use super::{
super::{AaMode, Bound, Consts, GlobalsLayouts, Mesh, Model},
terrain::Vertex,
AtlasData,
};
use crate::mesh::greedy::GreedyMesh;
use bytemuck::{Pod, Zeroable};
use vek::*;
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Locals {
model_mat: [[f32; 4]; 4],
highlight_col: [f32; 4],
model_light: [f32; 4],
model_glow: [f32; 4],
atlas_offs: [i32; 4],
model_pos: [f32; 3],
flags: u32,
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct BoneData {
bone_mat: [[f32; 4]; 4],
normals_mat: [[f32; 4]; 4],
}
pub type BoundLocals = Bound<(Consts<Locals>, Consts<BoneData>)>;
impl Locals {
pub fn new(
model_mat: anim::vek::Mat4<f32>,
col: Rgb<f32>,
pos: anim::vek::Vec3<f32>,
atlas_offs: Vec2<i32>,
is_player: bool,
light: f32,
glow: (Vec3<f32>, f32),
) -> Self {
let mut flags = 0;
flags |= is_player as u32;
Self {
model_mat: model_mat.into_col_arrays(),
highlight_col: [col.r, col.g, col.b, 1.0],
model_pos: pos.into_array(),
atlas_offs: Vec4::from(atlas_offs).into_array(),
model_light: [light, 1.0, 1.0, 1.0],
model_glow: [glow.0.x, glow.0.y, glow.0.z, glow.1],
flags,
}
}
}
impl Default for Locals {
fn default() -> Self {
Self::new(
anim::vek::Mat4::identity(),
Rgb::broadcast(1.0),
anim::vek::Vec3::default(),
Vec2::default(),
false,
1.0,
(Vec3::zero(), 0.0),
)
}
}
impl BoneData {
pub fn new(bone_mat: anim::vek::Mat4<f32>, normals_mat: anim::vek::Mat4<f32>) -> Self {
Self {
bone_mat: bone_mat.into_col_arrays(),
normals_mat: normals_mat.into_col_arrays(),
}
}
}
impl Default for BoneData {
fn default() -> Self { Self::new(anim::vek::Mat4::identity(), anim::vek::Mat4::identity()) }
}
pub struct FigureModel {
pub opaque: Option<Model<Vertex>>,
}
impl FigureModel {
pub fn make_greedy<'a>() -> GreedyMesh<'a, FigureSpriteAtlasData> {
let max_size = Vec2::new((1 << 15) - 1, (1 << 15) - 1);
GreedyMesh::new(max_size, crate::mesh::greedy::general_config())
}
}
pub type BoneMeshes = (Mesh<Vertex>, anim::vek::Aabb<f32>);
pub struct FigureLayout {
pub locals: wgpu::BindGroupLayout,
}
impl FigureLayout {
pub fn new(device: &wgpu::Device) -> Self {
Self {
locals: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
}),
}
}
pub fn bind_locals(
&self,
device: &wgpu::Device,
locals: Consts<Locals>,
bone_data: Consts<BoneData>,
) -> BoundLocals {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.locals,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: locals.buf().as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: bone_data.buf().as_entire_binding(),
},
],
});
BoundLocals {
bind_group,
with: (locals, bone_data),
}
}
}
pub struct FigurePipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl FigurePipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
fs_module: &wgpu::ShaderModule,
global_layout: &GlobalsLayouts,
layout: &FigureLayout,
aa_mode: AaMode,
format: wgpu::TextureFormat,
) -> Self {
common_base::span!(_guard, "FigurePipeline::new");
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Figure pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[
&global_layout.globals,
&global_layout.shadow_textures,
global_layout.figure_sprite_atlas_layout.layout(),
&layout.locals,
],
});
let samples = aa_mode.samples();
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Figure pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: vs_module,
entry_point: "main",
buffers: &[Vertex::desc()],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::GreaterEqual,
stencil: wgpu::StencilState {
front: wgpu::StencilFaceState::IGNORE,
back: wgpu::StencilFaceState::IGNORE,
read_mask: !0,
write_mask: 0,
},
bias: wgpu::DepthBiasState {
constant: 0,
slope_scale: 0.0,
clamp: 0.0,
},
}),
multisample: wgpu::MultisampleState {
count: samples,
mask: !0,
alpha_to_coverage_enabled: false,
},
fragment: Some(wgpu::FragmentState {
module: fs_module,
entry_point: "main",
targets: &[
Some(wgpu::ColorTargetState {
format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
}),
Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::Rgba8Uint,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
}),
],
}),
multiview: None,
});
Self {
pipeline: render_pipeline,
}
}
}
pub struct FigureSpriteAtlasData {
pub col_lights: Vec<[u8; 4]>,
}
impl AtlasData for FigureSpriteAtlasData {
type SliceMut<'a> = std::slice::IterMut<'a, [u8; 4]>;
const TEXTURES: usize = 1;
fn blank_with_size(sz: Vec2<u16>) -> Self {
let col_lights =
vec![Vertex::make_col_light(254, 0, Rgb::broadcast(254), true); sz.as_().product()];
Self { col_lights }
}
fn as_texture_data(&self) -> [(wgpu::TextureFormat, &[u8]); Self::TEXTURES] {
[(
wgpu::TextureFormat::Rgba8Unorm,
bytemuck::cast_slice(self.col_lights.as_slice()),
)]
}
fn layout() -> Vec<wgpu::BindGroupLayoutEntry> {
vec![
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_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::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
]
}
fn slice_mut(&mut self, range: std::ops::Range<usize>) -> Self::SliceMut<'_> {
self.col_lights[range].iter_mut()
}
}