use super::super::{
AaMode, Bound, Consts, DebugLayout, DebugVertex, FigureLayout, GlobalsLayouts, TerrainLayout,
TerrainVertex,
};
use bytemuck::{Pod, Zeroable};
use vek::*;
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct Locals {
shadow_matrices: [[f32; 4]; 4],
texture_mats: [[f32; 4]; 4],
}
impl Locals {
pub fn new(shadow_mat: Mat4<f32>, texture_mat: Mat4<f32>) -> Self {
Self {
shadow_matrices: shadow_mat.into_col_arrays(),
texture_mats: texture_mat.into_col_arrays(),
}
}
}
impl Default for Locals {
fn default() -> Self { Self::new(Mat4::identity(), Mat4::identity()) }
}
pub type BoundLocals = Bound<Consts<Locals>>;
pub struct ShadowLayout {
pub locals: wgpu::BindGroupLayout,
}
impl ShadowLayout {
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,
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, Zeroable, Pod)]
pub struct PointLightMatrix([[f32; 4]; 4]);
impl PointLightMatrix {
pub fn new(shadow_mat: Mat4<f32>) -> Self { Self(shadow_mat.into_col_arrays()) }
}
impl Default for PointLightMatrix {
fn default() -> Self { Self::new(Mat4::identity()) }
}
pub struct ShadowFigurePipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl ShadowFigurePipeline {
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("Directed figure shadow 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("Directed shadow 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::Front),
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 ShadowPipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl ShadowPipeline {
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("Directed shadow 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("Directed shadow 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::Front),
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 PointShadowPipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl PointShadowPipeline {
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("Point shadow pipeline layout"),
push_constant_ranges: &[wgpu::PushConstantRange {
stages: wgpu::ShaderStages::VERTEX_FRAGMENT,
range: 0..64,
}],
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("Point shadow 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: false,
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 ShadowDebugPipeline {
pub pipeline: wgpu::RenderPipeline,
}
impl ShadowDebugPipeline {
pub fn new(
device: &wgpu::Device,
vs_module: &wgpu::ShaderModule,
global_layout: &GlobalsLayouts,
debug_layout: &DebugLayout,
aa_mode: AaMode,
) -> Self {
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Directed shadow debug pipeline layout"),
push_constant_ranges: &[],
bind_group_layouts: &[&global_layout.globals, &debug_layout.locals],
});
let samples = aa_mode.samples();
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Directed shadow debug pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: vs_module,
entry_point: "main",
buffers: &[DebugVertex::desc()],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Front),
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,
}
}
}