Files
voxel-game/src/client/render/voxel/ray_oct/layout.rs

197 lines
7.4 KiB
Rust

use wgpu::TextureFormat;
use super::{group::VoxelGroup, light::GlobalLight, view::View};
use crate::{
client::render::util::{Storage, StorageTexture, Uniform},
util::oct_tree::OctNode,
};
use nalgebra::Vector3;
pub struct Layout {
pub texture: StorageTexture,
pub view: Uniform<View>,
pub voxel_groups: Storage<VoxelGroup>,
pub voxels: Storage<OctNode>,
pub global_lights: Storage<GlobalLight>,
render_bind_layout: wgpu::BindGroupLayout,
compute_bind_layout: wgpu::BindGroupLayout,
render_pipeline_layout: wgpu::PipelineLayout,
compute_pipeline_layout: wgpu::PipelineLayout,
format: TextureFormat,
}
impl Layout {
pub fn init(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
let view = Uniform::init(device, "view", 0);
let voxels = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxels", 1);
let voxel_groups = Storage::init(device, wgpu::ShaderStages::COMPUTE, "voxel groups", 2);
let global_lights = Storage::init_with(
device,
wgpu::ShaderStages::COMPUTE,
"global lights",
3,
&[GlobalLight {
direction: Vector3::new(-0.5, -4.0, 2.0).normalize(),
}],
);
let texture = StorageTexture::init(
device,
wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
},
"compute output",
wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
4,
);
let render_bind_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
view.bind_group_layout_entry(),
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
// This should match the filterable field of the
// corresponding Texture entry above.
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("voxel render"),
});
let compute_bind_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
view.bind_group_layout_entry(),
voxels.bind_group_layout_entry(),
voxel_groups.bind_group_layout_entry(),
global_lights.bind_group_layout_entry(),
texture.bind_group_layout_entry(),
],
label: Some("voxel compute"),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Tile Pipeline Layout"),
bind_group_layouts: &[&render_bind_layout],
push_constant_ranges: &[],
});
let compute_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("voxel compute"),
bind_group_layouts: &[&compute_bind_layout],
push_constant_ranges: &[],
});
Self {
view,
voxels,
voxel_groups,
global_lights,
texture,
render_bind_layout,
compute_bind_layout,
render_pipeline_layout,
compute_pipeline_layout,
format: config.format,
}
}
pub fn render_bind_group(&self, device: &wgpu::Device) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.render_bind_layout,
entries: &[
self.view.bind_group_entry(),
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&self.texture.view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&self.texture.sampler),
},
],
label: Some("tile_bind_group"),
})
}
pub fn compute_bind_group(&self, device: &wgpu::Device) -> wgpu::BindGroup {
device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.compute_bind_layout,
entries: &[
self.view.bind_group_entry(),
self.voxels.bind_group_entry(),
self.voxel_groups.bind_group_entry(),
self.global_lights.bind_group_entry(),
self.texture.bind_group_entry(),
],
label: Some("voxel compute"),
})
}
pub fn render_pipeline(
&self,
device: &wgpu::Device,
shader: wgpu::ShaderModule,
) -> wgpu::RenderPipeline {
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Voxel Pipeline"),
layout: Some(&self.render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: self.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: true,
},
multiview: None,
cache: None,
})
}
pub fn compute_pipeline(
&self,
device: &wgpu::Device,
shader: &wgpu::ShaderModule,
) -> wgpu::ComputePipeline {
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("voxel"),
layout: Some(&self.compute_pipeline_layout),
module: shader,
entry_point: "main",
compilation_options: Default::default(),
cache: None,
})
}
}