mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
116 lines
3.2 KiB
Rust
116 lines
3.2 KiB
Rust
use super::{
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super::{Pipeline, TgtColorFmt, TgtDepthStencilFmt},
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Globals, Light, Shadow,
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};
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use common::comp::visual::ParticleEmitterMode;
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use gfx::{
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self, gfx_defines, gfx_impl_struct_meta, gfx_pipeline, gfx_pipeline_inner,
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gfx_vertex_struct_meta,
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state::{ColorMask, Comparison, Stencil, StencilOp},
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};
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use vek::*;
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gfx_defines! {
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vertex Vertex {
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pos: [f32; 3] = "v_pos",
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// ____BBBBBBBBGGGGGGGGRRRRRRRR
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col: u32 = "v_col",
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// ...AANNN
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// A = AO
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// N = Normal
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norm_ao: u32 = "v_norm_ao",
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}
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vertex Instance {
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inst_mat0: [f32; 4] = "inst_mat0",
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inst_mat1: [f32; 4] = "inst_mat1",
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inst_mat2: [f32; 4] = "inst_mat2",
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inst_mat3: [f32; 4] = "inst_mat3",
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inst_col: [f32; 3] = "inst_col",
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inst_vel: [f32; 3] = "inst_vel",
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inst_time: [f32; 4] = "inst_time",
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inst_wind_sway: f32 = "inst_wind_sway",
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mode: u8 = "mode",
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}
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pipeline pipe {
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vbuf: gfx::VertexBuffer<Vertex> = (),
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ibuf: gfx::InstanceBuffer<Instance> = (),
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globals: gfx::ConstantBuffer<Globals> = "u_globals",
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lights: gfx::ConstantBuffer<Light> = "u_lights",
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shadows: gfx::ConstantBuffer<Shadow> = "u_shadows",
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noise: gfx::TextureSampler<f32> = "t_noise",
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tgt_color: gfx::BlendTarget<TgtColorFmt> = ("tgt_color", ColorMask::all(), gfx::preset::blend::ALPHA),
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tgt_depth_stencil: gfx::DepthStencilTarget<TgtDepthStencilFmt> = (gfx::preset::depth::LESS_EQUAL_WRITE,Stencil::new(Comparison::Always,0xff,(StencilOp::Keep,StencilOp::Keep,StencilOp::Keep))),
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}
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}
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impl Vertex {
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#[allow(clippy::collapsible_if)]
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pub fn new(pos: Vec3<f32>, norm: Vec3<f32>, col: Rgb<f32>, ao: f32) -> Self {
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let norm_bits = if norm.x != 0.0 {
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if norm.x < 0.0 { 0 } else { 1 }
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} else if norm.y != 0.0 {
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if norm.y < 0.0 { 2 } else { 3 }
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} else {
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if norm.z < 0.0 { 4 } else { 5 }
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};
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Self {
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pos: pos.into_array(),
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col: col
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.map2(Rgb::new(0, 8, 16), |e, shift| ((e * 255.0) as u32) << shift)
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.reduce_bitor(),
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norm_ao: norm_bits | (((ao * 3.9999) as u32) << 3),
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}
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}
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}
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impl Instance {
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pub fn new(
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mat: Mat4<f32>,
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col: Rgb<f32>,
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vel: Vec3<f32>,
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time: f64,
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wind_sway: f32,
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mode: ParticleEmitterMode,
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) -> Self {
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let mat_arr = mat.into_col_arrays();
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Self {
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inst_mat0: mat_arr[0],
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inst_mat1: mat_arr[1],
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inst_mat2: mat_arr[2],
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inst_mat3: mat_arr[3],
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inst_col: col.into_array(),
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inst_vel: vel.into_array(),
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inst_time: [time as f32; 4],
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inst_wind_sway: wind_sway,
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mode: mode as u8,
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}
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}
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}
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impl Default for Instance {
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fn default() -> Self {
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Self::new(
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Mat4::identity(),
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Rgb::broadcast(1.0),
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Vec3::zero(),
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0.0,
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0.0,
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ParticleEmitterMode::Sprinkler,
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)
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}
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}
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pub struct ParticlePipeline;
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impl Pipeline for ParticlePipeline {
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type Vertex = Vertex;
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}
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