Capucho bbbe4ea368 Fix the shadow drawing code
Very poorly optimized
2021-05-30 11:49:40 -04:00

593 lines
21 KiB
Rust

pub mod clouds;
pub mod figure;
pub mod fluid;
pub mod lod_terrain;
pub mod particle;
pub mod postprocess;
pub mod shadow;
pub mod skybox;
pub mod sprite;
pub mod terrain;
pub mod ui;
use super::{Consts, Texture};
use crate::scene::camera::CameraMode;
use bytemuck::{Pod, Zeroable};
use common::terrain::BlockKind;
use vek::*;
pub const MAX_POINT_LIGHT_COUNT: usize = 31;
pub const MAX_FIGURE_SHADOW_COUNT: usize = 24;
pub const MAX_DIRECTED_LIGHT_COUNT: usize = 6;
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Globals {
/// Transformation from world coordinate space (with focus_off as the
/// origin) to the camera space
view_mat: [[f32; 4]; 4],
proj_mat: [[f32; 4]; 4],
/// proj_mat * view_mat
all_mat: [[f32; 4]; 4],
/// Offset of the camera from the focus position
cam_pos: [f32; 4],
/// Integer portion of the focus position in world coordinates
focus_off: [f32; 4],
/// Fractions portion of the focus position
focus_pos: [f32; 4],
/// NOTE: view_distance.x is the horizontal view distance, view_distance.y
/// is the LOD detail, view_distance.z is the
/// minimum height over any land chunk (i.e. the sea level), and
/// view_distance.w is the maximum height over this minimum height.
///
/// TODO: Fix whatever alignment issue requires these uniforms to be
/// aligned.
view_distance: [f32; 4],
time_of_day: [f32; 4], // TODO: Make this f64.
sun_dir: [f32; 4],
moon_dir: [f32; 4],
tick: [f32; 4],
/// x, y represent the resolution of the screen;
/// w, z represent the near and far planes of the shadow map.
screen_res: [f32; 4],
light_shadow_count: [u32; 4],
shadow_proj_factors: [f32; 4],
medium: [u32; 4],
select_pos: [i32; 4],
gamma_exposure: [f32; 4],
ambiance: f32,
cam_mode: u32,
sprite_render_distance: f32,
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Light {
pub pos: [f32; 4],
pub col: [f32; 4],
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Shadow {
pos_radius: [f32; 4],
}
impl Globals {
/// Create global consts from the provided parameters.
#[allow(clippy::or_fun_call)] // TODO: Pending review in #587
#[allow(clippy::too_many_arguments)] // TODO: Pending review in #587
pub fn new(
view_mat: Mat4<f32>,
proj_mat: Mat4<f32>,
cam_pos: Vec3<f32>,
focus_pos: Vec3<f32>,
view_distance: f32,
tgt_detail: f32,
map_bounds: Vec2<f32>,
time_of_day: f64,
tick: f64,
screen_res: Vec2<u16>,
shadow_planes: Vec2<f32>,
light_count: usize,
shadow_count: usize,
directed_light_count: usize,
medium: BlockKind,
select_pos: Option<Vec3<i32>>,
gamma: f32,
exposure: f32,
ambiance: f32,
cam_mode: CameraMode,
sprite_render_distance: f32,
) -> Self {
Self {
view_mat: view_mat.into_col_arrays(),
proj_mat: proj_mat.into_col_arrays(),
all_mat: (proj_mat * view_mat).into_col_arrays(),
cam_pos: Vec4::from(cam_pos).into_array(),
focus_off: Vec4::from(focus_pos).map(|e: f32| e.trunc()).into_array(),
focus_pos: Vec4::from(focus_pos).map(|e: f32| e.fract()).into_array(),
view_distance: [view_distance, tgt_detail, map_bounds.x, map_bounds.y],
time_of_day: [time_of_day as f32; 4],
sun_dir: Vec4::from_direction(Self::get_sun_dir(time_of_day)).into_array(),
moon_dir: Vec4::from_direction(Self::get_moon_dir(time_of_day)).into_array(),
tick: [tick as f32; 4],
// Provide the shadow map far plane as well.
screen_res: [
screen_res.x as f32,
screen_res.y as f32,
shadow_planes.x,
shadow_planes.y,
],
light_shadow_count: [
(light_count % (MAX_POINT_LIGHT_COUNT + 1)) as u32,
(shadow_count % (MAX_FIGURE_SHADOW_COUNT + 1)) as u32,
(directed_light_count % (MAX_DIRECTED_LIGHT_COUNT + 1)) as u32,
0,
],
shadow_proj_factors: [
(shadow_planes.y + shadow_planes.x) / (shadow_planes.y - shadow_planes.x),
(2.0 * shadow_planes.y * shadow_planes.x) / (shadow_planes.y - shadow_planes.x),
0.0,
0.0,
],
medium: [if medium.is_liquid() { 1 } else { 0 }; 4],
select_pos: select_pos
.map(|sp| Vec4::from(sp) + Vec4::unit_w())
.unwrap_or(Vec4::zero())
.into_array(),
gamma_exposure: [gamma, exposure, 0.0, 0.0],
ambiance,
cam_mode: cam_mode as u32,
sprite_render_distance,
}
}
fn get_angle_rad(time_of_day: f64) -> f32 {
const TIME_FACTOR: f32 = (std::f32::consts::PI * 2.0) / (3600.0 * 24.0);
time_of_day as f32 * TIME_FACTOR
}
pub fn get_sun_dir(time_of_day: f64) -> Vec3<f32> {
let angle_rad = Self::get_angle_rad(time_of_day);
Vec3::new(-angle_rad.sin(), 0.0, angle_rad.cos())
}
pub fn get_moon_dir(time_of_day: f64) -> Vec3<f32> {
let angle_rad = Self::get_angle_rad(time_of_day);
-Vec3::new(-angle_rad.sin(), 0.0, angle_rad.cos() - 0.5).normalized()
}
}
impl Default for Globals {
fn default() -> Self {
Self::new(
Mat4::identity(),
Mat4::identity(),
Vec3::zero(),
Vec3::zero(),
0.0,
100.0,
Vec2::new(140.0, 2048.0),
0.0,
0.0,
Vec2::new(800, 500),
Vec2::new(1.0, 25.0),
0,
0,
0,
BlockKind::Air,
None,
1.0,
1.0,
1.0,
CameraMode::ThirdPerson,
250.0,
)
}
}
impl Light {
pub fn new(pos: Vec3<f32>, col: Rgb<f32>, strength: f32) -> Self {
Self {
pos: Vec4::from(pos).into_array(),
col: Rgba::new(col.r, col.g, col.b, strength).into_array(),
}
}
pub fn get_pos(&self) -> Vec3<f32> { Vec3::new(self.pos[0], self.pos[1], self.pos[2]) }
pub fn with_strength(mut self, strength: f32) -> Self {
self.col = (Vec4::<f32>::from(self.col) * strength).into_array();
self
}
}
impl Default for Light {
fn default() -> Self { Self::new(Vec3::zero(), Rgb::zero(), 0.0) }
}
impl Shadow {
pub fn new(pos: Vec3<f32>, radius: f32) -> Self {
Self {
pos_radius: [pos.x, pos.y, pos.z, radius],
}
}
pub fn get_pos(&self) -> Vec3<f32> {
Vec3::new(self.pos_radius[0], self.pos_radius[1], self.pos_radius[2])
}
}
impl Default for Shadow {
fn default() -> Self { Self::new(Vec3::zero(), 0.0) }
}
// Global scene data spread across several arrays.
pub struct GlobalModel {
// TODO: enforce that these are the lengths in the shaders??
pub globals: Consts<Globals>,
pub lights: Consts<Light>,
pub shadows: Consts<Shadow>,
pub shadow_mats: shadow::BoundLocals,
pub point_light_matrices: Box<[shadow::PointLightMatrix; 126]>,
}
pub struct GlobalsBindGroup {
pub(super) bind_group: wgpu::BindGroup,
pub(super) shadow_textures: wgpu::BindGroup,
}
pub struct GlobalsLayouts {
pub globals: wgpu::BindGroupLayout,
pub col_light: wgpu::BindGroupLayout,
pub shadow_textures: wgpu::BindGroupLayout,
}
pub struct ColLights<Locals> {
pub bind_group: wgpu::BindGroup,
pub texture: Texture,
phantom: std::marker::PhantomData<Locals>,
}
impl GlobalsLayouts {
pub fn new(device: &wgpu::Device) -> Self {
let globals = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Globals layout"),
entries: &[
// Global uniform
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Noise tex
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
filtering: true,
comparison: false,
},
count: None,
},
// Light uniform
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Shadow uniform
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// Alt texture
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Uint,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 6,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
filtering: true,
comparison: false,
},
count: None,
},
// Horizon texture
wgpu::BindGroupLayoutEntry {
binding: 7,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 8,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
filtering: true,
comparison: false,
},
count: None,
},
// light shadows (ie shadows from a light?)
wgpu::BindGroupLayoutEntry {
binding: 9,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
// TODO: is this relevant?
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
// lod map (t_map)
wgpu::BindGroupLayoutEntry {
binding: 10,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 11,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
filtering: true,
comparison: false,
},
count: None,
},
],
});
let col_light = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
// col lights
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
filtering: true,
comparison: false,
},
count: None,
},
],
});
let shadow_textures = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
// point shadow_maps
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::Cube,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
filtering: true,
comparison: true,
},
count: None,
},
// directed shadow maps
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
filtering: true,
comparison: true,
},
count: None,
},
],
});
Self {
globals,
col_light,
shadow_textures,
}
}
pub fn bind(
&self,
device: &wgpu::Device,
global_model: &GlobalModel,
lod_data: &lod_terrain::LodData,
noise: &Texture,
point_shadow_map: &Texture,
directed_shadow_map: &Texture,
) -> GlobalsBindGroup {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.globals,
entries: &[
// Global uniform
wgpu::BindGroupEntry {
binding: 0,
resource: global_model.globals.buf().as_entire_binding(),
},
// Noise tex
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&noise.view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&noise.sampler),
},
// Light uniform
wgpu::BindGroupEntry {
binding: 3,
resource: global_model.lights.buf().as_entire_binding(),
},
// Shadow uniform
wgpu::BindGroupEntry {
binding: 4,
resource: global_model.shadows.buf().as_entire_binding(),
},
// Alt texture
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::TextureView(&lod_data.alt.view),
},
wgpu::BindGroupEntry {
binding: 6,
resource: wgpu::BindingResource::Sampler(&lod_data.alt.sampler),
},
// Horizon texture
wgpu::BindGroupEntry {
binding: 7,
resource: wgpu::BindingResource::TextureView(&lod_data.horizon.view),
},
wgpu::BindGroupEntry {
binding: 8,
resource: wgpu::BindingResource::Sampler(&lod_data.horizon.sampler),
},
// light shadows
wgpu::BindGroupEntry {
binding: 9,
resource: global_model.shadow_mats.buf().as_entire_binding(),
},
// lod map (t_map)
wgpu::BindGroupEntry {
binding: 10,
resource: wgpu::BindingResource::TextureView(&lod_data.map.view),
},
wgpu::BindGroupEntry {
binding: 11,
resource: wgpu::BindingResource::Sampler(&lod_data.map.sampler),
},
],
});
let shadow_textures = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.shadow_textures,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&point_shadow_map.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&point_shadow_map.sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(&directed_shadow_map.view),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::Sampler(&directed_shadow_map.sampler),
},
],
});
GlobalsBindGroup {
bind_group,
shadow_textures,
}
}
pub fn bind_col_light<Locals>(
&self,
device: &wgpu::Device,
col_light: Texture,
) -> ColLights<Locals> {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.col_light,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&col_light.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&col_light.sampler),
},
],
});
ColLights {
texture: col_light,
bind_group,
phantom: std::marker::PhantomData,
}
}
}