1use super::super::{AaMode, GlobalsLayouts, Vertex as VertexTrait};
2use bytemuck::{Pod, Zeroable};
3use std::mem;
4use vek::*;
5
6#[repr(C)]
7#[derive(Copy, Clone, Debug, Zeroable, Pod)]
8pub struct Vertex {
9 pub pos: [f32; 3],
10 norm_ao: u32,
16}
17
18impl Vertex {
19 #[expect(clippy::collapsible_else_if)]
20 pub fn new(pos: Vec3<f32>, norm: Vec3<f32>) -> Self {
21 #[expect(clippy::bool_to_int_with_if)]
22 let norm_bits = if norm.x != 0.0 {
23 if norm.x < 0.0 { 0 } else { 1 }
24 } else if norm.y != 0.0 {
25 if norm.y < 0.0 { 2 } else { 3 }
26 } else {
27 if norm.z < 0.0 { 4 } else { 5 }
28 };
29
30 Self {
31 pos: pos.into_array(),
32 norm_ao: norm_bits,
33 }
34 }
35
36 fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
37 const ATTRIBUTES: [wgpu::VertexAttribute; 2] =
38 wgpu::vertex_attr_array![0 => Float32x3, 1 => Uint32];
39 wgpu::VertexBufferLayout {
40 array_stride: Self::STRIDE,
41 step_mode: wgpu::VertexStepMode::Vertex,
42 attributes: &ATTRIBUTES,
43 }
44 }
45}
46
47impl VertexTrait for Vertex {
48 const QUADS_INDEX: Option<wgpu::IndexFormat> = Some(wgpu::IndexFormat::Uint16);
49 const STRIDE: wgpu::BufferAddress = mem::size_of::<Self>() as wgpu::BufferAddress;
50}
51
52#[derive(Copy, Clone)]
53pub enum ParticleMode {
54 CampfireSmoke = 0,
55 CampfireFire = 1,
56 GunPowderSpark = 2,
57 Shrapnel = 3,
58 FireworkBlue = 4,
59 FireworkGreen = 5,
60 FireworkPurple = 6,
61 FireworkRed = 7,
62 FireworkWhite = 8,
63 FireworkYellow = 9,
64 Leaf = 10,
65 Firefly = 11,
66 Bee = 12,
67 GroundShockwave = 13,
68 EnergyHealing = 14,
69 EnergyNature = 15,
70 FlameThrower = 16,
71 FireShockwave = 17,
72 FireBowl = 18,
73 Snow = 19,
74 Explosion = 20,
75 Ice = 21,
76 LifestealBeam = 22,
77 CultistFlame = 23,
78 StaticSmoke = 24,
79 Blood = 25,
80 Enraged = 26,
81 BigShrapnel = 27,
82 Laser = 28,
83 Bubbles = 29,
84 Water = 30,
85 IceSpikes = 31,
86 Drip = 32,
87 Tornado = 33,
88 Death = 34,
89 EnergyBuffing = 35,
90 WebStrand = 36,
91 BlackSmoke = 37,
92 Lightning = 38,
93 Steam = 39,
94 BarrelOrgan = 40,
95 PotionSickness = 41,
96 GigaSnow = 42,
97 CyclopsCharge = 43,
98 SnowStorm = 44,
99 PortalFizz = 45,
100 Ink = 46,
101 IceWhirlwind = 47,
102 FieryBurst = 48,
103 FieryBurstVortex = 49,
104 FieryBurstSparks = 50,
105 FieryBurstAsh = 51,
106 FieryTornado = 52,
107 PhoenixCloud = 53,
108 FieryDropletTrace = 54,
109 EnergyPhoenix = 55,
110 PhoenixBeam = 56,
111 PhoenixBuildUpAim = 57,
112 ClayShrapnel = 58,
113 Airflow = 59,
114 Spore = 60,
115 SurpriseEgg = 61,
116 FlameTornado = 62,
117 Poison = 63,
118 WaterFoam = 64,
119 EngineJet = 65,
120 Transformation = 66,
121 FireGigasAsh = 67,
122 FireGigasWhirlwind = 68,
123 FireGigasOverheat = 69,
124 FireGigasExplosion = 70,
125 FirePillarIndicator = 71,
126 FirePillar = 72,
127 FireLowShockwave = 73,
128 PipeSmoke = 74,
129 TrainSmoke = 75,
130 Bubble = 76,
131}
132
133impl ParticleMode {
134 pub fn into_uint(self) -> u32 { self as u32 }
135}
136
137#[repr(C)]
138#[derive(Copy, Clone, Debug, Zeroable, Pod)]
139pub struct Instance {
140 inst_time: f32,
143
144 inst_lifespan: f32,
146
147 inst_entropy: f32,
150
151 inst_mode: i32,
154
155 inst_dir: [f32; 3],
157
158 inst_pos: [f32; 3],
169
170 inst_start_wind_vel: [f32; 2],
171}
172
173impl Instance {
174 pub fn new(
175 inst_time: f64,
176 lifespan: f32,
177 inst_mode: ParticleMode,
178 inst_pos: Vec3<f32>,
179 inst_start_wind_vel: Vec2<f32>,
180 ) -> Self {
181 use rand::Rng;
182 Self {
183 inst_time: (inst_time % super::TIME_OVERFLOW) as f32,
184 inst_lifespan: lifespan,
185 inst_entropy: rand::rng().random(),
186 inst_mode: inst_mode as i32,
187 inst_pos: inst_pos.into_array(),
188 inst_start_wind_vel: inst_start_wind_vel.into_array(),
189 inst_dir: [0.0, 0.0, 0.0],
190 }
191 }
192
193 pub fn new_directed(
194 inst_time: f64,
195 lifespan: f32,
196 inst_mode: ParticleMode,
197 inst_pos: Vec3<f32>,
198 inst_pos2: Vec3<f32>,
199 inst_start_wind_vel: Vec2<f32>,
200 ) -> Self {
201 use rand::Rng;
202 Self {
203 inst_time: (inst_time % super::TIME_OVERFLOW) as f32,
204 inst_lifespan: lifespan,
205 inst_entropy: rand::rng().random(),
206 inst_mode: inst_mode as i32,
207 inst_pos: inst_pos.into_array(),
208 inst_start_wind_vel: inst_start_wind_vel.into_array(),
209 inst_dir: (inst_pos2 - inst_pos).into_array(),
210 }
211 }
212
213 fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
214 const ATTRIBUTES: [wgpu::VertexAttribute; 7] = wgpu::vertex_attr_array![2 => Float32, 3 => Float32, 4 => Float32, 5 => Sint32, 6 => Float32x3, 7 => Float32x3, 8 => Float32x2];
215 wgpu::VertexBufferLayout {
216 array_stride: mem::size_of::<Self>() as wgpu::BufferAddress,
217 step_mode: wgpu::VertexStepMode::Instance,
218 attributes: &ATTRIBUTES,
219 }
220 }
221}
222
223impl Default for Instance {
224 fn default() -> Self {
225 Self::new(
226 0.0,
227 0.0,
228 ParticleMode::CampfireSmoke,
229 Vec3::zero(),
230 Vec2::zero(),
231 )
232 }
233}
234
235pub struct ParticlePipeline {
236 pub pipeline: wgpu::RenderPipeline,
237}
238
239impl ParticlePipeline {
240 pub fn new(
241 device: &wgpu::Device,
242 vs_module: &wgpu::ShaderModule,
243 fs_module: &wgpu::ShaderModule,
244 global_layout: &GlobalsLayouts,
245 aa_mode: AaMode,
246 format: wgpu::TextureFormat,
247 ) -> Self {
248 common_base::span!(_guard, "ParticlePipeline::new");
249 let render_pipeline_layout =
250 device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
251 label: Some("Particle pipeline layout"),
252 push_constant_ranges: &[],
253 bind_group_layouts: &[&global_layout.globals, &global_layout.shadow_textures],
254 });
255
256 let samples = aa_mode.samples();
257
258 let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
259 label: Some("Particle pipeline"),
260 layout: Some(&render_pipeline_layout),
261 vertex: wgpu::VertexState {
262 module: vs_module,
263 entry_point: Some("main"),
264 buffers: &[Vertex::desc(), Instance::desc()],
265 compilation_options: Default::default(),
266 },
267 primitive: wgpu::PrimitiveState {
268 topology: wgpu::PrimitiveTopology::TriangleList,
269 strip_index_format: None,
270 front_face: wgpu::FrontFace::Ccw,
271 cull_mode: Some(wgpu::Face::Back),
272 unclipped_depth: false,
273 polygon_mode: wgpu::PolygonMode::Fill,
274 conservative: false,
275 },
276 depth_stencil: Some(wgpu::DepthStencilState {
277 format: wgpu::TextureFormat::Depth32Float,
278 depth_write_enabled: true,
279 depth_compare: wgpu::CompareFunction::GreaterEqual,
280 stencil: wgpu::StencilState {
281 front: wgpu::StencilFaceState::IGNORE,
282 back: wgpu::StencilFaceState::IGNORE,
283 read_mask: !0,
284 write_mask: 0,
285 },
286 bias: wgpu::DepthBiasState {
287 constant: 0,
288 slope_scale: 0.0,
289 clamp: 0.0,
290 },
291 }),
292 multisample: wgpu::MultisampleState {
293 count: samples,
294 mask: !0,
295 alpha_to_coverage_enabled: false,
296 },
297 fragment: Some(wgpu::FragmentState {
298 module: fs_module,
299 entry_point: Some("main"),
300 targets: &[
301 Some(wgpu::ColorTargetState {
302 format,
303 blend: Some(wgpu::BlendState {
304 color: wgpu::BlendComponent {
305 src_factor: wgpu::BlendFactor::SrcAlpha,
306 dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
307 operation: wgpu::BlendOperation::Add,
308 },
309 alpha: wgpu::BlendComponent {
310 src_factor: wgpu::BlendFactor::One,
311 dst_factor: wgpu::BlendFactor::One,
312 operation: wgpu::BlendOperation::Add,
313 },
314 }),
315 write_mask: wgpu::ColorWrites::ALL,
316 }),
317 Some(wgpu::ColorTargetState {
318 format: wgpu::TextureFormat::Rgba8Uint,
319 blend: None,
320 write_mask: wgpu::ColorWrites::ALL,
321 }),
322 ],
323 compilation_options: Default::default(),
324 }),
325 multiview: None,
326 cache: None,
327 });
328
329 Self {
330 pipeline: render_pipeline,
331 }
332 }
333}