use super::super::{
AaMode, Bound, Consts, FigureLayout, GlobalsLayouts, TerrainLayout, TerrainVertex,
};
use bytemuck::{Pod, Zeroable};
use vek::*;
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod, Default)]
pub struct Locals {
rain_occlusion_matrices: [[f32; 4]; 4],
rain_occlusion_texture_mat: [[f32; 4]; 4],
rain_dir_mat: [[f32; 4]; 4],
integrated_rain_vel: f32,
rain_density: f32,
occlusion_dummy: [f32; 2],
}
const _: () = assert!(core::mem::size_of::<Locals>() % 16 == 0);
impl Locals {
pub fn new(
rain_occlusion_matrices: Mat4<f32>,
rain_occlusion_texture_mat: Mat4<f32>,
rain_dir_mat: Mat4<f32>,
rain_density: f32,
integrated_rain_vel: f32,
) -> Self {
Self {
rain_occlusion_matrices: rain_occlusion_matrices.into_col_arrays(),
rain_occlusion_texture_mat: rain_occlusion_texture_mat.into_col_arrays(),
rain_dir_mat: rain_dir_mat.into_col_arrays(),
integrated_rain_vel,
rain_density,
occlusion_dummy: [0.0; 2],
}
}
}
pub type BoundLocals = Bound<Consts<Locals>>;
pub struct RainOcclusionLayout {
pub locals: wgpu::BindGroupLayout,
}
impl RainOcclusionLayout {
pub fn new(device: &wgpu::Device) -> Self {
Self {
locals: device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
}),
}
}
pub fn bind_locals(&self, device: &wgpu::Device, locals: Consts<Locals>) -> BoundLocals {
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &self.locals,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: locals.buf().as_entire_binding(),
}],
});
BoundLocals {
bind_group,
with: locals,
}
}
}
pub struct RainOcclusionFigurePipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl RainOcclusionFigurePipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
global_layout: &GlobalsLayouts,
figure_layout: &FigureLayout,
aa_mode: AaMode,
) -> Self {
common_base::span!(_guard, "new");
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Rain occlusion figure pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&global_layout.globals, &figure_layout.locals],
});
let samples = aa_mode.samples();
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Rain occlusion figure pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: vs_module,
entry_point: "main",
buffers: &[TerrainVertex::desc()],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
unclipped_depth: true,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
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: None,
multiview: None,
});
Self {
pipeline: render_pipeline,
}
}
}
pub struct RainOcclusionPipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl RainOcclusionPipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
global_layout: &GlobalsLayouts,
terrain_layout: &TerrainLayout,
aa_mode: AaMode,
) -> Self {
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Rain occlusion pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&global_layout.globals, &terrain_layout.locals],
});
let samples = aa_mode.samples();
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Rain occlusion pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: vs_module,
entry_point: "main",
buffers: &[TerrainVertex::desc()],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: true,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth24Plus,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
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: None,
multiview: None,
});
Self {
pipeline: render_pipeline,
}
}
}