mirror of
https://gitlab.com/veloren/veloren.git
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166 lines
5.3 KiB
Rust
166 lines
5.3 KiB
Rust
use super::super::{AaMode, GlobalsLayouts, Mesh, Quad, Vertex as VertexTrait};
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use bytemuck::{Pod, Zeroable};
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use std::mem;
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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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pub pos: [f32; 3],
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}
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impl Vertex {
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fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
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wgpu::VertexBufferDescriptor {
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stride: Self::STRIDE,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[wgpu::VertexAttributeDescriptor {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float3,
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}],
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}
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}
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}
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impl VertexTrait for Vertex {
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const STRIDE: wgpu::BufferAddress = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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pub struct SkyboxPipeline {
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pub pipeline: wgpu::RenderPipeline,
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}
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impl SkyboxPipeline {
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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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layouts: &GlobalsLayouts,
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aa_mode: AaMode,
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) -> Self {
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common::span!(_guard, "SkyboxPipeline::new");
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Skybox pipeline layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[&layouts.globals, &layouts.shadow_textures],
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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::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("Skybox 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::Back,
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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::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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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: true,
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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: None,
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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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// TODO: generate mesh in vertex shader
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pub fn create_mesh() -> Mesh<Vertex> {
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let mut mesh = Mesh::new();
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// -x
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#[rustfmt::skip]
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mesh.push_quad(Quad::new(
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Vertex { pos: [-1.0, -1.0, -1.0] },
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Vertex { pos: [-1.0, 1.0, -1.0] },
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Vertex { pos: [-1.0, 1.0, 1.0] },
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Vertex { pos: [-1.0, -1.0, 1.0] },
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));
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// +x
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#[rustfmt::skip]
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mesh.push_quad(Quad::new(
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Vertex { pos: [ 1.0, -1.0, 1.0] },
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Vertex { pos: [ 1.0, 1.0, 1.0] },
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Vertex { pos: [ 1.0, 1.0, -1.0] },
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Vertex { pos: [ 1.0, -1.0, -1.0] },
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));
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// -y
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#[rustfmt::skip]
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mesh.push_quad(Quad::new(
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Vertex { pos: [ 1.0, -1.0, -1.0] },
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Vertex { pos: [-1.0, -1.0, -1.0] },
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Vertex { pos: [-1.0, -1.0, 1.0] },
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Vertex { pos: [ 1.0, -1.0, 1.0] },
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));
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// +y
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#[rustfmt::skip]
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mesh.push_quad(Quad::new(
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Vertex { pos: [ 1.0, 1.0, 1.0] },
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Vertex { pos: [-1.0, 1.0, 1.0] },
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Vertex { pos: [-1.0, 1.0, -1.0] },
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Vertex { pos: [ 1.0, 1.0, -1.0] },
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));
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// -z
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#[rustfmt::skip]
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mesh.push_quad(Quad::new(
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Vertex { pos: [-1.0, -1.0, -1.0] },
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Vertex { pos: [ 1.0, -1.0, -1.0] },
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Vertex { pos: [ 1.0, 1.0, -1.0] },
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Vertex { pos: [-1.0, 1.0, -1.0] },
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));
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// +z
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#[rustfmt::skip]
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mesh.push_quad(Quad::new(
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Vertex { pos: [-1.0, 1.0, 1.0] },
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Vertex { pos: [ 1.0, 1.0, 1.0] },
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Vertex { pos: [ 1.0, -1.0, 1.0] },
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Vertex { pos: [-1.0, -1.0, 1.0] },
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));
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mesh
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}
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