use super::{ super::{Pipeline, TgtColorFmt, TgtDepthStencilFmt}, Globals, Light, Shadow, }; use gfx::{ self, gfx_defines, gfx_impl_struct_meta, gfx_pipeline, gfx_pipeline_inner, gfx_vertex_struct_meta, state::{ColorMask, Comparison, Stencil, StencilOp}, }; use vek::*; gfx_defines! { vertex Vertex { pos: [f32; 3] = "v_pos", // ____BBBBBBBBGGGGGGGGRRRRRRRR col: u32 = "v_col", // ...AANNN // A = AO // N = Normal norm_ao: u32 = "v_norm_ao", } vertex 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. inst_time: f32 = "inst_time", // a seed value for randomness // can save 32 bits per instance, for particles that don't need randomness/uniqueness. inst_entropy: f32 = "inst_entropy", // modes should probably be seperate shaders, as a part of scaling and optimisation efforts. // can save 32 bits per instance, and have cleaner tailor made code. inst_mode: i32 = "inst_mode", // a triangle is: f32 x 3 x 3 x 1 = 288 bits // a quad is: f32 x 3 x 3 x 2 = 576 bits // a cube is: f32 x 3 x 3 x 12 = 3456 bits // this vec is: f32 x 3 x 1 x 1 = 96 bits (per instance!) // consider using a throw-away mesh and // positioning the vertex verticies instead, // if we have: // - a triangle mesh, and 3 or more instances. // - a quad mesh, and 6 or more instances. // - a cube mesh, and 36 or more instances. inst_pos: [f32; 3] = "inst_pos", } pipeline pipe { vbuf: gfx::VertexBuffer = (), ibuf: gfx::InstanceBuffer = (), globals: gfx::ConstantBuffer = "u_globals", lights: gfx::ConstantBuffer = "u_lights", shadows: gfx::ConstantBuffer = "u_shadows", noise: gfx::TextureSampler = "t_noise", tgt_color: gfx::BlendTarget = ("tgt_color", ColorMask::all(), gfx::preset::blend::ALPHA), tgt_depth_stencil: gfx::DepthStencilTarget = (gfx::preset::depth::LESS_EQUAL_WRITE,Stencil::new(Comparison::Always,0xff,(StencilOp::Keep,StencilOp::Keep,StencilOp::Keep))), } } impl Vertex { #[allow(clippy::collapsible_if)] pub fn new(pos: Vec3, norm: Vec3, col: Rgb, ao: f32) -> Self { let norm_bits = if norm.x != 0.0 { if norm.x < 0.0 { 0 } else { 1 } } else if norm.y != 0.0 { if norm.y < 0.0 { 2 } else { 3 } } else { if norm.z < 0.0 { 4 } else { 5 } }; Self { pos: pos.into_array(), col: col .map2(Rgb::new(0, 8, 16), |e, shift| ((e * 255.0) as u32) << shift) .reduce_bitor(), norm_ao: norm_bits | (((ao * 3.9999) as u32) << 3), } } } pub enum ParticleMode { CampfireSmoke = 0, CampfireFire = 1, GunPowderSpark = 2, Shrapnel = 3, } impl ParticleMode { pub fn into_uint(self) -> u32 { self as u32 } } impl Instance { pub fn new(inst_time: f64, inst_mode: ParticleMode, inst_pos: Vec3) -> Self { use rand::Rng; Self { inst_time: inst_time as f32, inst_entropy: rand::thread_rng().gen(), inst_mode: inst_mode as i32, inst_pos: inst_pos.into_array(), } } } impl Default for Instance { fn default() -> Self { Self::new(0.0, ParticleMode::CampfireSmoke, Vec3::zero()) } } pub struct ParticlePipeline; impl Pipeline for ParticlePipeline { type Vertex = Vertex; }