mirror of
https://gitlab.com/veloren/veloren.git
synced 2025-07-25 12:52:26 +00:00
228 lines
7.2 KiB
Rust
228 lines
7.2 KiB
Rust
use super::super::{AaMode, GlobalsLayouts, Renderer, Texture, Vertex as VertexTrait};
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use bytemuck::{Pod, Zeroable};
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use std::mem;
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use vek::*;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, Zeroable, Pod)]
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pub struct Vertex {
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pos: [f32; 2],
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}
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impl Vertex {
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pub fn new(pos: Vec2<f32>) -> Self {
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Self {
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pos: pos.into_array(),
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}
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}
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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const ATTRIBUTES: [wgpu::VertexAttribute; 1] = wgpu::vertex_attr_array![0 => Float32x2];
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wgpu::VertexBufferLayout {
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array_stride: Self::STRIDE,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &ATTRIBUTES,
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}
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}
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}
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impl VertexTrait for Vertex {
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const QUADS_INDEX: Option<wgpu::IndexFormat> = Some(wgpu::IndexFormat::Uint32);
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const STRIDE: wgpu::BufferAddress = mem::size_of::<Self>() as wgpu::BufferAddress;
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}
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pub struct LodData {
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pub map: Texture,
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pub alt: Texture,
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pub horizon: Texture,
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pub tgt_detail: u32,
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}
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impl LodData {
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pub fn dummy(renderer: &mut Renderer) -> Self {
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let map_size = Vec2::new(1, 1);
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let map_border = [0.0, 0.0, 0.0, 0.0];
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let map_image = [0];
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let alt_image = [0];
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let horizon_image = [0x_00_01_00_01];
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//let map_border = [0.0, 0.0, 0.0, 0.0];
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Self::new(
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renderer,
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map_size,
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&map_image,
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&alt_image,
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&horizon_image,
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1,
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//map_border.into(),
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)
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}
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pub fn new(
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renderer: &mut Renderer,
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map_size: Vec2<u32>,
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lod_base: &[u32],
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lod_alt: &[u32],
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lod_horizon: &[u32],
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tgt_detail: u32,
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//border_color: gfx::texture::PackedColor,
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) -> Self {
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let mut create_texture = |format, data, filter| {
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let texture_info = wgpu::TextureDescriptor {
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label: None,
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size: wgpu::Extent3d {
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width: map_size.x,
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height: map_size.y,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
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};
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let sampler_info = wgpu::SamplerDescriptor {
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label: None,
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: filter,
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min_filter: filter,
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mipmap_filter: wgpu::FilterMode::Nearest,
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border_color: Some(wgpu::SamplerBorderColor::TransparentBlack),
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..Default::default()
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};
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let view_info = wgpu::TextureViewDescriptor {
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label: None,
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format: Some(format),
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dimension: Some(wgpu::TextureViewDimension::D2),
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: None,
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base_array_layer: 0,
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array_layer_count: None,
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};
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renderer.create_texture_with_data_raw::<4>(
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&texture_info,
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&view_info,
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&sampler_info,
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bytemuck::cast_slice(data),
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)
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};
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let map = create_texture(
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wgpu::TextureFormat::Rgba8UnormSrgb,
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lod_base,
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wgpu::FilterMode::Linear,
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);
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// SamplerInfo {
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// border: border_color,
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let alt = create_texture(
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wgpu::TextureFormat::Rgba8Unorm,
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lod_alt,
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wgpu::FilterMode::Linear,
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);
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// SamplerInfo {
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// border: [0.0, 0.0, 0.0, 0.0].into(),
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let horizon = create_texture(
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wgpu::TextureFormat::Rgba8Unorm,
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lod_horizon,
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wgpu::FilterMode::Linear,
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);
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// SamplerInfo {
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// border: [1.0, 0.0, 1.0, 0.0].into(),
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Self {
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map,
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alt,
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horizon,
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tgt_detail,
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}
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}
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}
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pub struct LodTerrainPipeline {
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pub pipeline: wgpu::RenderPipeline,
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}
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impl LodTerrainPipeline {
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pub fn new(
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device: &wgpu::Device,
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vs_module: &wgpu::ShaderModule,
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fs_module: &wgpu::ShaderModule,
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sc_desc: &wgpu::SwapChainDescriptor,
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global_layout: &GlobalsLayouts,
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aa_mode: AaMode,
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) -> Self {
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Lod terrain pipeline layout"),
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push_constant_ranges: &[],
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bind_group_layouts: &[&global_layout.globals, &global_layout.shadow_textures],
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});
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let samples = match aa_mode {
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AaMode::None | AaMode::Fxaa => 1,
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// TODO: Ensure sampling in the shader is exactly between the 4 texels
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AaMode::MsaaX4 => 4,
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AaMode::MsaaX8 => 8,
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AaMode::MsaaX16 => 16,
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};
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Lod terrain pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: vs_module,
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entry_point: "main",
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buffers: &[Vertex::desc()],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::GreaterEqual,
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stencil: wgpu::StencilState {
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front: wgpu::StencilFaceState::IGNORE,
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back: wgpu::StencilFaceState::IGNORE,
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read_mask: !0,
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write_mask: !0,
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},
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bias: wgpu::DepthBiasState {
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constant: 0,
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slope_scale: 0.0,
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clamp: 0.0,
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},
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clamp_depth: false,
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}),
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multisample: wgpu::MultisampleState {
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count: samples,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: fs_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: sc_desc.format,
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blend: None,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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});
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Self {
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pipeline: render_pipeline,
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}
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}
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}
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