32; 3],
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// Because we try to restrict terrain sprite data to a 128×128 block
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@ -70,7 +70,7 @@ impl Vertex {
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Instance {
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pos_ori: u32,
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inst_mat0: [f32; 4],
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@ -122,7 +122,7 @@ impl Default for Instance {
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Locals {
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// Each matrix performs rotatation, translation, and scaling, relative to the sprite
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// origin, for all sprite instances. The matrix will be in an array indexed by the
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@ -1,9 +1,9 @@
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use super::super::{AaMode, GlobalsLayouts};
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use bytemuck::Pod;
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use vek::*;
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use zerocopy::AsBytes;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Vertex {
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pos_norm: u32,
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atlas_pos: u32,
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@ -129,7 +129,7 @@ impl Vertex {
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Locals {
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model_offs: [f32; 3],
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load_time: f32,
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@ -1,9 +1,9 @@
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use super::super::{AaMode, GlobalsLayouts, Quad, Tri};
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use bytemuck::Pod;
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use vek::*;
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use zerocopy::AsBytes;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Vertex {
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pos: [f32; 2],
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uv: [f32; 2],
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@ -24,7 +24,7 @@ impl Vertex {
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, AsBytes)]
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#[derive(Copy, Clone, Debug, Pod)]
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pub struct Locals {
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pos: [f32; 4],
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}
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@ -944,7 +944,7 @@ impl Renderer {
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}
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/// Create a new set of constants with the provided values.
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pub fn create_consts<T: Copy + zerocopy::AsBytes>(
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pub fn create_consts<T: Copy + bytemuck::Pod>(
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&mut self,
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vals: &[T],
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) -> Result<Consts<T>, RenderError> {
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@ -954,16 +954,12 @@ impl Renderer {
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}
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/// Update a set of constants with the provided values.
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pub fn update_consts<T: Copy + zerocopy::AsBytes>(
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&mut self,
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consts: &mut Consts<T>,
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vals: &[T],
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) -> Result<(), RenderError> {
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pub fn update_consts<T: Copy + bytemuck::Pod>(&mut self, consts: &mut Consts<T>, vals: &[T]) {
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consts.update(&mut self.encoder, vals, 0)
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}
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/// Create a new set of instances with the provided values.
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pub fn create_instances<T: Copy + zerocopy::AsBytes>(
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pub fn create_instances<T: Copy + bytemuck::Pod>(
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&mut self,
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vals: &[T],
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) -> Result<Instances<T>, RenderError> {
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@ -1,9 +1,7 @@
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use super::{load::BodySpec, FigureModelEntry};
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use crate::{
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mesh::{greedy::GreedyMesh, Meshable},
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render::{
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BoneMeshes, ColLightInfo, FigureModel, FigurePipeline, Mesh, Renderer, TerrainPipeline,
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},
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render::{BoneMeshes, ColLightInfo, FigureModel, Mesh, Renderer, TerrainVertex},
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scene::camera::CameraMode,
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};
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use anim::Skeleton;
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@ -411,7 +409,7 @@ where
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// Then, set up meshing context.
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let mut greedy = FigureModel::make_greedy();
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let mut opaque = Mesh::<TerrainPipeline>::new();
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let mut opaque = Mesh::<TerrainVertex>::new();
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// Choose the most conservative bounds for any LOD model.
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let mut figure_bounds = anim::vek::Aabb {
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min: anim::vek::Vec3::zero(),
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@ -473,13 +471,13 @@ where
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fn generate_mesh<'a>(
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greedy: &mut GreedyMesh<'a>,
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opaque_mesh: &mut Mesh<TerrainPipeline>,
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opaque_mesh: &mut Mesh<TerrainVertex>,
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segment: &'a Segment,
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offset: Vec3<f32>,
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bone_idx: u8,
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) -> BoneMeshes {
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let (opaque, _, _, bounds) =
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Meshable::<FigurePipeline, &mut GreedyMesh>::generate_mesh(
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Meshable::<TerrainVertex, &mut GreedyMesh>::generate_mesh(
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segment,
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(greedy, opaque_mesh, offset, Vec3::one(), bone_idx),
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);
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@ -488,14 +486,14 @@ where
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fn generate_mesh_lod_mid<'a>(
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greedy: &mut GreedyMesh<'a>,
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opaque_mesh: &mut Mesh<TerrainPipeline>,
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opaque_mesh: &mut Mesh<TerrainVertex>,
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segment: &'a Segment,
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offset: Vec3<f32>,
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bone_idx: u8,
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) -> BoneMeshes {
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let lod_scale = 0.6;
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let (opaque, _, _, bounds) =
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Meshable::<FigurePipeline, &mut GreedyMesh>::generate_mesh(
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Meshable::<TerrainVertex, &mut GreedyMesh>::generate_mesh(
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segment.scaled_by(Vec3::broadcast(lod_scale)),
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(
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greedy,
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@ -510,14 +508,14 @@ where
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fn generate_mesh_lod_low<'a>(
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greedy: &mut GreedyMesh<'a>,
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opaque_mesh: &mut Mesh<TerrainPipeline>,
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opaque_mesh: &mut Mesh<TerrainVertex>,
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segment: &'a Segment,
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offset: Vec3<f32>,
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bone_idx: u8,
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) -> BoneMeshes {
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let lod_scale = 0.3;
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let (opaque, _, _, bounds) =
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Meshable::<FigurePipeline, &mut GreedyMesh>::generate_mesh(
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Meshable::<TerrainVertex, &mut GreedyMesh>::generate_mesh(
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segment.scaled_by(Vec3::broadcast(lod_scale)),
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(
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greedy,
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|
@ -7,8 +7,8 @@ pub use load::load_mesh; // TODO: Don't make this public.
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use crate::{
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ecs::comp::Interpolated,
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render::{
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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],
|
||||
@ -4897,10 +4897,8 @@ 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
|
||||
}
|
||||
@ -4915,7 +4913,7 @@ 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");
|
||||
@ -4926,7 +4924,7 @@ 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)?;
|
||||
@ -5196,5 +5194,5 @@ 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)
|
||||
}
|
||||
|
@ -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;
|
||||
|
@ -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),
|
||||
|
@ -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 {
|
||||
@ -1103,7 +1103,7 @@ 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(|| {
|
||||
@ -1119,7 +1119,7 @@ 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;
|
||||
|
@ -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,
|
||||
|
@ -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,
|
||||
},
|
||||
};
|
||||
|
||||
@ -58,8 +58,8 @@ impl Visibility {
|
||||
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>,
|
||||
@ -69,7 +69,7 @@ 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: Box<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>,
|
||||
glow_map: Box<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>,
|
||||
sprite_instances: HashMap<(SpriteKind, usize), Instances<SpriteInstance>>,
|
||||
@ -95,8 +95,8 @@ struct ChunkMeshState {
|
||||
struct MeshWorkerResponse {
|
||||
pos: Vec2<i32>,
|
||||
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: Box<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>,
|
||||
glow_map: Box<dyn Fn(Vec3<i32>) -> f32 + Send + Sync>,
|
||||
@ -237,7 +237,7 @@ 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>,
|
||||
}
|
||||
@ -289,12 +289,12 @@ 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>,
|
||||
@ -308,7 +308,7 @@ 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>;
|
||||
@ -320,7 +320,7 @@ impl SpriteRenderContext {
|
||||
|
||||
struct SpriteDataResponse {
|
||||
locals: [SpriteLocals; 8],
|
||||
model: Mesh<SpritePipeline>,
|
||||
model: Mesh<SpriteVertex>,
|
||||
offset: Vec3<f32>,
|
||||
}
|
||||
|
||||
@ -341,7 +341,6 @@ 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)| {
|
||||
@ -401,7 +400,7 @@ 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),
|
||||
);
|
||||
@ -494,8 +493,9 @@ 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),
|
||||
@ -530,9 +530,8 @@ 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,
|
||||
@ -542,7 +541,7 @@ 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 =
|
||||
@ -554,20 +553,29 @@ 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))
|
||||
}
|
||||
|
@ -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.
|
||||
|
@ -3,7 +3,7 @@ mod renderer;
|
||||
|
||||
pub use renderer::{SampleStrat, Transform};
|
||||
|
||||
use crate::render::{RenderError, Renderer, Texture};
|
||||
use crate::render::{Renderer, Texture};
|
||||
use common::figure::Segment;
|
||||
use guillotiere::{size2, SimpleAtlasAllocator};
|
||||
use hashbrown::{hash_map::Entry, HashMap};
|
||||
@ -443,21 +443,17 @@ 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()),
|
||||
)
|
||||
}
|
||||
|
@ -25,8 +25,8 @@ 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,
|
||||
@ -107,9 +107,9 @@ 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>,
|
||||
@ -568,7 +568,13 @@ 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);
|
||||
}
|
||||
}) {
|
||||
|
Loading…
Reference in New Issue
Block a user