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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,
        }
    }
}