veloren/voxygen/src/render/pipelines/figure.rs

125 lines
4.1 KiB
Rust

use super::{
super::{Mesh, Model, Pipeline, TerrainPipeline, TgtColorFmt, TgtDepthStencilFmt},
shadow, Globals, Light, Shadow,
};
use crate::mesh::greedy::GreedyMesh;
use gfx::{
self, gfx_constant_struct_meta, gfx_defines, gfx_impl_struct_meta, gfx_pipeline,
gfx_pipeline_inner, state::ColorMask,
};
use vek::*;
gfx_defines! {
constant Locals {
model_mat: [[f32; 4]; 4] = "model_mat",
highlight_col: [f32; 4] = "highlight_col",
atlas_offs: [i32; 4] = "atlas_offs",
model_pos: [f32; 3] = "model_pos",
flags: u32 = "flags",
}
constant BoneData {
bone_mat: [[f32; 4]; 4] = "bone_mat",
normals_mat: [[f32; 4]; 4] = "normals_mat",
}
pipeline pipe {
vbuf: gfx::VertexBuffer<<TerrainPipeline as Pipeline>::Vertex> = (),
// abuf: gfx::VertexBuffer<<TerrainPipeline as Pipeline>::Vertex> = (),
col_lights: gfx::TextureSampler<[f32; 4]> = "t_col_light",
locals: gfx::ConstantBuffer<Locals> = "u_locals",
globals: gfx::ConstantBuffer<Globals> = "u_globals",
bones: gfx::ConstantBuffer<BoneData> = "u_bones",
lights: gfx::ConstantBuffer<Light> = "u_lights",
shadows: gfx::ConstantBuffer<Shadow> = "u_shadows",
point_shadow_maps: gfx::TextureSampler<f32> = "t_point_shadow_maps",
directed_shadow_maps: gfx::TextureSampler<f32> = "t_directed_shadow_maps",
alt: gfx::TextureSampler<[f32; 2]> = "t_alt",
horizon: gfx::TextureSampler<[f32; 4]> = "t_horizon",
noise: gfx::TextureSampler<f32> = "t_noise",
// Shadow stuff
light_shadows: gfx::ConstantBuffer<shadow::Locals> = "u_light_shadows",
tgt_color: gfx::BlendTarget<TgtColorFmt> = ("tgt_color", ColorMask::all(), gfx::preset::blend::ALPHA),
tgt_depth_stencil: gfx::DepthTarget<TgtDepthStencilFmt> = gfx::preset::depth::LESS_EQUAL_WRITE,
// tgt_depth_stencil: gfx::DepthStencilTarget<TgtDepthStencilFmt> = (gfx::preset::depth::LESS_EQUAL_WRITE,Stencil::new(Comparison::Always,0xff,(StencilOp::Keep,StencilOp::Keep,StencilOp::Replace))),
}
}
impl Locals {
pub fn new(
model_mat: anim::vek::Mat4<f32>,
col: Rgba<f32>,
pos: anim::vek::Vec3<f32>,
atlas_offs: Vec2<i32>,
is_player: bool,
) -> Self {
let mut flags = 0;
flags |= is_player as u32;
Self {
model_mat: model_mat.into_col_arrays(),
highlight_col: col.into_array(),
model_pos: pos.into_array(),
atlas_offs: Vec4::from(atlas_offs).into_array(),
flags,
}
}
}
impl Default for Locals {
fn default() -> Self {
Self::new(
anim::vek::Mat4::identity(),
Rgba::broadcast(1.0),
anim::vek::Vec3::default(),
Vec2::default(),
false,
)
}
}
impl BoneData {
pub fn new(bone_mat: anim::vek::Mat4<f32>, normals_mat: anim::vek::Mat4<f32>) -> Self {
Self {
bone_mat: bone_mat.into_col_arrays(),
normals_mat: normals_mat.into_col_arrays(),
}
}
}
impl Default for BoneData {
fn default() -> Self { Self::new(anim::vek::Mat4::identity(), anim::vek::Mat4::identity()) }
}
pub struct FigurePipeline;
impl Pipeline for FigurePipeline {
type Vertex = <TerrainPipeline as Pipeline>::Vertex;
}
pub struct FigureModel {
pub opaque: Model<TerrainPipeline>,
/* TODO: Consider using mipmaps instead of storing multiple texture atlases for different
* LOD levels. */
}
impl FigureModel {
/// Start a greedy mesh designed for figure bones.
pub fn make_greedy<'a>() -> GreedyMesh<'a> {
// NOTE: Required because we steal two bits from the normal in the shadow uint
// in order to store the bone index. The two bits are instead taken out
// of the atlas coordinates, which is why we "only" allow 1 << 15 per
// coordinate instead of 1 << 16.
let max_size = guillotiere::Size::new((1 << 15) - 1, (1 << 15) - 1);
GreedyMesh::new(max_size)
}
}
pub type BoneMeshes = (Mesh<TerrainPipeline>, anim::vek::Aabb<f32>);