mirror of
https://gitlab.com/veloren/veloren.git
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- Implements mesh generation for cylinders and lines. - Implements an Id-allocator so that clients can mutate positions efficiently. - Is split into pipeline and scene modules. - Contains simple shaders that just pass through a position and color.
90 lines
2.8 KiB
Rust
90 lines
2.8 KiB
Rust
use super::{
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super::{
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buffer::Buffer,
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pipelines::{
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debug, figure, lod_terrain, shadow, sprite, terrain, ui, ColLights, GlobalModel,
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GlobalsBindGroup,
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},
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texture::Texture,
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},
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Renderer,
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};
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impl Renderer {
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pub fn bind_globals(
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&self,
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global_model: &GlobalModel,
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lod_data: &lod_terrain::LodData,
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) -> GlobalsBindGroup {
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self.layouts
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.global
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.bind(&self.device, global_model, lod_data, &self.noise_tex)
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}
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pub fn bind_sprite_globals(
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&self,
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global_model: &GlobalModel,
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lod_data: &lod_terrain::LodData,
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sprite_verts: &Buffer<sprite::Vertex>,
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) -> sprite::SpriteGlobalsBindGroup {
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self.layouts.sprite.bind_globals(
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&self.device,
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global_model,
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lod_data,
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&self.noise_tex,
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sprite_verts,
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)
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}
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pub fn create_debug_bound_locals(&mut self, vals: &[debug::Locals]) -> debug::BoundLocals {
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let locals = self.create_consts(vals);
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self.layouts.debug.bind_locals(&self.device, locals)
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}
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pub fn create_ui_bound_locals(&mut self, vals: &[ui::Locals]) -> ui::BoundLocals {
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let locals = self.create_consts(vals);
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self.layouts.ui.bind_locals(&self.device, locals)
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}
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pub fn ui_bind_texture(&self, texture: &Texture) -> ui::TextureBindGroup {
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self.layouts.ui.bind_texture(&self.device, texture)
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}
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pub fn create_figure_bound_locals(
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&mut self,
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locals: &[figure::Locals],
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bone_data: &[figure::BoneData],
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) -> figure::BoundLocals {
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let locals = self.create_consts(locals);
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let bone_data = self.create_consts(bone_data);
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self.layouts
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.figure
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.bind_locals(&self.device, locals, bone_data)
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}
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pub fn create_terrain_bound_locals(
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&mut self,
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locals: &[terrain::Locals],
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) -> terrain::BoundLocals {
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let locals = self.create_consts(locals);
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self.layouts.terrain.bind_locals(&self.device, locals)
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}
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pub fn create_shadow_bound_locals(&mut self, locals: &[shadow::Locals]) -> shadow::BoundLocals {
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let locals = self.create_consts(locals);
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self.layouts.shadow.bind_locals(&self.device, locals)
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}
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pub fn figure_bind_col_light(&self, col_light: Texture) -> ColLights<figure::Locals> {
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self.layouts.global.bind_col_light(&self.device, col_light)
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}
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pub fn terrain_bind_col_light(&self, col_light: Texture) -> ColLights<terrain::Locals> {
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self.layouts.global.bind_col_light(&self.device, col_light)
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}
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pub fn sprite_bind_col_light(&self, col_light: Texture) -> ColLights<sprite::Locals> {
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self.layouts.global.bind_col_light(&self.device, col_light)
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}
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}
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