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LoD first attempt (stack overflow issue)
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38
assets/voxygen/shaders/lod-terrain-vert.glsl
Normal file
38
assets/voxygen/shaders/lod-terrain-vert.glsl
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@ -0,0 +1,38 @@
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#version 330 core
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#include <globals.glsl>
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#include <srgb.glsl>
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uniform sampler2D t_noise;
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in vec2 v_pos;
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layout (std140)
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uniform u_locals {
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vec4 nul;
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};
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out vec3 f_pos;
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out vec3 f_norm;
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out vec3 f_col;
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out float f_light;
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void main() {
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vec2 pos = v_pos * 1000.0;
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f_pos = vec3(pos, texture(t_noise, pos * 0.001).x * 1000.0);
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//f_pos.z -= 25.0 * pow(distance(focus_pos.xy, f_pos.xy) / view_distance.x, 20.0);
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f_col = vec3(0.5, 1.0, 0.3);
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f_light = 1.0;
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f_norm = vec3(0, 0, 1);
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gl_Position =
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proj_mat *
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view_mat *
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vec4(f_pos, 1);
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gl_Position.z = 1.0 / (1.0 - gl_Position.z - 10.0);
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}
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@ -3,16 +3,10 @@
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#include <globals.glsl>
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in vec3 f_pos;
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flat in uint f_pos_norm;
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in vec3 f_norm;
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in vec3 f_col;
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in float f_light;
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layout (std140)
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uniform u_locals {
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vec3 model_offs;
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float load_time;
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};
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out vec4 tgt_color;
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#include <sky.glsl>
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@ -13,7 +13,7 @@ uniform u_locals {
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};
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out vec3 f_pos;
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flat out uint f_pos_norm;
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out vec3 f_norm;
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out vec3 f_col;
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out float f_light;
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@ -27,7 +27,15 @@ void main() {
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f_light = float(v_col_light & 0xFFu) / 255.0;
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f_pos_norm = v_pos_norm;
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// First 3 normals are negative, next 3 are positive
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vec3 normals[6] = vec3[](vec3(-1,0,0), vec3(0,-1,0), vec3(0,0,-1), vec3(1,0,0), vec3(0,1,0), vec3(0,0,1));
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// TODO: last 3 bits in v_pos_norm should be a number between 0 and 5, rather than 0-2 and a direction.
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uint norm_axis = (v_pos_norm >> 30) & 0x3u;
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// Increase array access by 3 to access positive values
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uint norm_dir = ((v_pos_norm >> 29) & 0x1u) * 3u;
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// Use an array to avoid conditional branching
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f_norm = normals[norm_axis + norm_dir];
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gl_Position =
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all_mat *
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@ -18,6 +18,7 @@ pub use self::{
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pipelines::{
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figure::{BoneData as FigureBoneData, FigurePipeline, Locals as FigureLocals},
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fluid::FluidPipeline,
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lod_terrain::{Locals as LodTerrainLocals, LodTerrainPipeline},
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postprocess::{
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create_mesh as create_pp_mesh, Locals as PostProcessLocals, PostProcessPipeline,
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},
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57
voxygen/src/render/pipelines/lod_terrain.rs
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57
voxygen/src/render/pipelines/lod_terrain.rs
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@ -0,0 +1,57 @@
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use super::{
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super::{Pipeline, TgtColorFmt, TgtDepthFmt},
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Globals,
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};
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use gfx::{
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self,
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gfx_constant_struct_meta,
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// Macros
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gfx_defines,
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gfx_impl_struct_meta,
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gfx_pipeline,
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gfx_pipeline_inner,
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gfx_vertex_struct_meta,
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};
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use vek::*;
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gfx_defines! {
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vertex Vertex {
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pos: [f32; 2] = "v_pos",
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}
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constant Locals {
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nul: [f32; 4] = "nul",
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}
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pipeline pipe {
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vbuf: gfx::VertexBuffer<Vertex> = (),
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locals: gfx::ConstantBuffer<Locals> = "u_locals",
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globals: gfx::ConstantBuffer<Globals> = "u_globals",
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noise: gfx::TextureSampler<f32> = "t_noise",
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tgt_color: gfx::RenderTarget<TgtColorFmt> = "tgt_color",
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tgt_depth: gfx::DepthTarget<TgtDepthFmt> = gfx::preset::depth::LESS_EQUAL_WRITE,
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}
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}
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impl Vertex {
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pub fn new(pos: Vec2<f32>) -> Self {
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Self {
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pos: pos.into_array(),
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}
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}
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}
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impl Locals {
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pub fn default() -> Self {
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Self { nul: [0.0; 4] }
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}
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}
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pub struct LodTerrainPipeline;
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impl Pipeline for LodTerrainPipeline {
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type Vertex = Vertex;
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}
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@ -1,5 +1,6 @@
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pub mod figure;
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pub mod fluid;
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pub mod lod_terrain;
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pub mod postprocess;
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pub mod skybox;
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pub mod sprite;
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@ -4,7 +4,10 @@ use super::{
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instances::Instances,
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mesh::Mesh,
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model::{DynamicModel, Model},
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pipelines::{figure, fluid, postprocess, skybox, sprite, terrain, ui, Globals, Light, Shadow},
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pipelines::{
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figure, fluid, lod_terrain, postprocess, skybox, sprite, terrain, ui, Globals, Light,
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Shadow,
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},
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texture::Texture,
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AaMode, CloudMode, FluidMode, Pipeline, RenderError,
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};
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@ -69,6 +72,7 @@ pub struct Renderer {
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fluid_pipeline: GfxPipeline<fluid::pipe::Init<'static>>,
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sprite_pipeline: GfxPipeline<sprite::pipe::Init<'static>>,
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ui_pipeline: GfxPipeline<ui::pipe::Init<'static>>,
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lod_terrain_pipeline: GfxPipeline<lod_terrain::pipe::Init<'static>>,
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postprocess_pipeline: GfxPipeline<postprocess::pipe::Init<'static>>,
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shader_reload_indicator: ReloadIndicator,
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@ -101,6 +105,7 @@ impl Renderer {
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fluid_pipeline,
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sprite_pipeline,
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ui_pipeline,
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lod_terrain_pipeline,
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postprocess_pipeline,
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) = create_pipelines(
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&mut factory,
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@ -143,6 +148,7 @@ impl Renderer {
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fluid_pipeline,
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sprite_pipeline,
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ui_pipeline,
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lod_terrain_pipeline,
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postprocess_pipeline,
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shader_reload_indicator,
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@ -335,6 +341,7 @@ impl Renderer {
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fluid_pipeline,
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sprite_pipeline,
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ui_pipeline,
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lod_terrain_pipeline,
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postprocess_pipeline,
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)) => {
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self.skybox_pipeline = skybox_pipeline;
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@ -343,6 +350,7 @@ impl Renderer {
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self.fluid_pipeline = fluid_pipeline;
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self.sprite_pipeline = sprite_pipeline;
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self.ui_pipeline = ui_pipeline;
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self.lod_terrain_pipeline = lod_terrain_pipeline;
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self.postprocess_pipeline = postprocess_pipeline;
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},
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Err(e) => error!(
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@ -638,6 +646,33 @@ impl Renderer {
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);
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}
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/// Queue the rendering of the provided LoD terrain model in the upcoming frame.
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pub fn render_lod_terrain(
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&mut self,
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model: &Model<lod_terrain::LodTerrainPipeline>,
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globals: &Consts<Globals>,
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locals: &Consts<lod_terrain::Locals>,
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) {
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self.encoder.draw(
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&gfx::Slice {
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start: model.vertex_range().start,
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end: model.vertex_range().end,
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base_vertex: 0,
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instances: None,
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buffer: gfx::IndexBuffer::Auto,
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},
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&self.lod_terrain_pipeline.pso,
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&lod_terrain::pipe::Data {
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vbuf: model.vbuf.clone(),
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locals: locals.buf.clone(),
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globals: globals.buf.clone(),
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noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
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tgt_color: self.tgt_color_view.clone(),
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tgt_depth: self.tgt_depth_view.clone(),
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},
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);
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}
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/// Queue the rendering of the provided UI element in the upcoming frame.
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pub fn render_ui_element(
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&mut self,
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@ -720,10 +755,13 @@ fn create_pipelines(
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GfxPipeline<fluid::pipe::Init<'static>>,
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GfxPipeline<sprite::pipe::Init<'static>>,
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GfxPipeline<ui::pipe::Init<'static>>,
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GfxPipeline<lod_terrain::pipe::Init<'static>>,
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GfxPipeline<postprocess::pipe::Init<'static>>,
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),
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RenderError,
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> {
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dbg!("start");
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let globals =
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assets::load_watched::<String>("voxygen.shaders.include.globals", shader_reload_indicator)
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.unwrap();
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@ -851,6 +889,23 @@ fn create_pipelines(
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gfx::state::CullFace::Back,
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)?;
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// Construct a pipeline for rendering terrain
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let lod_terrain_pipeline = create_pipeline(
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factory,
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lod_terrain::pipe::new(),
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&assets::load_watched::<String>(
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"voxygen.shaders.lod-terrain-vert",
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shader_reload_indicator,
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)
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.unwrap(),
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&assets::load_watched::<String>("voxygen.shaders.terrain-frag", shader_reload_indicator)
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.unwrap(),
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&include_ctx,
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gfx::state::CullFace::Back,
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)?;
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dbg!("created lod pipeline");
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// Construct a pipeline for rendering our post-processing
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let postprocess_pipeline = create_pipeline(
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factory,
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@ -869,6 +924,8 @@ fn create_pipelines(
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gfx::state::CullFace::Back,
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)?;
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dbg!("created pipelines");
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Ok((
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skybox_pipeline,
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figure_pipeline,
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@ -876,6 +933,7 @@ fn create_pipelines(
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fluid_pipeline,
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sprite_pipeline,
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ui_pipeline,
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lod_terrain_pipeline,
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postprocess_pipeline,
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))
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}
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@ -889,12 +947,23 @@ fn create_pipeline<'a, P: gfx::pso::PipelineInit>(
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ctx: &IncludeContext,
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cull_face: gfx::state::CullFace,
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) -> Result<GfxPipeline<P>, RenderError> {
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dbg!("Expanding context...");
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let vs = ctx.expand(vs)?;
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dbg!("expanded vs!");
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let fs = ctx.expand(fs)?;
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dbg!("expanded fs!");
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dbg!("vs = {}, fs = {}", vs.as_bytes().len(), fs.as_bytes().len());
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let program = factory.link_program(vs.as_bytes(), fs.as_bytes())?;
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Ok(GfxPipeline {
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dbg!("linked");
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let result = Ok(GfxPipeline {
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pso: factory.create_pipeline_from_program(
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&program,
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gfx::Primitive::TriangleList,
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@ -907,5 +976,9 @@ fn create_pipeline<'a, P: gfx::pso::PipelineInit>(
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},
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pipe,
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)?,
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})
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});
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dbg!("finished pipeline");
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result
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}
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44
voxygen/src/scene/lod.rs
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44
voxygen/src/scene/lod.rs
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@ -0,0 +1,44 @@
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use crate::render::{
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pipelines::lod_terrain::{Locals, Vertex},
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Consts, Globals, LodTerrainPipeline, Mesh, Model, Quad, Renderer,
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};
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use vek::*;
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pub struct Lod {
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model: Model<LodTerrainPipeline>,
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locals: Consts<Locals>,
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}
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impl Lod {
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pub fn new(renderer: &mut Renderer) -> Self {
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Self {
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model: renderer
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.create_model(&create_lod_terrain_mesh(256))
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.unwrap(),
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locals: renderer.create_consts(&[Locals::default()]).unwrap(),
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}
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}
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pub fn render(&self, renderer: &mut Renderer, globals: &Consts<Globals>) {
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renderer.render_lod_terrain(&self.model, globals, &self.locals);
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}
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}
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fn create_lod_terrain_mesh(detail: usize) -> Mesh<LodTerrainPipeline> {
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let transform = |x| (2.0 * x as f32) / detail as f32 - 2.0;
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let mut mesh = Mesh::new();
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for x in 0..detail {
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for y in 0..detail {
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mesh.push_quad(Quad::new(
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Vertex::new(Vec2::new(x + 0, y + 0).map(transform)),
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Vertex::new(Vec2::new(x + 1, y + 0).map(transform)),
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Vertex::new(Vec2::new(x + 1, y + 1).map(transform)),
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Vertex::new(Vec2::new(x + 0, y + 1).map(transform)),
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));
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}
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}
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mesh
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}
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@ -54,6 +54,7 @@ pub struct Scene {
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skybox: Skybox,
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postprocess: PostProcess,
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terrain: Terrain<TerrainChunk>,
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lod: Lod,
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loaded_distance: f32,
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select_pos: Option<Vec3<i32>>,
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@ -88,6 +89,7 @@ impl Scene {
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.unwrap(),
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},
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terrain: Terrain::new(renderer),
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lod: Lod::new(renderer),
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loaded_distance: 0.0,
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select_pos: None,
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@ -340,6 +342,7 @@ impl Scene {
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&self.shadows,
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self.camera.get_focus_pos(),
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);
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self.lod.render(renderer, &self.globals);
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// Render the skybox.
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renderer.render_skybox(&self.skybox.model, &self.globals, &self.skybox.locals);
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