use super::super::{AaMode, GlobalsLayouts, TerrainLayout, Vertex as VertexTrait};
use bytemuck::{Pod, Zeroable};
use std::mem;
use vek::*;
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Vertex {
pos_norm: u32,
vel: u32,
}
impl Vertex {
pub fn new(pos: Vec3<f32>, norm: Vec3<f32>, river_velocity: Vec2<f32>) -> Self {
let (norm_axis, norm_dir) = norm
.as_slice()
.iter()
.enumerate()
.find(|(_i, e)| **e != 0.0)
.unwrap_or((0, &1.0));
let norm_bits = ((norm_axis << 1) | usize::from(*norm_dir > 0.0)) as u32;
const EXTRA_NEG_Z: f32 = 65536.0;
Self {
pos_norm: 0
| ((pos.x as u32) & 0x003F) << 0
| ((pos.y as u32) & 0x003F) << 6
| (((pos.z + EXTRA_NEG_Z).clamp(0.0, (1 << 17) as f32) as u32) & 0x1FFFF) << 12
| (norm_bits & 0x7) << 29,
vel: river_velocity
.map2(Vec2::new(0, 16), |e, off| {
((e * 1000.0 + 32768.9) as u16 as u32) << off
})
.reduce_bitor(),
}
}
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
const ATTRIBUTES: [wgpu::VertexAttribute; 2] = wgpu::vertex_attr_array![
0 => Uint32,
1 => Uint32,
];
wgpu::VertexBufferLayout {
array_stride: Self::STRIDE,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &ATTRIBUTES,
}
}
}
impl VertexTrait for Vertex {
const QUADS_INDEX: Option<wgpu::IndexFormat> = Some(wgpu::IndexFormat::Uint16);
const STRIDE: wgpu::BufferAddress = mem::size_of::<Self>() as wgpu::BufferAddress;
}
pub struct FluidPipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl FluidPipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
fs_module: &wgpu::ShaderModule,
global_layout: &GlobalsLayouts,
terrain_layout: &TerrainLayout,
aa_mode: AaMode,
format: wgpu::TextureFormat,
) -> Self {
common_base::span!(_guard, "FluidPipeline::new");
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Fluid pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[
&global_layout.globals,
&global_layout.shadow_textures,
&terrain_layout.locals,
],
});
let samples = aa_mode.samples();
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Fluid 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: None,
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: Some(wgpu::BlendState {
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::SrcAlpha,
dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Min,
},
}),
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,
}
}
}