Files
veloren/voxygen/src/render/pipelines/fluid.rs

168 lines
6.0 KiB
Rust

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