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 ElephantVacuum = 77,
132}
133
134impl ParticleMode {
135 pub fn into_uint(self) -> u32 { self as u32 }
136}
137
138#[repr(C)]
139#[derive(Copy, Clone, Debug, Zeroable, Pod)]
140pub struct Instance {
141 inst_time: f32,
144
145 inst_lifespan: f32,
147
148 inst_entropy: f32,
151
152 inst_mode: i32,
155
156 inst_dir: [f32; 3],
158
159 inst_pos: [f32; 3],
170
171 inst_start_wind_vel: [f32; 2],
172}
173
174impl Instance {
175 pub fn new(
176 inst_time: f64,
177 lifespan: f32,
178 inst_mode: ParticleMode,
179 inst_pos: Vec3<f32>,
180 inst_start_wind_vel: Vec2<f32>,
181 ) -> Self {
182 use rand::Rng;
183 Self {
184 inst_time: (inst_time % super::TIME_OVERFLOW) as f32,
185 inst_lifespan: lifespan,
186 inst_entropy: rand::rng().random(),
187 inst_mode: inst_mode as i32,
188 inst_pos: inst_pos.into_array(),
189 inst_start_wind_vel: inst_start_wind_vel.into_array(),
190 inst_dir: [0.0, 0.0, 0.0],
191 }
192 }
193
194 pub fn new_directed(
195 inst_time: f64,
196 lifespan: f32,
197 inst_mode: ParticleMode,
198 inst_pos: Vec3<f32>,
199 inst_pos2: Vec3<f32>,
200 inst_start_wind_vel: Vec2<f32>,
201 ) -> Self {
202 use rand::Rng;
203 Self {
204 inst_time: (inst_time % super::TIME_OVERFLOW) as f32,
205 inst_lifespan: lifespan,
206 inst_entropy: rand::rng().random(),
207 inst_mode: inst_mode as i32,
208 inst_pos: inst_pos.into_array(),
209 inst_start_wind_vel: inst_start_wind_vel.into_array(),
210 inst_dir: (inst_pos2 - inst_pos).into_array(),
211 }
212 }
213
214 fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
215 const ATTRIBUTES: [wgpu::VertexAttribute; 7] = wgpu::vertex_attr_array![2 => Float32, 3 => Float32, 4 => Float32, 5 => Sint32, 6 => Float32x3, 7 => Float32x3, 8 => Float32x2];
216 wgpu::VertexBufferLayout {
217 array_stride: mem::size_of::<Self>() as wgpu::BufferAddress,
218 step_mode: wgpu::VertexStepMode::Instance,
219 attributes: &ATTRIBUTES,
220 }
221 }
222}
223
224impl Default for Instance {
225 fn default() -> Self {
226 Self::new(
227 0.0,
228 0.0,
229 ParticleMode::CampfireSmoke,
230 Vec3::zero(),
231 Vec2::zero(),
232 )
233 }
234}
235
236pub struct ParticlePipeline {
237 pub pipeline: wgpu::RenderPipeline,
238}
239
240impl ParticlePipeline {
241 pub fn new(
242 device: &wgpu::Device,
243 vs_module: &wgpu::ShaderModule,
244 fs_module: &wgpu::ShaderModule,
245 global_layout: &GlobalsLayouts,
246 aa_mode: AaMode,
247 format: wgpu::TextureFormat,
248 ) -> Self {
249 common_base::span!(_guard, "ParticlePipeline::new");
250 let render_pipeline_layout =
251 device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
252 label: Some("Particle pipeline layout"),
253 push_constant_ranges: &[],
254 bind_group_layouts: &[&global_layout.globals, &global_layout.shadow_textures],
255 });
256
257 let samples = aa_mode.samples();
258
259 let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
260 label: Some("Particle pipeline"),
261 layout: Some(&render_pipeline_layout),
262 vertex: wgpu::VertexState {
263 module: vs_module,
264 entry_point: Some("main"),
265 buffers: &[Vertex::desc(), Instance::desc()],
266 compilation_options: Default::default(),
267 },
268 primitive: wgpu::PrimitiveState {
269 topology: wgpu::PrimitiveTopology::TriangleList,
270 strip_index_format: None,
271 front_face: wgpu::FrontFace::Ccw,
272 cull_mode: Some(wgpu::Face::Back),
273 unclipped_depth: false,
274 polygon_mode: wgpu::PolygonMode::Fill,
275 conservative: false,
276 },
277 depth_stencil: Some(wgpu::DepthStencilState {
278 format: wgpu::TextureFormat::Depth32Float,
279 depth_write_enabled: true,
280 depth_compare: wgpu::CompareFunction::GreaterEqual,
281 stencil: wgpu::StencilState {
282 front: wgpu::StencilFaceState::IGNORE,
283 back: wgpu::StencilFaceState::IGNORE,
284 read_mask: !0,
285 write_mask: 0,
286 },
287 bias: wgpu::DepthBiasState {
288 constant: 0,
289 slope_scale: 0.0,
290 clamp: 0.0,
291 },
292 }),
293 multisample: wgpu::MultisampleState {
294 count: samples,
295 mask: !0,
296 alpha_to_coverage_enabled: false,
297 },
298 fragment: Some(wgpu::FragmentState {
299 module: fs_module,
300 entry_point: Some("main"),
301 targets: &[
302 Some(wgpu::ColorTargetState {
303 format,
304 blend: Some(wgpu::BlendState {
305 color: wgpu::BlendComponent {
306 src_factor: wgpu::BlendFactor::SrcAlpha,
307 dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
308 operation: wgpu::BlendOperation::Add,
309 },
310 alpha: wgpu::BlendComponent {
311 src_factor: wgpu::BlendFactor::One,
312 dst_factor: wgpu::BlendFactor::One,
313 operation: wgpu::BlendOperation::Add,
314 },
315 }),
316 write_mask: wgpu::ColorWrites::ALL,
317 }),
318 Some(wgpu::ColorTargetState {
319 format: wgpu::TextureFormat::Rgba8Uint,
320 blend: None,
321 write_mask: wgpu::ColorWrites::ALL,
322 }),
323 ],
324 compilation_options: Default::default(),
325 }),
326 multiview: None,
327 cache: None,
328 });
329
330 Self {
331 pipeline: render_pipeline,
332 }
333 }
334}