mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
2232 lines
83 KiB
Rust
2232 lines
83 KiB
Rust
use super::{
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consts::Consts,
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gfx_backend,
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instances::Instances,
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mesh::Mesh,
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model::{DynamicModel, Model},
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pipelines::{
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clouds, figure, fluid, lod_terrain, particle, postprocess, shadow, skybox, sprite, terrain,
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ui, GlobalModel, Globals,
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},
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texture::Texture,
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AaMode, CloudMode, FilterMethod, FluidMode, LightingMode, Pipeline, RenderError, RenderMode,
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ShadowMapMode, ShadowMode, WrapMode,
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};
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use common::{
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assets::{self, AssetExt, AssetHandle},
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span,
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};
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use core::convert::TryFrom;
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use gfx::{
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self,
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handle::Sampler,
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state::Comparison,
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traits::{Device, Factory, FactoryExt},
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};
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use glsl_include::Context as IncludeContext;
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use tracing::{error, warn};
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use vek::*;
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/// Represents the format of the pre-processed color target.
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// TODO: `(gfx::format::R11_G11_B10, gfx::format::Float)` would be better in
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// theory, but it doesn't seem to work
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pub type TgtColorFmt = gfx::format::Rgba16F;
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/// Represents the format of the pre-processed depth and stencil target.
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pub type TgtDepthStencilFmt = gfx::format::Depth;
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/// Represents the format of the window's color target.
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pub type WinColorFmt = gfx::format::Srgba8;
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/// Represents the format of the window's depth target.
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pub type WinDepthFmt = gfx::format::Depth;
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/// Represents the format of the pre-processed shadow depth target.
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pub type ShadowDepthStencilFmt = gfx::format::Depth;
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/// A handle to a pre-processed color target.
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pub type TgtColorView = gfx::handle::RenderTargetView<gfx_backend::Resources, TgtColorFmt>;
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/// A handle to a pre-processed depth target.
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pub type TgtDepthStencilView =
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gfx::handle::DepthStencilView<gfx_backend::Resources, TgtDepthStencilFmt>;
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/// A handle to a window color target.
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pub type WinColorView = gfx::handle::RenderTargetView<gfx_backend::Resources, WinColorFmt>;
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/// A handle to a window depth target.
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pub type WinDepthView = gfx::handle::DepthStencilView<gfx_backend::Resources, WinDepthFmt>;
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/// Represents the format of LOD shadows.
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pub type LodTextureFmt = (gfx::format::R8_G8_B8_A8, gfx::format::Unorm);
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/// Represents the format of LOD altitudes.
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pub type LodAltFmt = (gfx::format::R16_G16, gfx::format::Unorm);
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/// Represents the format of LOD map colors.
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pub type LodColorFmt = (gfx::format::R8_G8_B8_A8, gfx::format::Srgb);
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/// Represents the format of greedy meshed color-light textures.
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pub type ColLightFmt = (gfx::format::R8_G8_B8_A8, gfx::format::Unorm);
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/// A handle to a shadow depth target.
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pub type ShadowDepthStencilView =
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gfx::handle::DepthStencilView<gfx_backend::Resources, ShadowDepthStencilFmt>;
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/// A handle to a shadow depth target as a resource.
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pub type ShadowResourceView = gfx::handle::ShaderResourceView<
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gfx_backend::Resources,
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<ShadowDepthStencilFmt as gfx::format::Formatted>::View,
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>;
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/// A handle to a render color target as a resource.
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pub type TgtColorRes = gfx::handle::ShaderResourceView<
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gfx_backend::Resources,
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<TgtColorFmt as gfx::format::Formatted>::View,
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>;
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/// A handle to a render depth target as a resource.
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pub type TgtDepthRes = gfx::handle::ShaderResourceView<
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gfx_backend::Resources,
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<TgtDepthStencilFmt as gfx::format::Formatted>::View,
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>;
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/// A handle to a greedy meshed color-light texture as a resource.
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pub type ColLightRes = gfx::handle::ShaderResourceView<
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gfx_backend::Resources,
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<ColLightFmt as gfx::format::Formatted>::View,
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>;
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/// A type representing data that can be converted to an immutable texture map
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/// of ColLight data (used for texture atlases created during greedy meshing).
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pub type ColLightInfo = (
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Vec<<<ColLightFmt as gfx::format::Formatted>::Surface as gfx::format::SurfaceTyped>::DataType>,
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Vec2<u16>,
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);
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/// Load from a GLSL file.
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pub struct Glsl(String);
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impl From<String> for Glsl {
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fn from(s: String) -> Glsl {
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Glsl(s)
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}
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}
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impl assets::Asset for Glsl {
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const EXTENSION: &'static str = "glsl";
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type Loader = assets::LoadFrom<String, assets::StringLoader>;
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}
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struct Shaders {
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constants: AssetHandle<Glsl>,
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globals: AssetHandle<Glsl>,
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sky: AssetHandle<Glsl>,
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light: AssetHandle<Glsl>,
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srgb: AssetHandle<Glsl>,
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random: AssetHandle<Glsl>,
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lod: AssetHandle<Glsl>,
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shadows: AssetHandle<Glsl>,
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anti_alias_none: AssetHandle<Glsl>,
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anti_alias_fxaa: AssetHandle<Glsl>,
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anti_alias_msaa_x4: AssetHandle<Glsl>,
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anti_alias_msaa_x8: AssetHandle<Glsl>,
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anti_alias_msaa_x16: AssetHandle<Glsl>,
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cloud_none: AssetHandle<Glsl>,
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cloud_regular: AssetHandle<Glsl>,
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figure_vert: AssetHandle<Glsl>,
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terrain_point_shadow_vert: AssetHandle<Glsl>,
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terrain_directed_shadow_vert: AssetHandle<Glsl>,
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figure_directed_shadow_vert: AssetHandle<Glsl>,
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directed_shadow_frag: AssetHandle<Glsl>,
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skybox_vert: AssetHandle<Glsl>,
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skybox_frag: AssetHandle<Glsl>,
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figure_frag: AssetHandle<Glsl>,
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terrain_vert: AssetHandle<Glsl>,
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terrain_frag: AssetHandle<Glsl>,
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fluid_vert: AssetHandle<Glsl>,
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fluid_frag_cheap: AssetHandle<Glsl>,
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fluid_frag_shiny: AssetHandle<Glsl>,
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sprite_vert: AssetHandle<Glsl>,
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sprite_frag: AssetHandle<Glsl>,
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particle_vert: AssetHandle<Glsl>,
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particle_frag: AssetHandle<Glsl>,
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ui_vert: AssetHandle<Glsl>,
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ui_frag: AssetHandle<Glsl>,
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lod_terrain_vert: AssetHandle<Glsl>,
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lod_terrain_frag: AssetHandle<Glsl>,
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clouds_vert: AssetHandle<Glsl>,
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clouds_frag: AssetHandle<Glsl>,
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postprocess_vert: AssetHandle<Glsl>,
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postprocess_frag: AssetHandle<Glsl>,
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player_shadow_frag: AssetHandle<Glsl>,
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light_shadows_geom: AssetHandle<Glsl>,
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light_shadows_frag: AssetHandle<Glsl>,
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}
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impl assets::Compound for Shaders {
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fn load<S: assets::source::Source>(_: &assets::AssetCache<S>, _: &str) -> Result<Shaders, assets::Error> {
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Ok(Shaders {
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constants: AssetExt::load("voxygen.shaders.include.constants")?,
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globals: AssetExt::load("voxygen.shaders.include.globals")?,
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sky: AssetExt::load("voxygen.shaders.include.sky")?,
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light: AssetExt::load("voxygen.shaders.include.light")?,
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srgb: AssetExt::load("voxygen.shaders.include.srgb")?,
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random: AssetExt::load("voxygen.shaders.include.random")?,
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lod: AssetExt::load("voxygen.shaders.include.lod")?,
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shadows: AssetExt::load("voxygen.shaders.include.shadows")?,
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anti_alias_none: AssetExt::load("voxygen.shaders.antialias.none")?,
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anti_alias_fxaa: AssetExt::load("voxygen.shaders.antialias.fxaa")?,
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anti_alias_msaa_x4: AssetExt::load("voxygen.shaders.antialias.msaa-x4")?,
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anti_alias_msaa_x8: AssetExt::load("voxygen.shaders.antialias.msaa-x8")?,
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anti_alias_msaa_x16: AssetExt::load("voxygen.shaders.antialias.msaa-x16")?,
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cloud_none: AssetExt::load("voxygen.shaders.include.cloud.none")?,
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cloud_regular: AssetExt::load("voxygen.shaders.include.cloud.regular")?,
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figure_vert: AssetExt::load("voxygen.shaders.figure-vert")?,
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terrain_point_shadow_vert: AssetExt::load("voxygen.shaders.light-shadows-vert")?,
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terrain_directed_shadow_vert: AssetExt::load("voxygen.shaders.light-shadows-directed-vert")?,
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figure_directed_shadow_vert: AssetExt::load("voxygen.shaders.light-shadows-figure-vert")?,
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directed_shadow_frag: AssetExt::load("voxygen.shaders.light-shadows-directed-frag")?,
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skybox_vert: AssetExt::load("voxygen.shaders.skybox-vert")?,
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skybox_frag: AssetExt::load("voxygen.shaders.skybox-frag")?,
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figure_frag: AssetExt::load("voxygen.shaders.figure-frag")?,
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terrain_vert: AssetExt::load("voxygen.shaders.terrain-vert")?,
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terrain_frag: AssetExt::load("voxygen.shaders.terrain-frag")?,
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fluid_vert: AssetExt::load("voxygen.shaders.fluid-vert")?,
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fluid_frag_cheap: AssetExt::load("voxygen.shaders.fluid-frag.cheap")?,
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fluid_frag_shiny: AssetExt::load("voxygen.shaders.fluid-frag.shiny")?,
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sprite_vert: AssetExt::load("voxygen.shaders.sprite-vert")?,
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sprite_frag: AssetExt::load("voxygen.shaders.sprite-frag")?,
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particle_vert: AssetExt::load("voxygen.shaders.particle-vert")?,
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particle_frag: AssetExt::load("voxygen.shaders.particle-frag")?,
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ui_vert: AssetExt::load("voxygen.shaders.ui-vert")?,
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ui_frag: AssetExt::load("voxygen.shaders.ui-frag")?,
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lod_terrain_vert: AssetExt::load("voxygen.shaders.lod-terrain-vert")?,
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lod_terrain_frag: AssetExt::load("voxygen.shaders.lod-terrain-frag")?,
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clouds_vert: AssetExt::load("voxygen.shaders.clouds-vert")?,
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clouds_frag: AssetExt::load("voxygen.shaders.clouds-frag")?,
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postprocess_vert: AssetExt::load("voxygen.shaders.postprocess-vert")?,
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postprocess_frag: AssetExt::load("voxygen.shaders.postprocess-frag")?,
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player_shadow_frag: AssetExt::load("voxygen.shaders.player-shadow-frag")?,
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light_shadows_geom: AssetExt::load("voxygen.shaders.light-shadows-geom")?,
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light_shadows_frag: AssetExt::load("voxygen.shaders.light-shadows-frag")?,
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})
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}
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}
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/// A type that holds shadow map data. Since shadow mapping may not be
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/// supported on all platforms, we try to keep it separate.
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pub struct ShadowMapRenderer {
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// directed_encoder: gfx::Encoder<gfx_backend::Resources, gfx_backend::CommandBuffer>,
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// point_encoder: gfx::Encoder<gfx_backend::Resources, gfx_backend::CommandBuffer>,
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directed_depth_stencil_view: ShadowDepthStencilView,
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directed_res: ShadowResourceView,
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directed_sampler: Sampler<gfx_backend::Resources>,
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point_depth_stencil_view: ShadowDepthStencilView,
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point_res: ShadowResourceView,
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point_sampler: Sampler<gfx_backend::Resources>,
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point_pipeline: GfxPipeline<shadow::pipe::Init<'static>>,
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terrain_directed_pipeline: GfxPipeline<shadow::pipe::Init<'static>>,
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figure_directed_pipeline: GfxPipeline<shadow::figure_pipe::Init<'static>>,
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}
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/// A type that encapsulates rendering state. `Renderer` is central to Voxygen's
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/// rendering subsystem and contains any state necessary to interact with the
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/// GPU, along with pipeline state objects (PSOs) needed to renderer different
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/// kinds of models to the screen.
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pub struct Renderer {
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device: gfx_backend::Device,
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encoder: gfx::Encoder<gfx_backend::Resources, gfx_backend::CommandBuffer>,
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factory: gfx_backend::Factory,
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win_color_view: WinColorView,
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win_depth_view: WinDepthView,
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tgt_color_view: TgtColorView,
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tgt_depth_stencil_view: TgtDepthStencilView,
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tgt_color_view_pp: TgtColorView,
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tgt_color_res: TgtColorRes,
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tgt_depth_res: TgtDepthRes,
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tgt_color_res_pp: TgtColorRes,
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sampler: Sampler<gfx_backend::Resources>,
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shadow_map: Option<ShadowMapRenderer>,
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skybox_pipeline: GfxPipeline<skybox::pipe::Init<'static>>,
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figure_pipeline: GfxPipeline<figure::pipe::Init<'static>>,
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terrain_pipeline: GfxPipeline<terrain::pipe::Init<'static>>,
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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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particle_pipeline: GfxPipeline<particle::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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clouds_pipeline: GfxPipeline<clouds::pipe::Init<'static>>,
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postprocess_pipeline: GfxPipeline<postprocess::pipe::Init<'static>>,
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player_shadow_pipeline: GfxPipeline<figure::pipe::Init<'static>>,
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shaders: AssetHandle<Shaders>,
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noise_tex: Texture<(gfx::format::R8, gfx::format::Unorm)>,
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mode: RenderMode,
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}
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impl Renderer {
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/// Create a new `Renderer` from a variety of backend-specific components
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/// and the window targets.
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pub fn new(
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mut device: gfx_backend::Device,
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mut factory: gfx_backend::Factory,
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win_color_view: WinColorView,
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win_depth_view: WinDepthView,
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mode: RenderMode,
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) -> Result<Self, RenderError> {
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// Enable seamless cubemaps globally, where available--they are essentially a
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// strict improvement on regular cube maps.
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//
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// Note that since we only have to enable this once globally, there is no point
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// in doing this on rerender.
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Self::enable_seamless_cube_maps(&mut device);
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let dims = win_color_view.get_dimensions();
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let shadow_views = Self::create_shadow_views(
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&mut factory,
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(dims.0, dims.1),
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&ShadowMapMode::try_from(mode.shadow).unwrap_or_default(),
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)
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.map_err(|err| {
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warn!("Could not create shadow map views: {:?}", err);
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})
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.ok();
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let shaders = Shaders::load_expect("");
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let (
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skybox_pipeline,
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figure_pipeline,
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terrain_pipeline,
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fluid_pipeline,
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sprite_pipeline,
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particle_pipeline,
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ui_pipeline,
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lod_terrain_pipeline,
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clouds_pipeline,
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postprocess_pipeline,
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player_shadow_pipeline,
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point_shadow_pipeline,
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terrain_directed_shadow_pipeline,
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figure_directed_shadow_pipeline,
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) = create_pipelines(
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&mut factory,
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&shaders.read(),
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&mode,
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shadow_views.is_some(),
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)?;
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let (
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tgt_color_view,
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tgt_depth_stencil_view,
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tgt_color_view_pp,
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tgt_color_res,
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tgt_depth_res,
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tgt_color_res_pp,
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) = Self::create_rt_views(&mut factory, (dims.0, dims.1), &mode)?;
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let shadow_map = if let (
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Some(point_pipeline),
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Some(terrain_directed_pipeline),
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Some(figure_directed_pipeline),
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Some(shadow_views),
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) = (
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point_shadow_pipeline,
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terrain_directed_shadow_pipeline,
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figure_directed_shadow_pipeline,
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shadow_views,
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) {
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let (
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point_depth_stencil_view,
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point_res,
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point_sampler,
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directed_depth_stencil_view,
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directed_res,
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directed_sampler,
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) = shadow_views;
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Some(ShadowMapRenderer {
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// point_encoder: factory.create_command_buffer().into(),
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// directed_encoder: factory.create_command_buffer().into(),
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point_depth_stencil_view,
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point_res,
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point_sampler,
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directed_depth_stencil_view,
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directed_res,
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directed_sampler,
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point_pipeline,
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terrain_directed_pipeline,
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figure_directed_pipeline,
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})
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} else {
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None
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};
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let sampler = factory.create_sampler(gfx::texture::SamplerInfo::new(
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gfx::texture::FilterMethod::Bilinear,
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gfx::texture::WrapMode::Clamp,
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));
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|
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let noise_tex = Texture::new(
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&mut factory,
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&assets::Image::load_expect("voxygen.texture.noise").read().0,
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Some(gfx::texture::FilterMethod::Trilinear),
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Some(gfx::texture::WrapMode::Tile),
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None,
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)?;
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Ok(Self {
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device,
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encoder: factory.create_command_buffer().into(),
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factory,
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win_color_view,
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win_depth_view,
|
|
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tgt_color_view,
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tgt_depth_stencil_view,
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tgt_color_view_pp,
|
|
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tgt_color_res,
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tgt_depth_res,
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tgt_color_res_pp,
|
|
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sampler,
|
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shadow_map,
|
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skybox_pipeline,
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figure_pipeline,
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terrain_pipeline,
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fluid_pipeline,
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sprite_pipeline,
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particle_pipeline,
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ui_pipeline,
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lod_terrain_pipeline,
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clouds_pipeline,
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postprocess_pipeline,
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player_shadow_pipeline,
|
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shaders,
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noise_tex,
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mode,
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})
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}
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|
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/// Get references to the internal render target views that get rendered to
|
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/// before post-processing.
|
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#[allow(dead_code)]
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pub fn tgt_views(&self) -> (&TgtColorView, &TgtDepthStencilView) {
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(&self.tgt_color_view, &self.tgt_depth_stencil_view)
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}
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|
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/// Get references to the internal render target views that get displayed
|
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/// directly by the window.
|
|
#[allow(dead_code)]
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pub fn win_views(&self) -> (&WinColorView, &WinDepthView) {
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(&self.win_color_view, &self.win_depth_view)
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}
|
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|
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/// Get mutable references to the internal render target views that get
|
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/// rendered to before post-processing.
|
|
#[allow(dead_code)]
|
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pub fn tgt_views_mut(&mut self) -> (&mut TgtColorView, &mut TgtDepthStencilView) {
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(&mut self.tgt_color_view, &mut self.tgt_depth_stencil_view)
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}
|
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|
|
/// Get mutable references to the internal render target views that get
|
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/// displayed directly by the window.
|
|
#[allow(dead_code)]
|
|
pub fn win_views_mut(&mut self) -> (&mut WinColorView, &mut WinDepthView) {
|
|
(&mut self.win_color_view, &mut self.win_depth_view)
|
|
}
|
|
|
|
/// Change the render mode.
|
|
pub fn set_render_mode(&mut self, mode: RenderMode) -> Result<(), RenderError> {
|
|
self.mode = mode;
|
|
|
|
// Recreate render target
|
|
self.on_resize()?;
|
|
|
|
// Recreate pipelines with the new AA mode
|
|
self.recreate_pipelines();
|
|
|
|
Ok(())
|
|
}
|
|
|
|
/// Get the render mode.
|
|
pub fn render_mode(&self) -> &RenderMode { &self.mode }
|
|
|
|
/// Resize internal render targets to match window render target dimensions.
|
|
pub fn on_resize(&mut self) -> Result<(), RenderError> {
|
|
let dims = self.win_color_view.get_dimensions();
|
|
|
|
// Avoid panics when creating texture with w,h of 0,0.
|
|
if dims.0 != 0 && dims.1 != 0 {
|
|
let (
|
|
tgt_color_view,
|
|
tgt_depth_stencil_view,
|
|
tgt_color_view_pp,
|
|
tgt_color_res,
|
|
tgt_depth_res,
|
|
tgt_color_res_pp,
|
|
) = Self::create_rt_views(&mut self.factory, (dims.0, dims.1), &self.mode)?;
|
|
self.tgt_color_res = tgt_color_res;
|
|
self.tgt_depth_res = tgt_depth_res;
|
|
self.tgt_color_res_pp = tgt_color_res_pp;
|
|
self.tgt_color_view = tgt_color_view;
|
|
self.tgt_depth_stencil_view = tgt_depth_stencil_view;
|
|
self.tgt_color_view_pp = tgt_color_view_pp;
|
|
if let (Some(shadow_map), ShadowMode::Map(mode)) =
|
|
(self.shadow_map.as_mut(), self.mode.shadow)
|
|
{
|
|
match Self::create_shadow_views(&mut self.factory, (dims.0, dims.1), &mode) {
|
|
Ok((
|
|
point_depth_stencil_view,
|
|
point_res,
|
|
point_sampler,
|
|
directed_depth_stencil_view,
|
|
directed_res,
|
|
directed_sampler,
|
|
)) => {
|
|
shadow_map.point_depth_stencil_view = point_depth_stencil_view;
|
|
shadow_map.point_res = point_res;
|
|
shadow_map.point_sampler = point_sampler;
|
|
|
|
shadow_map.directed_depth_stencil_view = directed_depth_stencil_view;
|
|
shadow_map.directed_res = directed_res;
|
|
shadow_map.directed_sampler = directed_sampler;
|
|
},
|
|
Err(err) => {
|
|
warn!("Could not create shadow map views: {:?}", err);
|
|
},
|
|
}
|
|
}
|
|
}
|
|
|
|
Ok(())
|
|
}
|
|
|
|
fn create_rt_views(
|
|
factory: &mut gfx_device_gl::Factory,
|
|
size: (u16, u16),
|
|
mode: &RenderMode,
|
|
) -> Result<
|
|
(
|
|
TgtColorView,
|
|
TgtDepthStencilView,
|
|
TgtColorView,
|
|
TgtColorRes,
|
|
TgtDepthRes,
|
|
TgtColorRes,
|
|
),
|
|
RenderError,
|
|
> {
|
|
let upscaled = Vec2::from(size)
|
|
.map(|e: u16| (e as f32 * mode.upscale_mode.factor) as u16)
|
|
.into_tuple();
|
|
let kind = match mode.aa {
|
|
AaMode::None | AaMode::Fxaa => {
|
|
gfx::texture::Kind::D2(upscaled.0, upscaled.1, gfx::texture::AaMode::Single)
|
|
},
|
|
// TODO: Ensure sampling in the shader is exactly between the 4 texels
|
|
AaMode::MsaaX4 => {
|
|
gfx::texture::Kind::D2(upscaled.0, upscaled.1, gfx::texture::AaMode::Multi(4))
|
|
},
|
|
AaMode::MsaaX8 => {
|
|
gfx::texture::Kind::D2(upscaled.0, upscaled.1, gfx::texture::AaMode::Multi(8))
|
|
},
|
|
AaMode::MsaaX16 => {
|
|
gfx::texture::Kind::D2(upscaled.0, upscaled.1, gfx::texture::AaMode::Multi(16))
|
|
},
|
|
};
|
|
let levels = 1;
|
|
|
|
let color_cty = <<TgtColorFmt as gfx::format::Formatted>::Channel as gfx::format::ChannelTyped
|
|
>::get_channel_type();
|
|
let mut color_tex = || {
|
|
factory.create_texture(
|
|
kind,
|
|
levels,
|
|
gfx::memory::Bind::SHADER_RESOURCE | gfx::memory::Bind::RENDER_TARGET,
|
|
gfx::memory::Usage::Data,
|
|
Some(color_cty),
|
|
)
|
|
};
|
|
let tgt_color_tex = color_tex()?;
|
|
let tgt_color_tex_pp = color_tex()?;
|
|
let mut color_res = |tex| {
|
|
factory.view_texture_as_shader_resource::<TgtColorFmt>(
|
|
tex,
|
|
(0, levels - 1),
|
|
gfx::format::Swizzle::new(),
|
|
)
|
|
};
|
|
let tgt_color_res = color_res(&tgt_color_tex)?;
|
|
let tgt_color_res_pp = color_res(&tgt_color_tex_pp)?;
|
|
let tgt_color_view = factory.view_texture_as_render_target(&tgt_color_tex, 0, None)?;
|
|
let tgt_color_view_pp =
|
|
factory.view_texture_as_render_target(&tgt_color_tex_pp, 0, None)?;
|
|
|
|
let depth_stencil_cty = <<TgtDepthStencilFmt as gfx::format::Formatted>::Channel as gfx::format::ChannelTyped>::get_channel_type();
|
|
let tgt_depth_stencil_tex = factory.create_texture(
|
|
kind,
|
|
levels,
|
|
gfx::memory::Bind::SHADER_RESOURCE | gfx::memory::Bind::DEPTH_STENCIL,
|
|
gfx::memory::Usage::Data,
|
|
Some(depth_stencil_cty),
|
|
)?;
|
|
let tgt_depth_res = factory.view_texture_as_shader_resource::<TgtDepthStencilFmt>(
|
|
&tgt_depth_stencil_tex,
|
|
(0, levels - 1),
|
|
gfx::format::Swizzle::new(),
|
|
)?;
|
|
let tgt_depth_stencil_view =
|
|
factory.view_texture_as_depth_stencil_trivial(&tgt_depth_stencil_tex)?;
|
|
|
|
Ok((
|
|
tgt_color_view,
|
|
tgt_depth_stencil_view,
|
|
tgt_color_view_pp,
|
|
tgt_color_res,
|
|
tgt_depth_res,
|
|
tgt_color_res_pp,
|
|
))
|
|
}
|
|
|
|
/// Create textures and views for shadow maps.
|
|
// This is a one-use type and the two halves are not guaranteed to remain identical, so we
|
|
// disable the type complexity lint.
|
|
#[allow(clippy::type_complexity)]
|
|
fn create_shadow_views(
|
|
factory: &mut gfx_device_gl::Factory,
|
|
size: (u16, u16),
|
|
mode: &ShadowMapMode,
|
|
) -> Result<
|
|
(
|
|
ShadowDepthStencilView,
|
|
ShadowResourceView,
|
|
Sampler<gfx_backend::Resources>,
|
|
ShadowDepthStencilView,
|
|
ShadowResourceView,
|
|
Sampler<gfx_backend::Resources>,
|
|
),
|
|
RenderError,
|
|
> {
|
|
// (Attempt to) apply resolution factor to shadow map resolution.
|
|
let resolution_factor = mode.resolution.clamped(0.25, 4.0);
|
|
|
|
let max_texture_size = Self::max_texture_size_raw(factory);
|
|
// Limit to max texture size, rather than erroring.
|
|
let size = Vec2::new(size.0, size.1).map(|e| {
|
|
let size = f32::from(e) * resolution_factor;
|
|
// NOTE: We know 0 <= e since we clamped the resolution factor to be between
|
|
// 0.25 and 4.0.
|
|
if size <= f32::from(max_texture_size) {
|
|
size as u16
|
|
} else {
|
|
max_texture_size
|
|
}
|
|
});
|
|
|
|
let levels = 1;
|
|
// Limit to max texture size rather than erroring.
|
|
let two_size = size.map(|e| {
|
|
u16::checked_next_power_of_two(e)
|
|
.filter(|&e| e <= max_texture_size)
|
|
.unwrap_or(max_texture_size)
|
|
});
|
|
let min_size = size.reduce_min();
|
|
let max_size = size.reduce_max();
|
|
let _min_two_size = two_size.reduce_min();
|
|
let _max_two_size = two_size.reduce_max();
|
|
// For rotated shadow maps, the maximum size of a pixel along any axis is the
|
|
// size of a diagonal along that axis.
|
|
let diag_size = size.map(f64::from).magnitude();
|
|
let diag_cross_size = f64::from(min_size) / f64::from(max_size) * diag_size;
|
|
let (diag_size, _diag_cross_size) =
|
|
if 0.0 < diag_size && diag_size <= f64::from(max_texture_size) {
|
|
// NOTE: diag_cross_size must be non-negative, since it is the ratio of a
|
|
// non-negative and a positive number (if max_size were zero,
|
|
// diag_size would be 0 too). And it must be <= diag_size,
|
|
// since min_size <= max_size. Therefore, if diag_size fits in a
|
|
// u16, so does diag_cross_size.
|
|
(diag_size as u16, diag_cross_size as u16)
|
|
} else {
|
|
// Limit to max texture resolution rather than error.
|
|
(max_texture_size as u16, max_texture_size as u16)
|
|
};
|
|
let diag_two_size = u16::checked_next_power_of_two(diag_size)
|
|
.filter(|&e| e <= max_texture_size)
|
|
// Limit to max texture resolution rather than error.
|
|
.unwrap_or(max_texture_size);
|
|
let depth_stencil_cty = <<ShadowDepthStencilFmt as gfx::format::Formatted>::Channel as gfx::format::ChannelTyped>::get_channel_type();
|
|
|
|
let point_shadow_tex = factory
|
|
.create_texture(
|
|
gfx::texture::Kind::Cube(diag_two_size / 4),
|
|
levels as gfx::texture::Level,
|
|
gfx::memory::Bind::SHADER_RESOURCE | gfx::memory::Bind::DEPTH_STENCIL,
|
|
gfx::memory::Usage::Data,
|
|
Some(depth_stencil_cty),
|
|
)
|
|
.map_err(|err| RenderError::CombinedError(gfx::CombinedError::Texture(err)))?;
|
|
|
|
let point_tgt_shadow_view = factory
|
|
.view_texture_as_depth_stencil::<ShadowDepthStencilFmt>(
|
|
&point_shadow_tex,
|
|
0,
|
|
None,
|
|
gfx::texture::DepthStencilFlags::empty(),
|
|
)?;
|
|
|
|
let point_tgt_shadow_res = factory
|
|
.view_texture_as_shader_resource::<ShadowDepthStencilFmt>(
|
|
&point_shadow_tex,
|
|
(0, levels - 1),
|
|
gfx::format::Swizzle::new(),
|
|
)?;
|
|
|
|
let directed_shadow_tex = factory
|
|
.create_texture(
|
|
gfx::texture::Kind::D2(diag_two_size, diag_two_size, gfx::texture::AaMode::Single),
|
|
levels as gfx::texture::Level,
|
|
gfx::memory::Bind::SHADER_RESOURCE | gfx::memory::Bind::DEPTH_STENCIL,
|
|
gfx::memory::Usage::Data,
|
|
Some(depth_stencil_cty),
|
|
)
|
|
.map_err(|err| RenderError::CombinedError(gfx::CombinedError::Texture(err)))?;
|
|
let directed_tgt_shadow_view = factory
|
|
.view_texture_as_depth_stencil::<ShadowDepthStencilFmt>(
|
|
&directed_shadow_tex,
|
|
0,
|
|
None,
|
|
gfx::texture::DepthStencilFlags::empty(),
|
|
)?;
|
|
let directed_tgt_shadow_res = factory
|
|
.view_texture_as_shader_resource::<ShadowDepthStencilFmt>(
|
|
&directed_shadow_tex,
|
|
(0, levels - 1),
|
|
gfx::format::Swizzle::new(),
|
|
)?;
|
|
|
|
let mut sampler_info = gfx::texture::SamplerInfo::new(
|
|
gfx::texture::FilterMethod::Bilinear,
|
|
// Lights should always be assumed to flood areas we can't see.
|
|
gfx::texture::WrapMode::Border,
|
|
);
|
|
sampler_info.comparison = Some(Comparison::LessEqual);
|
|
sampler_info.border = [1.0; 4].into();
|
|
let point_shadow_tex_sampler = factory.create_sampler(sampler_info);
|
|
let directed_shadow_tex_sampler = factory.create_sampler(sampler_info);
|
|
|
|
Ok((
|
|
point_tgt_shadow_view,
|
|
point_tgt_shadow_res,
|
|
point_shadow_tex_sampler,
|
|
directed_tgt_shadow_view,
|
|
directed_tgt_shadow_res,
|
|
directed_shadow_tex_sampler,
|
|
))
|
|
}
|
|
|
|
/// Get the resolution of the render target.
|
|
/// Note: the change after a resize can be delayed so
|
|
/// don't rely on this value being constant between resize events
|
|
pub fn get_resolution(&self) -> Vec2<u16> {
|
|
Vec2::new(
|
|
self.win_color_view.get_dimensions().0,
|
|
self.win_color_view.get_dimensions().1,
|
|
)
|
|
}
|
|
|
|
/// Get the resolution of the shadow render target.
|
|
pub fn get_shadow_resolution(&self) -> (Vec2<u16>, Vec2<u16>) {
|
|
if let Some(shadow_map) = &self.shadow_map {
|
|
let point_dims = shadow_map.point_depth_stencil_view.get_dimensions();
|
|
let directed_dims = shadow_map.directed_depth_stencil_view.get_dimensions();
|
|
(
|
|
Vec2::new(point_dims.0, point_dims.1),
|
|
Vec2::new(directed_dims.0, directed_dims.1),
|
|
)
|
|
} else {
|
|
(Vec2::new(1, 1), Vec2::new(1, 1))
|
|
}
|
|
}
|
|
|
|
/// Queue the clearing of the shadow targets ready for a new frame to be
|
|
/// rendered.
|
|
pub fn clear_shadows(&mut self) {
|
|
span!(_guard, "clear_shadows", "Renderer::clear_shadows");
|
|
if !self.mode.shadow.is_map() {
|
|
return;
|
|
}
|
|
if let Some(shadow_map) = self.shadow_map.as_mut() {
|
|
// let point_encoder = &mut shadow_map.point_encoder;
|
|
let point_encoder = &mut self.encoder;
|
|
point_encoder.clear_depth(&shadow_map.point_depth_stencil_view, 1.0);
|
|
// let directed_encoder = &mut shadow_map.directed_encoder;
|
|
let directed_encoder = &mut self.encoder;
|
|
directed_encoder.clear_depth(&shadow_map.directed_depth_stencil_view, 1.0);
|
|
}
|
|
}
|
|
|
|
/// NOTE: Supported by Vulkan (by default), DirectX 10+ (it seems--it's hard
|
|
/// to find proof of this, but Direct3D 10 apparently does it by
|
|
/// default, and 11 definitely does, so I assume it's natively supported
|
|
/// by DirectX itself), OpenGL 3.2+, and Metal (done by default). While
|
|
/// there may be some GPUs that don't quite support it correctly, the
|
|
/// impact is relatively small, so there is no reason not to enable it where
|
|
/// available.
|
|
#[allow(unsafe_code)]
|
|
fn enable_seamless_cube_maps(device: &mut gfx_backend::Device) {
|
|
unsafe {
|
|
// NOTE: Currently just fail silently rather than complain if the computer is on
|
|
// a version lower than 3.2, where seamless cubemaps were introduced.
|
|
if !device.get_info().is_version_supported(3, 2) {
|
|
return;
|
|
}
|
|
|
|
// NOTE: Safe because GL_TEXTURE_CUBE_MAP_SEAMLESS is supported by OpenGL 3.2+
|
|
// (see https://www.khronos.org/opengl/wiki/Cubemap_Texture#Seamless_cubemap);
|
|
// enabling seamless cube maps should always be safe regardless of the state of
|
|
// the OpenGL context, so no further checks are needed.
|
|
device.with_gl(|gl| {
|
|
gl.Enable(gfx_gl::TEXTURE_CUBE_MAP_SEAMLESS);
|
|
});
|
|
}
|
|
}
|
|
|
|
/// NOTE: Supported by all but a handful of mobile GPUs
|
|
/// (see https://github.com/gpuweb/gpuweb/issues/480)
|
|
/// so wgpu should support it too.
|
|
#[allow(unsafe_code)]
|
|
fn set_depth_clamp(device: &mut gfx_backend::Device, depth_clamp: bool) {
|
|
unsafe {
|
|
// NOTE: Currently just fail silently rather than complain if the computer is on
|
|
// a version lower than 3.3, though we probably will complain
|
|
// elsewhere regardless, since shadow mapping is an optional feature
|
|
// and having depth clamping disabled won't cause undefined
|
|
// behavior, just incorrect shadowing from objects behind the viewer.
|
|
if !device.get_info().is_version_supported(3, 3) {
|
|
return;
|
|
}
|
|
|
|
// NOTE: Safe because glDepthClamp is (I believe) supported by
|
|
// OpenGL 3.3, so we shouldn't have to check for other OpenGL versions which
|
|
// may use different extensions. Also, enabling depth clamping should
|
|
// essentially always be safe regardless of the state of the OpenGL
|
|
// context, so no further checks are needed.
|
|
device.with_gl(|gl| {
|
|
if depth_clamp {
|
|
gl.Enable(gfx_gl::DEPTH_CLAMP);
|
|
} else {
|
|
gl.Disable(gfx_gl::DEPTH_CLAMP);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
/// Queue the clearing of the depth target ready for a new frame to be
|
|
/// rendered.
|
|
pub fn clear(&mut self) {
|
|
span!(_guard, "clear", "Renderer::clear");
|
|
self.encoder.clear_depth(&self.tgt_depth_stencil_view, 1.0);
|
|
// self.encoder.clear_stencil(&self.tgt_depth_stencil_view, 0);
|
|
self.encoder.clear_depth(&self.win_depth_view, 1.0);
|
|
}
|
|
|
|
/// Set up shadow rendering.
|
|
pub fn start_shadows(&mut self) {
|
|
if !self.mode.shadow.is_map() {
|
|
return;
|
|
}
|
|
if let Some(_shadow_map) = self.shadow_map.as_mut() {
|
|
self.encoder.flush(&mut self.device);
|
|
Self::set_depth_clamp(&mut self.device, true);
|
|
}
|
|
}
|
|
|
|
/// Perform all queued draw calls for global.shadows.
|
|
pub fn flush_shadows(&mut self) {
|
|
if !self.mode.shadow.is_map() {
|
|
return;
|
|
}
|
|
if let Some(_shadow_map) = self.shadow_map.as_mut() {
|
|
let point_encoder = &mut self.encoder;
|
|
// let point_encoder = &mut shadow_map.point_encoder;
|
|
point_encoder.flush(&mut self.device);
|
|
// let directed_encoder = &mut shadow_map.directed_encoder;
|
|
// directed_encoder.flush(&mut self.device);
|
|
// Reset depth clamping.
|
|
Self::set_depth_clamp(&mut self.device, false);
|
|
}
|
|
}
|
|
|
|
/// Perform all queued draw calls for this frame and clean up discarded
|
|
/// items.
|
|
pub fn flush(&mut self) {
|
|
span!(_guard, "flush", "Renderer::flush");
|
|
self.encoder.flush(&mut self.device);
|
|
self.device.cleanup();
|
|
|
|
// If the shaders files were changed attempt to recreate the shaders
|
|
if self.shaders.reloaded() {
|
|
self.recreate_pipelines();
|
|
}
|
|
}
|
|
|
|
/// Recreate the pipelines
|
|
fn recreate_pipelines(&mut self) {
|
|
match create_pipelines(
|
|
&mut self.factory,
|
|
&self.shaders.read(),
|
|
&self.mode,
|
|
self.shadow_map.is_some(),
|
|
) {
|
|
Ok((
|
|
skybox_pipeline,
|
|
figure_pipeline,
|
|
terrain_pipeline,
|
|
fluid_pipeline,
|
|
sprite_pipeline,
|
|
particle_pipeline,
|
|
ui_pipeline,
|
|
lod_terrain_pipeline,
|
|
clouds_pipeline,
|
|
postprocess_pipeline,
|
|
player_shadow_pipeline,
|
|
point_shadow_pipeline,
|
|
terrain_directed_shadow_pipeline,
|
|
figure_directed_shadow_pipeline,
|
|
)) => {
|
|
self.skybox_pipeline = skybox_pipeline;
|
|
self.figure_pipeline = figure_pipeline;
|
|
self.terrain_pipeline = terrain_pipeline;
|
|
self.fluid_pipeline = fluid_pipeline;
|
|
self.sprite_pipeline = sprite_pipeline;
|
|
self.particle_pipeline = particle_pipeline;
|
|
self.ui_pipeline = ui_pipeline;
|
|
self.lod_terrain_pipeline = lod_terrain_pipeline;
|
|
self.clouds_pipeline = clouds_pipeline;
|
|
self.postprocess_pipeline = postprocess_pipeline;
|
|
self.player_shadow_pipeline = player_shadow_pipeline;
|
|
if let (
|
|
Some(point_pipeline),
|
|
Some(terrain_directed_pipeline),
|
|
Some(figure_directed_pipeline),
|
|
Some(shadow_map),
|
|
) = (
|
|
point_shadow_pipeline,
|
|
terrain_directed_shadow_pipeline,
|
|
figure_directed_shadow_pipeline,
|
|
self.shadow_map.as_mut(),
|
|
) {
|
|
shadow_map.point_pipeline = point_pipeline;
|
|
shadow_map.terrain_directed_pipeline = terrain_directed_pipeline;
|
|
shadow_map.figure_directed_pipeline = figure_directed_pipeline;
|
|
}
|
|
},
|
|
Err(e) => error!(?e, "Could not recreate shaders from assets due to an error",),
|
|
}
|
|
}
|
|
|
|
/// Create a new set of constants with the provided values.
|
|
pub fn create_consts<T: Copy + gfx::traits::Pod>(
|
|
&mut self,
|
|
vals: &[T],
|
|
) -> Result<Consts<T>, RenderError> {
|
|
let mut consts = Consts::new(&mut self.factory, vals.len());
|
|
consts.update(&mut self.encoder, vals, 0)?;
|
|
Ok(consts)
|
|
}
|
|
|
|
/// Update a set of constants with the provided values.
|
|
pub fn update_consts<T: Copy + gfx::traits::Pod>(
|
|
&mut self,
|
|
consts: &mut Consts<T>,
|
|
vals: &[T],
|
|
) -> Result<(), RenderError> {
|
|
consts.update(&mut self.encoder, vals, 0)
|
|
}
|
|
|
|
/// Create a new set of instances with the provided values.
|
|
pub fn create_instances<T: Copy + gfx::traits::Pod>(
|
|
&mut self,
|
|
vals: &[T],
|
|
) -> Result<Instances<T>, RenderError> {
|
|
let mut instances = Instances::new(&mut self.factory, vals.len())?;
|
|
instances.update(&mut self.encoder, vals)?;
|
|
Ok(instances)
|
|
}
|
|
|
|
/// Create a new model from the provided mesh.
|
|
pub fn create_model<P: Pipeline>(&mut self, mesh: &Mesh<P>) -> Result<Model<P>, RenderError> {
|
|
Ok(Model::new(&mut self.factory, mesh))
|
|
}
|
|
|
|
/// Create a new dynamic model with the specified size.
|
|
pub fn create_dynamic_model<P: Pipeline>(
|
|
&mut self,
|
|
size: usize,
|
|
) -> Result<DynamicModel<P>, RenderError> {
|
|
DynamicModel::new(&mut self.factory, size)
|
|
}
|
|
|
|
/// Update a dynamic model with a mesh and a offset.
|
|
pub fn update_model<P: Pipeline>(
|
|
&mut self,
|
|
model: &DynamicModel<P>,
|
|
mesh: &Mesh<P>,
|
|
offset: usize,
|
|
) -> Result<(), RenderError> {
|
|
model.update(&mut self.encoder, mesh, offset)
|
|
}
|
|
|
|
/// Return the maximum supported texture size.
|
|
pub fn max_texture_size(&self) -> u16 { Self::max_texture_size_raw(&self.factory) }
|
|
|
|
/// Return the maximum supported texture size from the factory.
|
|
fn max_texture_size_raw(factory: &gfx_backend::Factory) -> u16 {
|
|
/// NOTE: OpenGL requirement.
|
|
const MAX_TEXTURE_SIZE_MIN: u16 = 1024;
|
|
#[cfg(target_os = "macos")]
|
|
/// NOTE: Because Macs lie about their max supported texture size.
|
|
const MAX_TEXTURE_SIZE_MAX: u16 = 8192;
|
|
#[cfg(not(target_os = "macos"))]
|
|
/// NOTE: Apparently Macs aren't the only machines that lie.
|
|
///
|
|
/// TODO: Find a way to let graphics cards that don't lie do better.
|
|
const MAX_TEXTURE_SIZE_MAX: u16 = 8192;
|
|
// NOTE: Many APIs for textures require coordinates to fit in u16, which is why
|
|
// we perform this conversion.
|
|
u16::try_from(factory.get_capabilities().max_texture_size)
|
|
.unwrap_or(MAX_TEXTURE_SIZE_MIN)
|
|
.min(MAX_TEXTURE_SIZE_MAX)
|
|
}
|
|
|
|
/// Create a new immutable texture from the provided image.
|
|
pub fn create_texture_immutable_raw<F: gfx::format::Formatted>(
|
|
&mut self,
|
|
kind: gfx::texture::Kind,
|
|
mipmap: gfx::texture::Mipmap,
|
|
data: &[&[<F::Surface as gfx::format::SurfaceTyped>::DataType]],
|
|
sampler_info: gfx::texture::SamplerInfo,
|
|
) -> Result<Texture<F>, RenderError>
|
|
where
|
|
F::Surface: gfx::format::TextureSurface,
|
|
F::Channel: gfx::format::TextureChannel,
|
|
<F::Surface as gfx::format::SurfaceTyped>::DataType: Copy,
|
|
{
|
|
Texture::new_immutable_raw(&mut self.factory, kind, mipmap, data, sampler_info)
|
|
}
|
|
|
|
/// Create a new raw texture.
|
|
pub fn create_texture_raw<F: gfx::format::Formatted>(
|
|
&mut self,
|
|
kind: gfx::texture::Kind,
|
|
max_levels: u8,
|
|
bind: gfx::memory::Bind,
|
|
usage: gfx::memory::Usage,
|
|
levels: (u8, u8),
|
|
swizzle: gfx::format::Swizzle,
|
|
sampler_info: gfx::texture::SamplerInfo,
|
|
) -> Result<Texture<F>, RenderError>
|
|
where
|
|
F::Surface: gfx::format::TextureSurface,
|
|
F::Channel: gfx::format::TextureChannel,
|
|
<F::Surface as gfx::format::SurfaceTyped>::DataType: Copy,
|
|
{
|
|
Texture::new_raw(
|
|
&mut self.device,
|
|
&mut self.factory,
|
|
kind,
|
|
max_levels,
|
|
bind,
|
|
usage,
|
|
levels,
|
|
swizzle,
|
|
sampler_info,
|
|
)
|
|
}
|
|
|
|
/// Create a new texture from the provided image.
|
|
pub fn create_texture<F: gfx::format::Formatted>(
|
|
&mut self,
|
|
image: &image::DynamicImage,
|
|
filter_method: Option<FilterMethod>,
|
|
wrap_mode: Option<WrapMode>,
|
|
border: Option<gfx::texture::PackedColor>,
|
|
) -> Result<Texture<F>, RenderError>
|
|
where
|
|
F::Surface: gfx::format::TextureSurface,
|
|
F::Channel: gfx::format::TextureChannel,
|
|
<F::Surface as gfx::format::SurfaceTyped>::DataType: Copy,
|
|
{
|
|
Texture::new(&mut self.factory, image, filter_method, wrap_mode, border)
|
|
}
|
|
|
|
/// Create a new dynamic texture (gfx::memory::Usage::Dynamic) with the
|
|
/// specified dimensions.
|
|
pub fn create_dynamic_texture(&mut self, dims: Vec2<u16>) -> Result<Texture, RenderError> {
|
|
Texture::new_dynamic(&mut self.factory, dims.x, dims.y)
|
|
}
|
|
|
|
/// Update a texture with the provided offset, size, and data.
|
|
pub fn update_texture<T: gfx::format::Formatted>(
|
|
&mut self,
|
|
texture: &Texture<T>,
|
|
offset: [u16; 2],
|
|
size: [u16; 2],
|
|
data: &[<<T as gfx::format::Formatted>::Surface as gfx::format::SurfaceTyped>::DataType],
|
|
) -> Result<(), RenderError>
|
|
where
|
|
<T as gfx::format::Formatted>::Surface: gfx::format::TextureSurface,
|
|
<T as gfx::format::Formatted>::Channel: gfx::format::TextureChannel,
|
|
<<T as gfx::format::Formatted>::Surface as gfx::format::SurfaceTyped>::DataType: Copy,
|
|
{
|
|
texture.update(&mut self.encoder, offset, size, data)
|
|
}
|
|
|
|
/// Creates a download buffer, downloads the win_color_view, and converts to
|
|
/// a image::DynamicImage.
|
|
#[allow(clippy::map_clone)] // TODO: Pending review in #587
|
|
pub fn create_screenshot(&mut self) -> Result<image::DynamicImage, RenderError> {
|
|
let (width, height) = self.get_resolution().into_tuple();
|
|
use gfx::{
|
|
format::{Formatted, SurfaceTyped},
|
|
memory::Typed,
|
|
};
|
|
type WinSurfaceData = <<WinColorFmt as Formatted>::Surface as SurfaceTyped>::DataType;
|
|
let download = self
|
|
.factory
|
|
.create_download_buffer::<WinSurfaceData>(width as usize * height as usize)?;
|
|
self.encoder.copy_texture_to_buffer_raw(
|
|
self.win_color_view.raw().get_texture(),
|
|
None,
|
|
gfx::texture::RawImageInfo {
|
|
xoffset: 0,
|
|
yoffset: 0,
|
|
zoffset: 0,
|
|
width,
|
|
height,
|
|
depth: 0,
|
|
format: WinColorFmt::get_format(),
|
|
mipmap: 0,
|
|
},
|
|
download.raw(),
|
|
0,
|
|
)?;
|
|
self.flush();
|
|
|
|
// Assumes that the format is Rgba8.
|
|
let raw_data = self
|
|
.factory
|
|
.read_mapping(&download)?
|
|
.chunks_exact(width as usize)
|
|
.rev()
|
|
.flatten()
|
|
.flatten()
|
|
.map(|&e| e)
|
|
.collect::<Vec<_>>();
|
|
Ok(image::DynamicImage::ImageRgba8(
|
|
// Should not fail if the dimensions are correct.
|
|
image::ImageBuffer::from_raw(width as u32, height as u32, raw_data).unwrap(),
|
|
))
|
|
}
|
|
|
|
/// Queue the rendering of the provided skybox model in the upcoming frame.
|
|
pub fn render_skybox(
|
|
&mut self,
|
|
model: &Model<skybox::SkyboxPipeline>,
|
|
global: &GlobalModel,
|
|
locals: &Consts<skybox::Locals>,
|
|
lod: &lod_terrain::LodData,
|
|
) {
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.skybox_pipeline.pso,
|
|
&skybox::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
locals: locals.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
tgt_color: self.tgt_color_view.clone(),
|
|
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of the provided figure model in the upcoming frame.
|
|
pub fn render_figure(
|
|
&mut self,
|
|
model: &figure::FigureModel,
|
|
col_lights: &Texture<ColLightFmt>,
|
|
global: &GlobalModel,
|
|
locals: &Consts<figure::Locals>,
|
|
bones: &Consts<figure::BoneData>,
|
|
lod: &lod_terrain::LodData,
|
|
) {
|
|
let (point_shadow_maps, directed_shadow_maps) =
|
|
if let Some(shadow_map) = &mut self.shadow_map {
|
|
(
|
|
(
|
|
shadow_map.point_res.clone(),
|
|
shadow_map.point_sampler.clone(),
|
|
),
|
|
(
|
|
shadow_map.directed_res.clone(),
|
|
shadow_map.directed_sampler.clone(),
|
|
),
|
|
)
|
|
} else {
|
|
(
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
)
|
|
};
|
|
let model = &model.opaque;
|
|
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.figure_pipeline.pso,
|
|
&figure::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
|
|
locals: locals.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
bones: bones.buf.clone(),
|
|
lights: global.lights.buf.clone(),
|
|
shadows: global.shadows.buf.clone(),
|
|
light_shadows: global.shadow_mats.buf.clone(),
|
|
point_shadow_maps,
|
|
directed_shadow_maps,
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
tgt_color: self.tgt_color_view.clone(),
|
|
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of the player silhouette in the upcoming frame.
|
|
pub fn render_player_shadow(
|
|
&mut self,
|
|
_model: &figure::FigureModel,
|
|
_col_lights: &Texture<ColLightFmt>,
|
|
_global: &GlobalModel,
|
|
_bones: &Consts<figure::BoneData>,
|
|
_lod: &lod_terrain::LodData,
|
|
_locals: &Consts<shadow::Locals>,
|
|
) {
|
|
// FIXME: Consider reenabling at some point.
|
|
/* let (point_shadow_maps, directed_shadow_maps) =
|
|
if let Some(shadow_map) = &mut self.shadow_map {
|
|
(
|
|
(
|
|
shadow_map.point_res.clone(),
|
|
shadow_map.point_sampler.clone(),
|
|
),
|
|
(
|
|
shadow_map.directed_res.clone(),
|
|
shadow_map.directed_sampler.clone(),
|
|
),
|
|
)
|
|
} else {
|
|
(
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
)
|
|
};
|
|
let model = &model.opaque;
|
|
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.player_shadow_pipeline.pso,
|
|
&figure::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
|
|
locals: locals.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
bones: bones.buf.clone(),
|
|
lights: global.lights.buf.clone(),
|
|
shadows: global.shadows.buf.clone(),
|
|
light_shadows: global.shadow_mats.buf.clone(),
|
|
point_shadow_maps,
|
|
directed_shadow_maps,
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
tgt_color: self.tgt_color_view.clone(),
|
|
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (0, 0) */),
|
|
},
|
|
); */
|
|
}
|
|
|
|
/// Queue the rendering of the player model in the upcoming frame.
|
|
pub fn render_player(
|
|
&mut self,
|
|
model: &figure::FigureModel,
|
|
col_lights: &Texture<ColLightFmt>,
|
|
global: &GlobalModel,
|
|
locals: &Consts<figure::Locals>,
|
|
bones: &Consts<figure::BoneData>,
|
|
lod: &lod_terrain::LodData,
|
|
) {
|
|
let (point_shadow_maps, directed_shadow_maps) =
|
|
if let Some(shadow_map) = &mut self.shadow_map {
|
|
(
|
|
(
|
|
shadow_map.point_res.clone(),
|
|
shadow_map.point_sampler.clone(),
|
|
),
|
|
(
|
|
shadow_map.directed_res.clone(),
|
|
shadow_map.directed_sampler.clone(),
|
|
),
|
|
)
|
|
} else {
|
|
(
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
)
|
|
};
|
|
let model = &model.opaque;
|
|
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.figure_pipeline.pso,
|
|
&figure::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
|
|
locals: locals.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
bones: bones.buf.clone(),
|
|
lights: global.lights.buf.clone(),
|
|
shadows: global.shadows.buf.clone(),
|
|
light_shadows: global.shadow_mats.buf.clone(),
|
|
point_shadow_maps,
|
|
directed_shadow_maps,
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
tgt_color: self.tgt_color_view.clone(),
|
|
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of the provided terrain chunk model in the upcoming
|
|
/// frame.
|
|
pub fn render_terrain_chunk(
|
|
&mut self,
|
|
model: &Model<terrain::TerrainPipeline>,
|
|
col_lights: &Texture<ColLightFmt>,
|
|
global: &GlobalModel,
|
|
locals: &Consts<terrain::Locals>,
|
|
lod: &lod_terrain::LodData,
|
|
) {
|
|
let (point_shadow_maps, directed_shadow_maps) =
|
|
if let Some(shadow_map) = &mut self.shadow_map {
|
|
(
|
|
(
|
|
shadow_map.point_res.clone(),
|
|
shadow_map.point_sampler.clone(),
|
|
),
|
|
(
|
|
shadow_map.directed_res.clone(),
|
|
shadow_map.directed_sampler.clone(),
|
|
),
|
|
)
|
|
} else {
|
|
(
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
)
|
|
};
|
|
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.terrain_pipeline.pso,
|
|
&terrain::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
// TODO: Consider splitting out texture atlas data into a separate vertex buffer,
|
|
// since we don't need it for things like global.shadows.
|
|
col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
|
|
locals: locals.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
lights: global.lights.buf.clone(),
|
|
shadows: global.shadows.buf.clone(),
|
|
light_shadows: global.shadow_mats.buf.clone(),
|
|
point_shadow_maps,
|
|
directed_shadow_maps,
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
tgt_color: self.tgt_color_view.clone(),
|
|
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of a shadow map from a point light in the upcoming
|
|
/// frame.
|
|
pub fn render_shadow_point(
|
|
&mut self,
|
|
model: &Model<terrain::TerrainPipeline>,
|
|
global: &GlobalModel,
|
|
terrain_locals: &Consts<terrain::Locals>,
|
|
locals: &Consts<shadow::Locals>,
|
|
) {
|
|
if !self.mode.shadow.is_map() {
|
|
return;
|
|
}
|
|
// NOTE: Don't render shadows if the shader is not supported.
|
|
let shadow_map = if let Some(shadow_map) = &mut self.shadow_map {
|
|
shadow_map
|
|
} else {
|
|
return;
|
|
};
|
|
|
|
// let point_encoder = &mut shadow_map.point_encoder;
|
|
let point_encoder = &mut self.encoder;
|
|
point_encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&shadow_map.point_pipeline.pso,
|
|
&shadow::pipe::Data {
|
|
// Terrain vertex stuff
|
|
vbuf: model.vbuf.clone(),
|
|
locals: terrain_locals.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
|
|
// Shadow stuff
|
|
light_shadows: locals.buf.clone(),
|
|
tgt_depth_stencil: shadow_map.point_depth_stencil_view.clone(),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of terrain shadow map from all directional lights in
|
|
/// the upcoming frame.
|
|
pub fn render_terrain_shadow_directed(
|
|
&mut self,
|
|
model: &Model<terrain::TerrainPipeline>,
|
|
global: &GlobalModel,
|
|
terrain_locals: &Consts<terrain::Locals>,
|
|
locals: &Consts<shadow::Locals>,
|
|
) {
|
|
if !self.mode.shadow.is_map() {
|
|
return;
|
|
}
|
|
// NOTE: Don't render shadows if the shader is not supported.
|
|
let shadow_map = if let Some(shadow_map) = &mut self.shadow_map {
|
|
shadow_map
|
|
} else {
|
|
return;
|
|
};
|
|
|
|
// let directed_encoder = &mut shadow_map.directed_encoder;
|
|
let directed_encoder = &mut self.encoder;
|
|
directed_encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&shadow_map.terrain_directed_pipeline.pso,
|
|
&shadow::pipe::Data {
|
|
// Terrain vertex stuff
|
|
vbuf: model.vbuf.clone(),
|
|
locals: terrain_locals.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
|
|
// Shadow stuff
|
|
light_shadows: locals.buf.clone(),
|
|
tgt_depth_stencil: shadow_map.directed_depth_stencil_view.clone(),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of figure shadow map from all directional lights in
|
|
/// the upcoming frame.
|
|
pub fn render_figure_shadow_directed(
|
|
&mut self,
|
|
model: &figure::FigureModel,
|
|
global: &GlobalModel,
|
|
figure_locals: &Consts<figure::Locals>,
|
|
bones: &Consts<figure::BoneData>,
|
|
locals: &Consts<shadow::Locals>,
|
|
) {
|
|
if !self.mode.shadow.is_map() {
|
|
return;
|
|
}
|
|
// NOTE: Don't render shadows if the shader is not supported.
|
|
let shadow_map = if let Some(shadow_map) = &mut self.shadow_map {
|
|
shadow_map
|
|
} else {
|
|
return;
|
|
};
|
|
let model = &model.opaque;
|
|
|
|
// let directed_encoder = &mut shadow_map.directed_encoder;
|
|
let directed_encoder = &mut self.encoder;
|
|
directed_encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&shadow_map.figure_directed_pipeline.pso,
|
|
&shadow::figure_pipe::Data {
|
|
// Terrain vertex stuff
|
|
vbuf: model.vbuf.clone(),
|
|
locals: figure_locals.buf.clone(),
|
|
bones: bones.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
|
|
// Shadow stuff
|
|
light_shadows: locals.buf.clone(),
|
|
tgt_depth_stencil: shadow_map.directed_depth_stencil_view.clone(),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of the provided terrain chunk model in the upcoming
|
|
/// frame.
|
|
pub fn render_fluid_chunk(
|
|
&mut self,
|
|
model: &Model<fluid::FluidPipeline>,
|
|
global: &GlobalModel,
|
|
locals: &Consts<terrain::Locals>,
|
|
lod: &lod_terrain::LodData,
|
|
waves: &Texture,
|
|
) {
|
|
let (point_shadow_maps, directed_shadow_maps) =
|
|
if let Some(shadow_map) = &mut self.shadow_map {
|
|
(
|
|
(
|
|
shadow_map.point_res.clone(),
|
|
shadow_map.point_sampler.clone(),
|
|
),
|
|
(
|
|
shadow_map.directed_res.clone(),
|
|
shadow_map.directed_sampler.clone(),
|
|
),
|
|
)
|
|
} else {
|
|
(
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
)
|
|
};
|
|
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.fluid_pipeline.pso,
|
|
&fluid::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
locals: locals.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
lights: global.lights.buf.clone(),
|
|
shadows: global.shadows.buf.clone(),
|
|
light_shadows: global.shadow_mats.buf.clone(),
|
|
point_shadow_maps,
|
|
directed_shadow_maps,
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
waves: (waves.srv.clone(), waves.sampler.clone()),
|
|
tgt_color: self.tgt_color_view.clone(),
|
|
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of the provided terrain chunk model in the upcoming
|
|
/// frame.
|
|
pub fn render_sprites(
|
|
&mut self,
|
|
model: &Model<sprite::SpritePipeline>,
|
|
col_lights: &Texture<ColLightFmt>,
|
|
global: &GlobalModel,
|
|
terrain_locals: &Consts<terrain::Locals>,
|
|
locals: &Consts<sprite::Locals>,
|
|
instances: &Instances<sprite::Instance>,
|
|
lod: &lod_terrain::LodData,
|
|
) {
|
|
let (point_shadow_maps, directed_shadow_maps) =
|
|
if let Some(shadow_map) = &mut self.shadow_map {
|
|
(
|
|
(
|
|
shadow_map.point_res.clone(),
|
|
shadow_map.point_sampler.clone(),
|
|
),
|
|
(
|
|
shadow_map.directed_res.clone(),
|
|
shadow_map.directed_sampler.clone(),
|
|
),
|
|
)
|
|
} else {
|
|
(
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
)
|
|
};
|
|
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: Some((instances.count() as u32, 0)),
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.sprite_pipeline.pso,
|
|
&sprite::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
ibuf: instances.ibuf.clone(),
|
|
col_lights: (col_lights.srv.clone(), col_lights.sampler.clone()),
|
|
terrain_locals: terrain_locals.buf.clone(),
|
|
// NOTE: It would be nice if this wasn't needed and we could use a constant buffer
|
|
// offset into the sprite data. Hopefully, when we switch to wgpu we can do this,
|
|
// as it offers the exact API we want (the equivalent can be done in OpenGL using
|
|
// glBindBufferOffset).
|
|
locals: locals.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
lights: global.lights.buf.clone(),
|
|
shadows: global.shadows.buf.clone(),
|
|
light_shadows: global.shadow_mats.buf.clone(),
|
|
point_shadow_maps,
|
|
directed_shadow_maps,
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
tgt_color: self.tgt_color_view.clone(),
|
|
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of the provided LoD terrain model in the upcoming
|
|
/// frame.
|
|
pub fn render_lod_terrain(
|
|
&mut self,
|
|
model: &Model<lod_terrain::LodTerrainPipeline>,
|
|
global: &GlobalModel,
|
|
locals: &Consts<lod_terrain::Locals>,
|
|
lod: &lod_terrain::LodData,
|
|
) {
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.lod_terrain_pipeline.pso,
|
|
&lod_terrain::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
locals: locals.buf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
map: (lod.map.srv.clone(), lod.map.sampler.clone()),
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
tgt_color: self.tgt_color_view.clone(),
|
|
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of the provided particle in the upcoming frame.
|
|
pub fn render_particles(
|
|
&mut self,
|
|
model: &Model<particle::ParticlePipeline>,
|
|
global: &GlobalModel,
|
|
instances: &Instances<particle::Instance>,
|
|
lod: &lod_terrain::LodData,
|
|
) {
|
|
let (point_shadow_maps, directed_shadow_maps) =
|
|
if let Some(shadow_map) = &mut self.shadow_map {
|
|
(
|
|
(
|
|
shadow_map.point_res.clone(),
|
|
shadow_map.point_sampler.clone(),
|
|
),
|
|
(
|
|
shadow_map.directed_res.clone(),
|
|
shadow_map.directed_sampler.clone(),
|
|
),
|
|
)
|
|
} else {
|
|
(
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
(self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
)
|
|
};
|
|
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: Some((instances.count() as u32, 0)),
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.particle_pipeline.pso,
|
|
&particle::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
ibuf: instances.ibuf.clone(),
|
|
globals: global.globals.buf.clone(),
|
|
lights: global.lights.buf.clone(),
|
|
shadows: global.shadows.buf.clone(),
|
|
light_shadows: global.shadow_mats.buf.clone(),
|
|
point_shadow_maps,
|
|
directed_shadow_maps,
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
tgt_color: self.tgt_color_view.clone(),
|
|
tgt_depth_stencil: (self.tgt_depth_stencil_view.clone()/* , (1, 1) */),
|
|
},
|
|
);
|
|
}
|
|
|
|
/// Queue the rendering of the provided UI element in the upcoming frame.
|
|
pub fn render_ui_element<F: gfx::format::Formatted<View = [f32; 4]>>(
|
|
&mut self,
|
|
model: Model<ui::UiPipeline>,
|
|
tex: &Texture<F>,
|
|
scissor: Aabr<u16>,
|
|
globals: &Consts<Globals>,
|
|
locals: &Consts<ui::Locals>,
|
|
) where
|
|
F::Surface: gfx::format::TextureSurface,
|
|
F::Channel: gfx::format::TextureChannel,
|
|
<F::Surface as gfx::format::SurfaceTyped>::DataType: Copy,
|
|
{
|
|
let Aabr { min, max } = scissor;
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range.start,
|
|
end: model.vertex_range.end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.ui_pipeline.pso,
|
|
&ui::pipe::Data {
|
|
vbuf: model.vbuf,
|
|
scissor: gfx::Rect {
|
|
x: min.x,
|
|
y: min.y,
|
|
w: max.x - min.x,
|
|
h: max.y - min.y,
|
|
},
|
|
tex: (tex.srv.clone(), tex.sampler.clone()),
|
|
locals: locals.buf.clone(),
|
|
globals: globals.buf.clone(),
|
|
tgt_color: self.win_color_view.clone(),
|
|
tgt_depth: self.win_depth_view.clone(),
|
|
},
|
|
);
|
|
}
|
|
|
|
pub fn render_clouds(
|
|
&mut self,
|
|
model: &Model<clouds::CloudsPipeline>,
|
|
globals: &Consts<Globals>,
|
|
locals: &Consts<clouds::Locals>,
|
|
lod: &lod_terrain::LodData,
|
|
) {
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.clouds_pipeline.pso,
|
|
&clouds::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
locals: locals.buf.clone(),
|
|
globals: globals.buf.clone(),
|
|
map: (lod.map.srv.clone(), lod.map.sampler.clone()),
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
color_sampler: (self.tgt_color_res.clone(), self.sampler.clone()),
|
|
depth_sampler: (self.tgt_depth_res.clone(), self.sampler.clone()),
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
tgt_color: self.tgt_color_view_pp.clone(),
|
|
},
|
|
)
|
|
}
|
|
|
|
pub fn render_post_process(
|
|
&mut self,
|
|
model: &Model<postprocess::PostProcessPipeline>,
|
|
globals: &Consts<Globals>,
|
|
locals: &Consts<postprocess::Locals>,
|
|
lod: &lod_terrain::LodData,
|
|
) {
|
|
self.encoder.draw(
|
|
&gfx::Slice {
|
|
start: model.vertex_range().start,
|
|
end: model.vertex_range().end,
|
|
base_vertex: 0,
|
|
instances: None,
|
|
buffer: gfx::IndexBuffer::Auto,
|
|
},
|
|
&self.postprocess_pipeline.pso,
|
|
&postprocess::pipe::Data {
|
|
vbuf: model.vbuf.clone(),
|
|
locals: locals.buf.clone(),
|
|
globals: globals.buf.clone(),
|
|
map: (lod.map.srv.clone(), lod.map.sampler.clone()),
|
|
alt: (lod.alt.srv.clone(), lod.alt.sampler.clone()),
|
|
horizon: (lod.horizon.srv.clone(), lod.horizon.sampler.clone()),
|
|
color_sampler: (self.tgt_color_res_pp.clone(), self.sampler.clone()),
|
|
depth_sampler: (self.tgt_depth_res.clone(), self.sampler.clone()),
|
|
noise: (self.noise_tex.srv.clone(), self.noise_tex.sampler.clone()),
|
|
tgt_color: self.win_color_view.clone(),
|
|
},
|
|
)
|
|
}
|
|
}
|
|
|
|
struct GfxPipeline<P: gfx::pso::PipelineInit> {
|
|
pso: gfx::pso::PipelineState<gfx_backend::Resources, P::Meta>,
|
|
}
|
|
|
|
/// Creates all the pipelines used to render.
|
|
#[allow(clippy::type_complexity)] // TODO: Pending review in #587
|
|
fn create_pipelines(
|
|
factory: &mut gfx_backend::Factory,
|
|
shaders: &Shaders,
|
|
mode: &RenderMode,
|
|
has_shadow_views: bool,
|
|
) -> Result<
|
|
(
|
|
GfxPipeline<skybox::pipe::Init<'static>>,
|
|
GfxPipeline<figure::pipe::Init<'static>>,
|
|
GfxPipeline<terrain::pipe::Init<'static>>,
|
|
GfxPipeline<fluid::pipe::Init<'static>>,
|
|
GfxPipeline<sprite::pipe::Init<'static>>,
|
|
GfxPipeline<particle::pipe::Init<'static>>,
|
|
GfxPipeline<ui::pipe::Init<'static>>,
|
|
GfxPipeline<lod_terrain::pipe::Init<'static>>,
|
|
GfxPipeline<clouds::pipe::Init<'static>>,
|
|
GfxPipeline<postprocess::pipe::Init<'static>>,
|
|
GfxPipeline<figure::pipe::Init<'static>>,
|
|
Option<GfxPipeline<shadow::pipe::Init<'static>>>,
|
|
Option<GfxPipeline<shadow::pipe::Init<'static>>>,
|
|
Option<GfxPipeline<shadow::figure_pipe::Init<'static>>>,
|
|
),
|
|
RenderError,
|
|
> {
|
|
// We dynamically add extra configuration settings to the constants file.
|
|
let constants = format!(
|
|
r#"
|
|
{}
|
|
|
|
#define VOXYGEN_COMPUTATION_PREFERENCE {}
|
|
#define FLUID_MODE {}
|
|
#define CLOUD_MODE {}
|
|
#define LIGHTING_ALGORITHM {}
|
|
#define SHADOW_MODE {}
|
|
|
|
"#,
|
|
shaders.constants.read().0,
|
|
// TODO: Configurable vertex/fragment shader preference.
|
|
"VOXYGEN_COMPUTATION_PREFERENCE_FRAGMENT",
|
|
match mode.fluid {
|
|
FluidMode::Cheap => "FLUID_MODE_CHEAP",
|
|
FluidMode::Shiny => "FLUID_MODE_SHINY",
|
|
},
|
|
match mode.cloud {
|
|
CloudMode::None => "CLOUD_MODE_NONE",
|
|
CloudMode::Minimal => "CLOUD_MODE_MINIMAL",
|
|
CloudMode::Low => "CLOUD_MODE_LOW",
|
|
CloudMode::Medium => "CLOUD_MODE_MEDIUM",
|
|
CloudMode::High => "CLOUD_MODE_HIGH",
|
|
CloudMode::Ultra => "CLOUD_MODE_ULTRA",
|
|
},
|
|
match mode.lighting {
|
|
LightingMode::Ashikhmin => "LIGHTING_ALGORITHM_ASHIKHMIN",
|
|
LightingMode::BlinnPhong => "LIGHTING_ALGORITHM_BLINN_PHONG",
|
|
LightingMode::Lambertian => "LIGHTING_ALGORITHM_LAMBERTIAN",
|
|
},
|
|
match mode.shadow {
|
|
ShadowMode::None => "SHADOW_MODE_NONE",
|
|
ShadowMode::Map(_) if has_shadow_views => "SHADOW_MODE_MAP",
|
|
ShadowMode::Cheap | ShadowMode::Map(_) => "SHADOW_MODE_CHEAP",
|
|
},
|
|
);
|
|
|
|
let anti_alias = &match mode.aa {
|
|
AaMode::None => shaders.anti_alias_none,
|
|
AaMode::Fxaa => shaders.anti_alias_fxaa,
|
|
AaMode::MsaaX4 => shaders.anti_alias_msaa_x4,
|
|
AaMode::MsaaX8 => shaders.anti_alias_msaa_x8,
|
|
AaMode::MsaaX16 => shaders.anti_alias_msaa_x16,
|
|
};
|
|
|
|
let cloud = &match mode.cloud {
|
|
CloudMode::None => shaders.cloud_none,
|
|
_ => shaders.cloud_regular,
|
|
};
|
|
|
|
let mut include_ctx = IncludeContext::new();
|
|
include_ctx.include("constants.glsl", &constants);
|
|
include_ctx.include("globals.glsl", &shaders.globals.read().0);
|
|
include_ctx.include("shadows.glsl", &shaders.shadows.read().0);
|
|
include_ctx.include("sky.glsl", &shaders.sky.read().0);
|
|
include_ctx.include("light.glsl", &shaders.light.read().0);
|
|
include_ctx.include("srgb.glsl", &shaders.srgb.read().0);
|
|
include_ctx.include("random.glsl", &shaders.random.read().0);
|
|
include_ctx.include("lod.glsl", &shaders.lod.read().0);
|
|
include_ctx.include("anti-aliasing.glsl", &anti_alias.read().0);
|
|
include_ctx.include("cloud.glsl", &cloud.read().0);
|
|
|
|
// Construct a pipeline for rendering skyboxes
|
|
let skybox_pipeline = create_pipeline(
|
|
factory,
|
|
skybox::pipe::new(),
|
|
&shaders.skybox_vert.read().0,
|
|
&shaders.skybox_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering figures
|
|
let figure_pipeline = create_pipeline(
|
|
factory,
|
|
figure::pipe::new(),
|
|
&shaders.figure_vert.read().0,
|
|
&shaders.figure_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering terrain
|
|
let terrain_pipeline = create_pipeline(
|
|
factory,
|
|
terrain::pipe::new(),
|
|
&shaders.terrain_vert.read().0,
|
|
&shaders.terrain_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering fluids
|
|
let fluid_pipeline = create_pipeline(
|
|
factory,
|
|
fluid::pipe::new(),
|
|
&shaders.fluid_vert.read().0,
|
|
&match mode.fluid {
|
|
FluidMode::Cheap => shaders.fluid_frag_cheap,
|
|
FluidMode::Shiny => shaders.fluid_frag_shiny,
|
|
}.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Nothing,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering sprites
|
|
let sprite_pipeline = create_pipeline(
|
|
factory,
|
|
sprite::pipe::new(),
|
|
&shaders.sprite_vert.read().0,
|
|
&shaders.sprite_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering particles
|
|
let particle_pipeline = create_pipeline(
|
|
factory,
|
|
particle::pipe::new(),
|
|
&shaders.particle_vert.read().0,
|
|
&shaders.particle_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering UI elements
|
|
let ui_pipeline = create_pipeline(
|
|
factory,
|
|
ui::pipe::new(),
|
|
&shaders.ui_vert.read().0,
|
|
&shaders.ui_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering terrain
|
|
let lod_terrain_pipeline = create_pipeline(
|
|
factory,
|
|
lod_terrain::pipe::new(),
|
|
&shaders.lod_terrain_vert.read().0,
|
|
&shaders.lod_terrain_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering our clouds (a kind of post-processing)
|
|
let clouds_pipeline = create_pipeline(
|
|
factory,
|
|
clouds::pipe::new(),
|
|
&shaders.clouds_vert.read().0,
|
|
&shaders.clouds_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering our post-processing
|
|
let postprocess_pipeline = create_pipeline(
|
|
factory,
|
|
postprocess::pipe::new(),
|
|
&shaders.postprocess_vert.read().0,
|
|
&shaders.postprocess_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering the player silhouette
|
|
let player_shadow_pipeline = create_pipeline(
|
|
factory,
|
|
figure::pipe::Init {
|
|
tgt_depth_stencil: (gfx::preset::depth::PASS_TEST/*,
|
|
Stencil::new(
|
|
Comparison::Equal,
|
|
0xff,
|
|
(StencilOp::Keep, StencilOp::Keep, StencilOp::Keep),
|
|
),*/),
|
|
..figure::pipe::new()
|
|
},
|
|
&shaders.figure_vert.read().0,
|
|
&shaders.player_shadow_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
)?;
|
|
|
|
// Construct a pipeline for rendering point light terrain shadow maps.
|
|
let point_shadow_pipeline = match create_shadow_pipeline(
|
|
factory,
|
|
shadow::pipe::new(),
|
|
&shaders.terrain_point_shadow_vert.read().0,
|
|
Some(&shaders.light_shadows_geom.read().0),
|
|
&shaders.light_shadows_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
None, // Some(gfx::state::Offset(2, 0))
|
|
) {
|
|
Ok(pipe) => Some(pipe),
|
|
Err(err) => {
|
|
warn!("Could not load point shadow map pipeline: {:?}", err);
|
|
None
|
|
},
|
|
};
|
|
|
|
// Construct a pipeline for rendering directional light terrain shadow maps.
|
|
let terrain_directed_shadow_pipeline = match create_shadow_pipeline(
|
|
factory,
|
|
shadow::pipe::new(),
|
|
&shaders.terrain_directed_shadow_vert.read().0,
|
|
None,
|
|
&shaders.directed_shadow_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
None, // Some(gfx::state::Offset(2, 1))
|
|
) {
|
|
Ok(pipe) => Some(pipe),
|
|
Err(err) => {
|
|
warn!(
|
|
"Could not load directed terrain shadow map pipeline: {:?}",
|
|
err
|
|
);
|
|
None
|
|
},
|
|
};
|
|
|
|
// Construct a pipeline for rendering directional light figure shadow maps.
|
|
let figure_directed_shadow_pipeline = match create_shadow_pipeline(
|
|
factory,
|
|
shadow::figure_pipe::new(),
|
|
&shaders.figure_directed_shadow_vert.read().0,
|
|
None,
|
|
&shaders.directed_shadow_frag.read().0,
|
|
&include_ctx,
|
|
gfx::state::CullFace::Back,
|
|
None, // Some(gfx::state::Offset(2, 1))
|
|
) {
|
|
Ok(pipe) => Some(pipe),
|
|
Err(err) => {
|
|
warn!(
|
|
"Could not load directed figure shadow map pipeline: {:?}",
|
|
err
|
|
);
|
|
None
|
|
},
|
|
};
|
|
|
|
Ok((
|
|
skybox_pipeline,
|
|
figure_pipeline,
|
|
terrain_pipeline,
|
|
fluid_pipeline,
|
|
sprite_pipeline,
|
|
particle_pipeline,
|
|
ui_pipeline,
|
|
lod_terrain_pipeline,
|
|
clouds_pipeline,
|
|
postprocess_pipeline,
|
|
player_shadow_pipeline,
|
|
point_shadow_pipeline,
|
|
terrain_directed_shadow_pipeline,
|
|
figure_directed_shadow_pipeline,
|
|
))
|
|
}
|
|
|
|
/// Create a new pipeline from the provided vertex shader and fragment shader.
|
|
fn create_pipeline<P: gfx::pso::PipelineInit>(
|
|
factory: &mut gfx_backend::Factory,
|
|
pipe: P,
|
|
vs: &str,
|
|
fs: &str,
|
|
ctx: &IncludeContext,
|
|
cull_face: gfx::state::CullFace,
|
|
) -> Result<GfxPipeline<P>, RenderError> {
|
|
let vs = ctx.expand(vs)?;
|
|
let fs = ctx.expand(fs)?;
|
|
|
|
let program = factory.link_program(vs.as_bytes(), fs.as_bytes())?;
|
|
|
|
let result = Ok(GfxPipeline {
|
|
pso: factory.create_pipeline_from_program(
|
|
&program,
|
|
gfx::Primitive::TriangleList,
|
|
gfx::state::Rasterizer {
|
|
front_face: gfx::state::FrontFace::CounterClockwise,
|
|
cull_face,
|
|
method: gfx::state::RasterMethod::Fill,
|
|
offset: None,
|
|
samples: Some(gfx::state::MultiSample),
|
|
},
|
|
pipe,
|
|
)?,
|
|
});
|
|
|
|
result
|
|
}
|
|
|
|
/// Create a new shadow map pipeline.
|
|
fn create_shadow_pipeline<P: gfx::pso::PipelineInit>(
|
|
factory: &mut gfx_backend::Factory,
|
|
pipe: P,
|
|
vs: &str,
|
|
gs: Option<&str>,
|
|
fs: &str,
|
|
ctx: &IncludeContext,
|
|
cull_face: gfx::state::CullFace,
|
|
offset: Option<gfx::state::Offset>,
|
|
) -> Result<GfxPipeline<P>, RenderError> {
|
|
let vs = ctx.expand(vs)?;
|
|
let gs = gs.map(|gs| ctx.expand(gs)).transpose()?;
|
|
let fs = ctx.expand(fs)?;
|
|
|
|
let shader_set = if let Some(gs) = gs {
|
|
factory.create_shader_set_geometry(vs.as_bytes(), gs.as_bytes(), fs.as_bytes())?
|
|
} else {
|
|
factory.create_shader_set(vs.as_bytes(), fs.as_bytes())?
|
|
};
|
|
|
|
Ok(GfxPipeline {
|
|
pso: factory.create_pipeline_state(
|
|
&shader_set,
|
|
gfx::Primitive::TriangleList,
|
|
gfx::state::Rasterizer {
|
|
front_face: gfx::state::FrontFace::CounterClockwise,
|
|
// Second-depth shadow mapping: should help reduce z-fighting provided all objects
|
|
// are "watertight" (every triangle edge is shared with at most one other
|
|
// triangle); this *should* be true for Veloren.
|
|
cull_face: match cull_face {
|
|
gfx::state::CullFace::Front => gfx::state::CullFace::Back,
|
|
gfx::state::CullFace::Back => gfx::state::CullFace::Front,
|
|
gfx::state::CullFace::Nothing => gfx::state::CullFace::Nothing,
|
|
},
|
|
method: gfx::state::RasterMethod::Fill,
|
|
offset,
|
|
samples: None,
|
|
},
|
|
pipe,
|
|
)?,
|
|
})
|
|
}
|