1pub mod blit;
2pub mod bloom;
3pub mod clouds;
4pub mod debug;
5pub mod figure;
6pub mod fluid;
7pub mod lod_object;
8pub mod lod_terrain;
9pub mod particle;
10pub mod postprocess;
11pub mod rain_occlusion;
12pub mod rope;
13pub mod shadow;
14pub mod skybox;
15pub mod sprite;
16pub mod terrain;
17pub mod trail;
18pub mod ui;
19
20use super::{Consts, Renderer, Texture};
21use crate::scene::camera::CameraMode;
22use bytemuck::{Pod, Zeroable};
23use common::{resources::TimeOfDay, terrain::BlockKind, util::srgb_to_linear};
24use std::marker::PhantomData;
25use vek::*;
26
27pub use self::{figure::FigureSpriteAtlasData, terrain::TerrainAtlasData};
28
29pub const MAX_POINT_LIGHT_COUNT: usize = 20;
31pub const MAX_FIGURE_SHADOW_COUNT: usize = 24;
32pub const MAX_DIRECTED_LIGHT_COUNT: usize = 6;
33
34#[repr(C)]
35#[derive(Copy, Clone, Debug, Zeroable, Pod)]
36pub struct Globals {
37 view_mat: [[f32; 4]; 4],
40 proj_mat: [[f32; 4]; 4],
41 all_mat: [[f32; 4]; 4],
43 cam_pos: [f32; 4],
45 focus_off: [f32; 4],
47 focus_pos: [f32; 4],
49 view_distance: [f32; 4],
57 time_of_day: [f32; 4], sun_dir: [f32; 4],
60 moon_dir: [f32; 4],
62 tick: [f32; 4],
63 screen_res: [f32; 4],
66 light_shadow_count: [u32; 4],
67 shadow_proj_factors: [f32; 4],
68 medium: [u32; 4],
69 select_pos: [i32; 4],
70 gamma_exposure: [f32; 4],
71 last_lightning: [f32; 4],
72 wind_vel: [f32; 2],
73 ambiance: f32,
74 cam_mode: u32,
75 sprite_render_distance: f32,
76 globals_dummy: [f32; 3],
78}
79const _: () = assert!(core::mem::size_of::<Globals>() % 16 == 0);
81
82#[repr(C)]
83#[derive(Copy, Clone, Debug, Zeroable, Pod)]
84pub struct Light {
85 pub pos: [f32; 4],
86 pub col: [f32; 4],
87}
88
89#[repr(C)]
90#[derive(Copy, Clone, Debug, Zeroable, Pod)]
91pub struct Shadow {
92 pos_radius: [f32; 4],
93}
94
95pub const TIME_OVERFLOW: f64 = 300000.0;
96
97impl Globals {
98 #[expect(clippy::too_many_arguments)]
100 pub fn new(
101 view_mat: Mat4<f32>,
102 proj_mat: Mat4<f32>,
103 cam_pos: Vec3<f32>,
104 focus_pos: Vec3<f32>,
105 view_distance: f32,
106 tgt_detail: f32,
107 map_bounds: Vec2<f32>,
108 time_of_day: f64,
109 tick: f64,
110 client_tick: f64,
111 screen_res: Vec2<u16>,
112 shadow_planes: Vec2<f32>,
113 light_count: usize,
114 shadow_count: usize,
115 directed_light_count: usize,
116 medium: BlockKind,
117 select_pos: Option<Vec3<i32>>,
118 gamma: f32,
119 exposure: f32,
120 last_lightning: (Vec3<f32>, f64),
121 wind_vel: Vec2<f32>,
122 ambiance: f32,
123 cam_mode: CameraMode,
124 sprite_render_distance: f32,
125 ) -> Self {
126 Self {
127 view_mat: view_mat.into_col_arrays(),
128 proj_mat: proj_mat.into_col_arrays(),
129 all_mat: (proj_mat * view_mat).into_col_arrays(),
130 cam_pos: Vec4::from(cam_pos).into_array(),
131 focus_off: Vec4::from(focus_pos).map(|e: f32| e.trunc()).into_array(),
132 focus_pos: Vec4::from(focus_pos).map(|e: f32| e.fract()).into_array(),
133 view_distance: [view_distance, tgt_detail, map_bounds.x, map_bounds.y],
134 time_of_day: [
135 (time_of_day % (3600.0 * 24.0)) as f32,
136 (time_of_day / (3600.0 * 24.0) % 1000.0) as f32,
144 0.0,
145 0.0,
146 ],
147 sun_dir: Vec4::from_direction(TimeOfDay::new(time_of_day).get_sun_dir()).into_array(),
148 moon_dir: Vec4::from_direction(TimeOfDay::new(time_of_day).get_moon_dir()).into_array(),
149 tick: [
150 (tick % TIME_OVERFLOW) as f32,
151 (tick / TIME_OVERFLOW).floor() as f32,
152 client_tick as f32,
153 0.0,
154 ],
155 screen_res: [
157 screen_res.x as f32,
158 screen_res.y as f32,
159 shadow_planes.x,
160 shadow_planes.y,
161 ],
162 light_shadow_count: [
164 usize::min(light_count, MAX_POINT_LIGHT_COUNT) as u32,
165 usize::min(shadow_count, MAX_FIGURE_SHADOW_COUNT) as u32,
166 usize::min(directed_light_count, MAX_DIRECTED_LIGHT_COUNT) as u32,
167 0,
168 ],
169 shadow_proj_factors: [
170 shadow_planes.y / (shadow_planes.y - shadow_planes.x),
171 shadow_planes.y * shadow_planes.x / (shadow_planes.y - shadow_planes.x),
172 0.0,
173 0.0,
174 ],
175 medium: [if medium.is_liquid() {
176 1
177 } else if medium.is_filled() {
178 2
179 } else {
180 0
181 }; 4],
182 select_pos: select_pos
183 .map(|sp| Vec4::from(sp) + Vec4::unit_w())
184 .unwrap_or_else(Vec4::zero)
185 .into_array(),
186 gamma_exposure: [gamma, exposure, 0.0, 0.0],
187 last_lightning: last_lightning
188 .0
189 .with_w((last_lightning.1 % TIME_OVERFLOW) as f32)
190 .into_array(),
191 wind_vel: wind_vel.into_array(),
192 ambiance: ambiance.clamped(0.0, 1.0),
193 cam_mode: cam_mode as u32,
194 sprite_render_distance,
195 globals_dummy: [0.0; 3],
196 }
197 }
198}
199
200impl Default for Globals {
201 fn default() -> Self {
202 Self::new(
203 Mat4::identity(),
204 Mat4::identity(),
205 Vec3::zero(),
206 Vec3::zero(),
207 0.0,
208 100.0,
209 Vec2::new(140.0, 2048.0),
210 0.0,
211 0.0,
212 0.0,
213 Vec2::new(800, 500),
214 Vec2::new(1.0, 25.0),
215 0,
216 0,
217 0,
218 BlockKind::Air,
219 None,
220 1.0,
221 1.0,
222 (Vec3::zero(), -1000.0),
223 Vec2::zero(),
224 1.0,
225 CameraMode::ThirdPerson,
226 250.0,
227 )
228 }
229}
230
231impl Light {
232 pub fn new(pos: Vec3<f32>, col: Rgb<f32>, strength: f32) -> Self {
233 let linearized_col = srgb_to_linear(col);
234
235 Self {
236 pos: Vec4::from(pos).into_array(),
237 col: (Rgba::new(linearized_col.r, linearized_col.g, linearized_col.b, 0.0) * strength)
238 .into_array(),
239 }
240 }
241
242 pub fn get_pos(&self) -> Vec3<f32> { Vec3::new(self.pos[0], self.pos[1], self.pos[2]) }
243
244 #[must_use]
245 pub fn with_strength(mut self, strength: f32) -> Self {
246 self.col = (Vec4::<f32>::from(self.col) * strength).into_array();
247 self
248 }
249}
250
251impl Default for Light {
252 fn default() -> Self { Self::new(Vec3::zero(), Rgb::zero(), 0.0) }
253}
254
255impl Shadow {
256 pub fn new(pos: Vec3<f32>, radius: f32) -> Self {
257 Self {
258 pos_radius: [pos.x, pos.y, pos.z, radius],
259 }
260 }
261
262 pub fn get_pos(&self) -> Vec3<f32> {
263 Vec3::new(self.pos_radius[0], self.pos_radius[1], self.pos_radius[2])
264 }
265}
266
267impl Default for Shadow {
268 fn default() -> Self { Self::new(Vec3::zero(), 0.0) }
269}
270
271pub struct GlobalModel {
273 pub globals: Consts<Globals>,
275 pub lights: Consts<Light>,
276 pub shadows: Consts<Shadow>,
277 pub shadow_mats: shadow::BoundLocals,
278 pub rain_occlusion_mats: rain_occlusion::BoundLocals,
279 pub point_light_matrices: Box<[shadow::PointLightMatrix; 126]>,
280}
281
282pub struct GlobalsBindGroup {
283 pub(super) bind_group: wgpu::BindGroup,
284}
285
286pub struct ShadowTexturesBindGroup {
287 pub(super) bind_group: wgpu::BindGroup,
288}
289
290pub struct GlobalsLayouts {
291 pub globals: wgpu::BindGroupLayout,
292 pub figure_sprite_atlas_layout: VoxelAtlasLayout<FigureSpriteAtlasData>,
293 pub terrain_atlas_layout: VoxelAtlasLayout<TerrainAtlasData>,
294 pub shadow_textures: wgpu::BindGroupLayout,
295}
296
297pub struct AtlasTextures<Locals, S: AtlasData>
300where
301 [(); S::TEXTURES]:,
302{
303 pub(super) bind_group: wgpu::BindGroup,
304 pub textures: [Texture; S::TEXTURES],
305 phantom: std::marker::PhantomData<Locals>,
306}
307
308pub struct VoxelAtlasLayout<S: AtlasData>(wgpu::BindGroupLayout, PhantomData<S>);
309
310impl<S: AtlasData> VoxelAtlasLayout<S> {
311 pub fn new(device: &wgpu::Device) -> Self {
312 let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
313 label: None,
314 entries: &S::layout(),
315 });
316
317 Self(layout, PhantomData)
318 }
319
320 pub fn layout(&self) -> &wgpu::BindGroupLayout { &self.0 }
321}
322
323pub trait AtlasData {
329 const TEXTURES: usize;
331 type SliceMut<'a>: Iterator
334 where
335 Self: 'a;
336
337 fn blank_with_size(sz: Vec2<u16>) -> Self;
339
340 fn as_texture_data(&self) -> [(wgpu::TextureFormat, &[u8]); Self::TEXTURES];
343
344 fn layout() -> Vec<wgpu::BindGroupLayoutEntry>;
347
348 fn slice_mut(&mut self, range: std::ops::Range<usize>) -> Self::SliceMut<'_>;
350
351 fn create_textures(
353 &self,
354 renderer: &mut Renderer,
355 atlas_size: Vec2<u16>,
356 ) -> [Texture; Self::TEXTURES] {
357 self.as_texture_data().map(|(fmt, data)| {
358 let texture_info = wgpu::TextureDescriptor {
359 label: None,
360 size: wgpu::Extent3d {
361 width: u32::from(atlas_size.x),
362 height: u32::from(atlas_size.y),
363 depth_or_array_layers: 1,
364 },
365 mip_level_count: 1,
366 sample_count: 1,
367 dimension: wgpu::TextureDimension::D2,
368 format: fmt,
369 usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
370 view_formats: &[],
371 };
372
373 let sampler_info = wgpu::SamplerDescriptor {
374 label: None,
375 address_mode_u: wgpu::AddressMode::ClampToEdge,
376 address_mode_v: wgpu::AddressMode::ClampToEdge,
377 address_mode_w: wgpu::AddressMode::ClampToEdge,
378 mag_filter: wgpu::FilterMode::Linear,
379 min_filter: wgpu::FilterMode::Linear,
380 mipmap_filter: wgpu::FilterMode::Nearest,
381 border_color: Some(wgpu::SamplerBorderColor::TransparentBlack),
382 ..Default::default()
383 };
384
385 let view_info = wgpu::TextureViewDescriptor {
386 label: None,
387 format: Some(fmt),
388 dimension: Some(wgpu::TextureViewDimension::D2),
389 aspect: wgpu::TextureAspect::All,
390 base_mip_level: 0,
391 mip_level_count: None,
392 base_array_layer: 0,
393 array_layer_count: None,
394 };
395
396 renderer.create_texture_with_data_raw(&texture_info, &view_info, &sampler_info, data)
397 })
398 }
399}
400
401impl GlobalsLayouts {
402 pub fn base_globals_layout() -> Vec<wgpu::BindGroupLayoutEntry> {
403 vec![
404 wgpu::BindGroupLayoutEntry {
406 binding: 0,
407 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
408 ty: wgpu::BindingType::Buffer {
409 ty: wgpu::BufferBindingType::Uniform,
410 has_dynamic_offset: false,
411 min_binding_size: None,
412 },
413 count: None,
414 },
415 wgpu::BindGroupLayoutEntry {
417 binding: 1,
418 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
419 ty: wgpu::BindingType::Texture {
420 sample_type: wgpu::TextureSampleType::Float { filterable: true },
421 view_dimension: wgpu::TextureViewDimension::D2,
422 multisampled: false,
423 },
424 count: None,
425 },
426 wgpu::BindGroupLayoutEntry {
427 binding: 2,
428 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
429 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
430 count: None,
431 },
432 wgpu::BindGroupLayoutEntry {
434 binding: 3,
435 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
436 ty: wgpu::BindingType::Buffer {
437 ty: wgpu::BufferBindingType::Uniform,
438 has_dynamic_offset: false,
439 min_binding_size: None,
440 },
441 count: None,
442 },
443 wgpu::BindGroupLayoutEntry {
445 binding: 4,
446 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
447 ty: wgpu::BindingType::Buffer {
448 ty: wgpu::BufferBindingType::Uniform,
449 has_dynamic_offset: false,
450 min_binding_size: None,
451 },
452 count: None,
453 },
454 wgpu::BindGroupLayoutEntry {
456 binding: 5,
457 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
458 ty: wgpu::BindingType::Texture {
459 sample_type: wgpu::TextureSampleType::Float { filterable: true },
460 view_dimension: wgpu::TextureViewDimension::D2,
461 multisampled: false,
462 },
463 count: None,
464 },
465 wgpu::BindGroupLayoutEntry {
466 binding: 6,
467 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
468 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
469 count: None,
470 },
471 wgpu::BindGroupLayoutEntry {
473 binding: 7,
474 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
475 ty: wgpu::BindingType::Texture {
476 sample_type: wgpu::TextureSampleType::Float { filterable: true },
477 view_dimension: wgpu::TextureViewDimension::D2,
478 multisampled: false,
479 },
480 count: None,
481 },
482 wgpu::BindGroupLayoutEntry {
483 binding: 8,
484 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
485 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
486 count: None,
487 },
488 wgpu::BindGroupLayoutEntry {
490 binding: 9,
491 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
492 ty: wgpu::BindingType::Buffer {
494 ty: wgpu::BufferBindingType::Uniform,
495 has_dynamic_offset: false,
496 min_binding_size: None,
497 },
498 count: None,
499 },
500 wgpu::BindGroupLayoutEntry {
502 binding: 10,
503 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
504 ty: wgpu::BindingType::Texture {
505 sample_type: wgpu::TextureSampleType::Float { filterable: true },
506 view_dimension: wgpu::TextureViewDimension::D2,
507 multisampled: false,
508 },
509 count: None,
510 },
511 wgpu::BindGroupLayoutEntry {
512 binding: 11,
513 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
514 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
515 count: None,
516 },
517 wgpu::BindGroupLayoutEntry {
519 binding: 12,
520 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
521 ty: wgpu::BindingType::Texture {
522 sample_type: wgpu::TextureSampleType::Float { filterable: true },
523 view_dimension: wgpu::TextureViewDimension::D2,
524 multisampled: false,
525 },
526 count: None,
527 },
528 wgpu::BindGroupLayoutEntry {
529 binding: 13,
530 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
531 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
532 count: None,
533 },
534 wgpu::BindGroupLayoutEntry {
536 binding: 14,
537 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
538 ty: wgpu::BindingType::Buffer {
539 ty: wgpu::BufferBindingType::Uniform,
540 has_dynamic_offset: false,
541 min_binding_size: None,
542 },
543 count: None,
544 },
545 ]
546 }
547
548 pub fn new(device: &wgpu::Device) -> Self {
549 let globals = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
550 label: Some("Globals layout"),
551 entries: &Self::base_globals_layout(),
552 });
553
554 let shadow_textures = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
555 label: None,
556 entries: &[
557 wgpu::BindGroupLayoutEntry {
559 binding: 0,
560 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
561 ty: wgpu::BindingType::Texture {
562 sample_type: wgpu::TextureSampleType::Depth,
563 view_dimension: wgpu::TextureViewDimension::Cube,
564 multisampled: false,
565 },
566 count: None,
567 },
568 wgpu::BindGroupLayoutEntry {
569 binding: 1,
570 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
571 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
572 count: None,
573 },
574 wgpu::BindGroupLayoutEntry {
576 binding: 2,
577 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
578 ty: wgpu::BindingType::Texture {
579 sample_type: wgpu::TextureSampleType::Depth,
580 view_dimension: wgpu::TextureViewDimension::D2,
581 multisampled: false,
582 },
583 count: None,
584 },
585 wgpu::BindGroupLayoutEntry {
586 binding: 3,
587 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
588 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
589 count: None,
590 },
591 wgpu::BindGroupLayoutEntry {
593 binding: 4,
594 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
595 ty: wgpu::BindingType::Texture {
596 sample_type: wgpu::TextureSampleType::Depth,
597 view_dimension: wgpu::TextureViewDimension::D2,
598 multisampled: false,
599 },
600 count: None,
601 },
602 wgpu::BindGroupLayoutEntry {
603 binding: 5,
604 visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
605 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
606 count: None,
607 },
608 ],
609 });
610
611 Self {
612 globals,
613 figure_sprite_atlas_layout: VoxelAtlasLayout::new(device),
614 terrain_atlas_layout: VoxelAtlasLayout::new(device),
615 shadow_textures,
616 }
617 }
618
619 pub fn bind_base_globals<'a>(
621 global_model: &'a GlobalModel,
622 lod_data: &'a lod_terrain::LodData,
623 noise: &'a Texture,
624 ) -> Vec<wgpu::BindGroupEntry<'a>> {
625 vec![
626 wgpu::BindGroupEntry {
628 binding: 0,
629 resource: global_model.globals.buf().as_entire_binding(),
630 },
631 wgpu::BindGroupEntry {
633 binding: 1,
634 resource: wgpu::BindingResource::TextureView(&noise.view),
635 },
636 wgpu::BindGroupEntry {
637 binding: 2,
638 resource: wgpu::BindingResource::Sampler(&noise.sampler),
639 },
640 wgpu::BindGroupEntry {
642 binding: 3,
643 resource: global_model.lights.buf().as_entire_binding(),
644 },
645 wgpu::BindGroupEntry {
647 binding: 4,
648 resource: global_model.shadows.buf().as_entire_binding(),
649 },
650 wgpu::BindGroupEntry {
652 binding: 5,
653 resource: wgpu::BindingResource::TextureView(&lod_data.alt.view),
654 },
655 wgpu::BindGroupEntry {
656 binding: 6,
657 resource: wgpu::BindingResource::Sampler(&lod_data.alt.sampler),
658 },
659 wgpu::BindGroupEntry {
661 binding: 7,
662 resource: wgpu::BindingResource::TextureView(&lod_data.horizon.view),
663 },
664 wgpu::BindGroupEntry {
665 binding: 8,
666 resource: wgpu::BindingResource::Sampler(&lod_data.horizon.sampler),
667 },
668 wgpu::BindGroupEntry {
670 binding: 9,
671 resource: global_model.shadow_mats.buf().as_entire_binding(),
672 },
673 wgpu::BindGroupEntry {
675 binding: 10,
676 resource: wgpu::BindingResource::TextureView(&lod_data.map.view),
677 },
678 wgpu::BindGroupEntry {
679 binding: 11,
680 resource: wgpu::BindingResource::Sampler(&lod_data.map.sampler),
681 },
682 wgpu::BindGroupEntry {
683 binding: 12,
684 resource: wgpu::BindingResource::TextureView(&lod_data.weather.view),
685 },
686 wgpu::BindGroupEntry {
687 binding: 13,
688 resource: wgpu::BindingResource::Sampler(&lod_data.weather.sampler),
689 },
690 wgpu::BindGroupEntry {
692 binding: 14,
693 resource: global_model.rain_occlusion_mats.buf().as_entire_binding(),
694 },
695 ]
696 }
697
698 pub fn bind(
699 &self,
700 device: &wgpu::Device,
701 global_model: &GlobalModel,
702 lod_data: &lod_terrain::LodData,
703 noise: &Texture,
704 ) -> GlobalsBindGroup {
705 let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
706 label: None,
707 layout: &self.globals,
708 entries: &Self::bind_base_globals(global_model, lod_data, noise),
709 });
710
711 GlobalsBindGroup { bind_group }
712 }
713
714 pub fn bind_shadow_textures(
715 &self,
716 device: &wgpu::Device,
717 point_shadow_map: &Texture,
718 directed_shadow_map: &Texture,
719 rain_occlusion_map: &Texture,
720 ) -> ShadowTexturesBindGroup {
721 let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
722 label: None,
723 layout: &self.shadow_textures,
724 entries: &[
725 wgpu::BindGroupEntry {
726 binding: 0,
727 resource: wgpu::BindingResource::TextureView(&point_shadow_map.view),
728 },
729 wgpu::BindGroupEntry {
730 binding: 1,
731 resource: wgpu::BindingResource::Sampler(&point_shadow_map.sampler),
732 },
733 wgpu::BindGroupEntry {
734 binding: 2,
735 resource: wgpu::BindingResource::TextureView(&directed_shadow_map.view),
736 },
737 wgpu::BindGroupEntry {
738 binding: 3,
739 resource: wgpu::BindingResource::Sampler(&directed_shadow_map.sampler),
740 },
741 wgpu::BindGroupEntry {
742 binding: 4,
743 resource: wgpu::BindingResource::TextureView(&rain_occlusion_map.view),
744 },
745 wgpu::BindGroupEntry {
746 binding: 5,
747 resource: wgpu::BindingResource::Sampler(&rain_occlusion_map.sampler),
748 },
749 ],
750 });
751
752 ShadowTexturesBindGroup { bind_group }
753 }
754
755 pub fn bind_atlas_textures<Locals, S: AtlasData>(
756 &self,
757 device: &wgpu::Device,
758 layout: &VoxelAtlasLayout<S>,
759 textures: [Texture; S::TEXTURES],
760 ) -> AtlasTextures<Locals, S> {
761 let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
762 label: None,
763 layout: layout.layout(),
764 entries: &textures
765 .iter()
766 .enumerate()
767 .flat_map(|(i, tex)| {
768 [
769 wgpu::BindGroupEntry {
770 binding: i as u32 * 2,
771 resource: wgpu::BindingResource::TextureView(&tex.view),
772 },
773 wgpu::BindGroupEntry {
774 binding: i as u32 * 2 + 1,
775 resource: wgpu::BindingResource::Sampler(&tex.sampler),
776 },
777 ]
778 })
779 .collect::<Vec<_>>(),
780 });
781
782 AtlasTextures {
783 textures,
784 bind_group,
785 phantom: std::marker::PhantomData,
786 }
787 }
788}