Files
veloren/voxygen/src/render/pipelines/shadow.rs
2021-04-25 08:11:37 -04:00

255 lines
8.5 KiB
Rust

use super::super::{
AaMode, ColLightInfo, FigureLayout, GlobalsLayouts, Renderer, TerrainLayout, TerrainVertex,
Texture,
};
use bytemuck::Pod;
use vek::*;
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod)]
pub struct Locals {
shadow_matrices: [[f32; 4]; 4],
texture_mats: [[f32; 4]; 4],
}
impl Locals {
pub fn new(shadow_mat: Mat4<f32>, texture_mat: Mat4<f32>) -> Self {
Self {
shadow_matrices: shadow_mat.into_col_arrays(),
texture_mats: texture_mat.into_col_arrays(),
}
}
pub fn default() -> Self { Self::new(Mat4::identity(), Mat4::identity()) }
fn layout(device: &wgpu::Device) -> wgpu::BindGroupLayout {
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: None,
},
count: None,
}],
})
}
}
pub struct ShadowLayout {
pub locals: wgpu::BindGroupLayout,
}
impl ShadowLayout {
pub fn new(device: &wgpu::Device) -> Self {
Self {
locals: Locals::layout(device),
}
}
}
pub fn create_col_lights(
renderer: &mut Renderer,
(col_lights, col_lights_size): &ColLightInfo,
) -> Texture {
let mut texture_info = wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: col_lights_size.x,
height: col_lights_size.y,
depth: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
};
let sampler_info = wgpu::SamplerDescriptor {
label: None,
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
border_color: Some(wgpu::SamplerBorderColor::TransparentBlack),
..Default::default()
};
renderer.create_texture_with_data_raw(
&texture_info,
&sampler_info,
col_lights_size.x * 4,
[col_lights_size.x, col_lights_size.y],
col_lights.as_bytes(),
)
}
pub struct ShadowFigurePipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl ShadowFigurePipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
fs_module: &wgpu::ShaderModule,
sc_desc: &wgpu::SwapChainDescriptor,
global_layout: &GlobalsLayouts,
figure_layout: &FigureLayout,
layout: &ShadowLayout,
aa_mode: AaMode,
) -> Self {
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Shadow figure pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[
&global_layout.globals,
&figure_layout.locals,
&layout.locals,
],
});
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("Shadow figure 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::Back,
clamp_depth: false,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
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: &[TerrainVertex::desc()],
},
sample_count: samples,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Self {
pipeline: render_pipeline,
}
}
}
pub struct ShadowPipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl ShadowPipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
fs_module: &wgpu::ShaderModule,
sc_desc: &wgpu::SwapChainDescriptor,
global_layout: &GlobalsLayouts,
terrain_layout: &TerrainLayout,
layout: &ShadowLayout,
aa_mode: AaMode,
) -> Self {
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Shadow pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[
&global_layout.globals,
&terrain_layout.locals,
&layout.locals,
],
});
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("Shadow 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::Back,
clamp_depth: false,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
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: &[TerrainVertex::desc()],
},
sample_count: samples,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Self {
pipeline: render_pipeline,
}
}
}