veloren/voxygen/src/render/mod.rs
2022-01-21 13:35:40 +00:00

435 lines
14 KiB
Rust

pub mod bound;
mod buffer;
pub mod consts;
mod error;
pub mod instances;
pub mod mesh;
pub mod model;
pub mod pipelines;
pub mod renderer;
pub mod texture;
// Reexports
pub use self::{
bound::Bound,
buffer::Buffer,
consts::Consts,
error::RenderError,
instances::Instances,
mesh::{Mesh, Quad, Tri},
model::{DynamicModel, Model, SubModel},
pipelines::{
clouds::Locals as CloudsLocals,
debug::{DebugPipeline, Locals as DebugLocals, Vertex as DebugVertex},
figure::{
BoneData as FigureBoneData, BoneMeshes, FigureLayout, FigureModel,
Locals as FigureLocals,
},
fluid::Vertex as FluidVertex,
lod_terrain::{LodData, Vertex as LodTerrainVertex},
particle::{Instance as ParticleInstance, Vertex as ParticleVertex},
postprocess::Locals as PostProcessLocals,
shadow::{Locals as ShadowLocals, PointLightMatrix},
skybox::{create_mesh as create_skybox_mesh, Vertex as SkyboxVertex},
sprite::{
Instance as SpriteInstance, SpriteGlobalsBindGroup, SpriteVerts,
Vertex as SpriteVertex, VERT_PAGE_SIZE as SPRITE_VERT_PAGE_SIZE,
},
terrain::{Locals as TerrainLocals, TerrainLayout, Vertex as TerrainVertex},
ui::{
create_quad as create_ui_quad,
create_quad_vert_gradient as create_ui_quad_vert_gradient, create_tri as create_ui_tri,
BoundLocals as UiBoundLocals, Locals as UiLocals, Mode as UiMode,
TextureBindGroup as UiTextureBindGroup, Vertex as UiVertex,
},
GlobalModel, Globals, GlobalsBindGroup, GlobalsLayouts, Light, Shadow,
},
renderer::{
drawer::{
DebugDrawer, Drawer, FigureDrawer, FigureShadowDrawer, FirstPassDrawer, ParticleDrawer,
PreparedUiDrawer, SecondPassDrawer, ShadowPassDrawer, SpriteDrawer, TerrainDrawer,
TerrainShadowDrawer, ThirdPassDrawer, UiDrawer,
},
ColLightInfo, Renderer,
},
texture::Texture,
};
use hashbrown::HashSet;
pub use wgpu::{AddressMode, FilterMode};
pub trait Vertex: Clone + bytemuck::Pod {
const STRIDE: wgpu::BufferAddress;
// Whether these types of verts use the quad index buffer for drawing them
const QUADS_INDEX: Option<wgpu::IndexFormat>;
}
use serde::{Deserialize, Serialize};
/// Anti-aliasing modes
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub enum AaMode {
/// Fast approximate antialiasing.
///
/// This is a screen-space technique, and therefore works fine with greedy
/// meshing.
Fxaa,
/// Multisampling AA, up to 4 samples per pixel.
///
/// NOTE: MSAA modes don't (currently) work with greedy meshing, and will
/// also struggle in the future with deferred shading, so they may be
/// removed in the future.
MsaaX4,
/// Multisampling AA, up to 8 samples per pixel.
///
/// NOTE: MSAA modes don't (currently) work with greedy meshing, and will
/// also struggle in the future with deferred shading, so they may be
/// removed in the future.
MsaaX8,
/// Multisampling AA, up to 16 samples per pixel.
///
/// NOTE: MSAA modes don't (currently) work with greedy meshing, and will
/// also struggle in the future with deferred shading, so they may be
/// removed in the future.
MsaaX16,
#[serde(other)]
None,
}
impl Default for AaMode {
fn default() -> Self { AaMode::Fxaa }
}
/// Cloud modes
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub enum CloudMode {
/// No clouds. As cheap as it gets.
None,
/// Clouds, but barely. Ideally, any machine should be able to handle this
/// just fine.
Minimal,
/// Enough visual detail to be pleasing, but generally using poor-but-cheap
/// approximations to derive parameters
Low,
/// More detail. Enough to look good in most cases. For those that value
/// looks but also high framerates.
Medium,
/// High, but with extra compute power thrown at it to smooth out subtle
/// imperfections
Ultra,
/// Lots of detail with good-but-costly derivation of parameters.
#[serde(other)]
High,
}
impl Default for CloudMode {
fn default() -> Self { CloudMode::High }
}
/// Fluid modes
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub enum FluidMode {
/// "Cheap" water. This water implements no waves, no reflections, no
/// diffraction, and no light attenuation through water. As a result,
/// it can be much cheaper than shiny reflection.
Cheap,
/// "Shiny" water. This water implements waves on the surfaces, some
/// attempt at reflections, and tries to compute accurate light
/// attenuation through water (this is what results in the
/// colors changing as you descend into deep water).
///
/// Unfortunately, the way the engine is currently set up, calculating
/// accurate attenuation is a bit difficult; we use estimates from
/// horizon maps for the current water altitude, which can both be off
/// by up to (max_altitude / 255) meters, only has per-chunk horizontal
/// resolution, and cannot handle edge cases like horizontal water (e.g.
/// waterfalls) well. We are okay with the latter, and will try to fix
/// the former soon.
///
/// Another issue is that we don't always know whether light is *blocked*,
/// which causes attenuation to be computed incorrectly; this can be
/// addressed by using shadow maps (at least for terrain).
#[serde(other)]
Shiny,
}
impl Default for FluidMode {
fn default() -> Self { FluidMode::Shiny }
}
/// Lighting modes
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub enum LightingMode {
/// Ashikhmin-Shirley BRDF lighting model. Attempts to generate a
/// physically plausible (to some extent) lighting distribution.
///
/// This model may not work as well with purely directional lighting, and is
/// more expensive than the other models.
Ashikhmin,
/// Standard Lambertian lighting model, with only diffuse reflections. The
/// cheapest lighting model by a decent margin, but the performance
/// difference between it and Blinn-Phong will probably only be
/// significant on low-end machines that are bottlenecked on fragment
/// shading.
Lambertian,
/// Standard Blinn-Phong shading, combing Lambertian diffuse reflections and
/// specular highlights.
#[serde(other)]
BlinnPhong,
}
impl Default for LightingMode {
fn default() -> Self { LightingMode::BlinnPhong }
}
/// Shadow map settings.
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub struct ShadowMapMode {
/// Multiple of default resolution (default, which is 1.0, is currently
/// the closest higher power of two above the length of the longest
/// diagonal of the screen resolution, but this may change).
pub resolution: f32,
}
impl Default for ShadowMapMode {
fn default() -> Self { Self { resolution: 1.0 } }
}
/// Shadow modes
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub enum ShadowMode {
/// No shadows at all. By far the cheapest option.
None,
/// Shadow map (render the scene from each light source, and also renders
/// LOD shadows using horizon maps).
Map(ShadowMapMode),
/// Point shadows (draw circles under figures, up to a configured maximum;
/// also render LOD shadows using horizon maps). Can be expensive on
/// some machines, probably mostly due to horizon mapping; the point
/// shadows are not rendered too efficiently, but that can probably
/// be addressed later.
#[serde(other)] // Would normally be on `Map`, but only allowed on unit variants
Cheap,
}
impl Default for ShadowMode {
fn default() -> Self { ShadowMode::Map(Default::default()) }
}
impl core::convert::TryFrom<ShadowMode> for ShadowMapMode {
type Error = ();
/// Get the shadow map details if they exist.
fn try_from(value: ShadowMode) -> Result<Self, Self::Error> {
if let ShadowMode::Map(map) = value {
Ok(map)
} else {
Err(())
}
}
}
impl ShadowMode {
pub fn is_map(&self) -> bool { matches!(self, Self::Map(_)) }
}
/// Upscale mode settings.
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub struct UpscaleMode {
// Determines non-UI graphics upscaling. 0.25 to 2.0.
pub factor: f32,
}
impl Default for UpscaleMode {
fn default() -> Self { Self { factor: 1.0 } }
}
/// Present modes
/// See https://docs.rs/wgpu/0.7.0/wgpu/enum.PresentMode.html
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub enum PresentMode {
Fifo,
Mailbox,
#[serde(other)]
Immediate,
}
impl Default for PresentMode {
fn default() -> Self { Self::Immediate }
}
impl From<PresentMode> for wgpu::PresentMode {
fn from(mode: PresentMode) -> Self {
match mode {
PresentMode::Fifo => wgpu::PresentMode::Fifo,
PresentMode::Mailbox => wgpu::PresentMode::Mailbox,
PresentMode::Immediate => wgpu::PresentMode::Immediate,
}
}
}
/// Bloom factor
/// Controls fraction of output image luminosity that is blurred bloom
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub enum BloomFactor {
Low,
High,
/// Max valid value is 1.0
Custom(f32),
// other variant has to be placed last
#[serde(other)]
Medium,
}
impl Default for BloomFactor {
fn default() -> Self { Self::Medium }
}
impl BloomFactor {
/// Fraction of output image luminosity that is blurred bloom
pub fn fraction(self) -> f32 {
match self {
Self::Low => 0.1,
Self::Medium => 0.2,
Self::High => 0.3,
Self::Custom(val) => val.max(0.0).min(1.0),
}
}
}
/// Bloom settings
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub struct BloomConfig {
/// Controls fraction of output image luminosity that is blurred bloom
///
/// Defaults to `Medium`
pub factor: BloomFactor,
/// Turning this on make the bloom blur less sharply concentrated around the
/// high intensity phenomena (removes adding in less blurred layers to the
/// final blur)
///
/// Defaults to `false`
pub uniform_blur: bool,
// TODO: allow configuring the blur radius and/or the number of passes
}
#[derive(PartialEq, Clone, Copy, Debug, Serialize, Deserialize)]
pub enum BloomMode {
On(BloomConfig),
#[serde(other)]
Off,
}
impl Default for BloomMode {
fn default() -> Self {
Self::On(BloomConfig {
factor: BloomFactor::default(),
uniform_blur: false,
})
}
}
impl BloomMode {
fn is_on(&self) -> bool { matches!(self, BloomMode::On(_)) }
}
/// Render modes
#[derive(PartialEq, Clone, Debug, Serialize, Deserialize)]
#[serde(default)]
pub struct RenderMode {
pub aa: AaMode,
pub cloud: CloudMode,
pub fluid: FluidMode,
pub lighting: LightingMode,
pub shadow: ShadowMode,
pub bloom: BloomMode,
/// 0.0..1.0
pub point_glow: f32,
pub experimental_shaders: HashSet<ExperimentalShader>,
pub upscale_mode: UpscaleMode,
pub present_mode: PresentMode,
pub profiler_enabled: bool,
}
impl Default for RenderMode {
fn default() -> Self {
Self {
aa: AaMode::default(),
cloud: CloudMode::default(),
fluid: FluidMode::default(),
lighting: LightingMode::default(),
shadow: ShadowMode::default(),
bloom: BloomMode::default(),
point_glow: 0.35,
experimental_shaders: HashSet::default(),
upscale_mode: UpscaleMode::default(),
present_mode: PresentMode::default(),
profiler_enabled: false,
}
}
}
impl RenderMode {
fn split(self) -> (PipelineModes, OtherModes) {
(
PipelineModes {
aa: self.aa,
cloud: self.cloud,
fluid: self.fluid,
lighting: self.lighting,
shadow: self.shadow,
bloom: self.bloom,
point_glow: self.point_glow,
experimental_shaders: self.experimental_shaders,
},
OtherModes {
upscale_mode: self.upscale_mode,
present_mode: self.present_mode,
profiler_enabled: self.profiler_enabled,
},
)
}
}
/// Render modes that require pipeline recreation (e.g. shader recompilation)
/// when changed
#[derive(PartialEq, Clone, Debug)]
pub struct PipelineModes {
aa: AaMode,
cloud: CloudMode,
fluid: FluidMode,
lighting: LightingMode,
pub shadow: ShadowMode,
bloom: BloomMode,
point_glow: f32,
experimental_shaders: HashSet<ExperimentalShader>,
}
/// Other render modes that don't effect pipelines
#[derive(PartialEq, Clone, Debug)]
struct OtherModes {
upscale_mode: UpscaleMode,
present_mode: PresentMode,
profiler_enabled: bool,
}
/// Experimental shader modes.
///
/// You can enable these using Voxygen's `settings.ron`. See
/// [here](https://book.veloren.net/players/voxygen.html#experimental-shaders) for more information.
#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum ExperimentalShader {
/// Add brick-like normal mapping to the world.
Brickloren,
/// Remove the default procedural noise from terrain.
NoNoise,
/// Simulated a curved world.
CurvedWorld,
/// Adds extra detail to distant LoD (Level of Detail) terrain procedurally.
ProceduralLodDetail,
/// Add a warping effect when underwater.
Underwarper,
/// Remove caustics from underwater terrain when shiny water is enabled.
NoCaustics,
}