mirror of
https://gitlab.com/veloren/veloren.git
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168 lines
6.0 KiB
Rust
168 lines
6.0 KiB
Rust
use super::super::{AaMode, GlobalsLayouts};
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use bytemuck::{Pod, Zeroable};
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use vek::*;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, Zeroable, Pod)]
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pub struct Vertex {
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pos_norm: u32,
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}
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impl Vertex {
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#[allow(clippy::identity_op)] // TODO: Pending review in #587
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#[allow(clippy::into_iter_on_ref)] // TODO: Pending review in #587
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pub fn new(pos: Vec3<f32>, norm: Vec3<f32>) -> Self {
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let (norm_axis, norm_dir) = norm
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.as_slice()
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.into_iter()
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.enumerate()
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.find(|(_i, e)| **e != 0.0)
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.unwrap_or((0, &1.0));
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let norm_bits = ((norm_axis << 1) | if *norm_dir > 0.0 { 1 } else { 0 }) as u32;
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const EXTRA_NEG_Z: f32 = 65536.0;
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Self {
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pos_norm: 0
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| ((pos.x as u32) & 0x003F) << 0
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| ((pos.y as u32) & 0x003F) << 6
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| (((pos.z + EXTRA_NEG_Z).max(0.0).min((1 << 17) as f32) as u32) & 0x1FFFF) << 12
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| (norm_bits & 0x7) << 29,
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}
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}
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fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
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use std::mem;
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const ATTRIBUTES: [wgpu::VertexAttributeDescriptor; 1] =
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wgpu::vertex_attr_array![0 => Uint];
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wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Self>() as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &ATTRIBUTES,
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}
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}
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}
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pub struct FluidLayout {
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pub waves: wgpu::BindGroupLayout,
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}
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impl FluidLayout {
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pub fn new(device: &wgpu::Device) -> Self {
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Self {
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waves: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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component_type: wgpu::TextureComponentType::Float,
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dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler { comparison: false },
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count: None,
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},
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],
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}),
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}
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}
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}
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pub struct FluidPipeline {
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pub pipeline: wgpu::RenderPipeline,
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}
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impl FluidPipeline {
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pub fn new(
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device: &wgpu::Device,
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vs_module: &wgpu::ShaderModule,
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fs_module: &wgpu::ShaderModule,
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sc_desc: &wgpu::SwapChainDescriptor,
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global_layout: &GlobalsLayouts,
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layout: &FluidLayout,
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aa_mode: AaMode,
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) -> Self {
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Fluid pipeline layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[&global_layout.globals, &layout.waves],
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});
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let samples = match aa_mode {
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AaMode::None | AaMode::Fxaa => 1,
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// TODO: Ensure sampling in the shader is exactly between the 4 texels
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AaMode::SsaaX4 => 1,
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AaMode::MsaaX4 => 4,
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AaMode::MsaaX8 => 8,
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AaMode::MsaaX16 => 16,
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};
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Fluid pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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polygon_mode: wgpu::PolygonMode::Fill,
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clamp_depth: false,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: sc_desc.format,
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color_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::One,
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operation: wgpu::BlendOperation::Add,
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},
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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format: wgpu::TextureFormat::Depth24Plus,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilStateDescriptor {
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front: wgpu::StencilStateFaceDescriptor::IGNORE,
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back: wgpu::StencilStateFaceDescriptor::IGNORE,
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read_mask: !0,
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write_mask: !0,
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},
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}),
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[Vertex::desc()],
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},
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sample_count: samples,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Self {
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pipeline: render_pipeline,
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}
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}
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}
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