Files
voxel-game/src/client/render/voxel/pipeline.rs
2024-06-07 17:31:44 -04:00

263 lines
9.2 KiB
Rust

use nalgebra::{Projective3, Rotation3, Transform3, Translation3, UnitVector3, Vector3};
use super::{color::VoxelColor, group::VoxelGroup, view::View};
use crate::client::render::{
buf::ArrBufUpdate, storage::Storage, uniform::Uniform, RenderUpdateData,
};
pub struct VoxelPipeline {
pipeline: wgpu::RenderPipeline,
view: Uniform<View>,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
voxel_groups: Storage<VoxelGroup>,
voxels: Storage<VoxelColor>,
arst: bool,
}
const WIDTH: u32 = 300;
const HEIGHT: u32 = 300;
impl VoxelPipeline {
pub fn new(device: &wgpu::Device, format: &wgpu::TextureFormat) -> Self {
// shaders
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Tile Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
let view = Uniform::<View>::init(device, "view", 0);
let voxels = Storage::init(device, "voxels", 1);
let voxel_groups = Storage::init(device, "voxel groups", 2);
// bind groups
let bind_group_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(),
],
label: Some("tile_bind_group_layout"),
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[
view.bind_group_entry(),
voxels.bind_group_entry(),
voxel_groups.bind_group_entry(),
],
label: Some("tile_bind_group"),
});
// pipeline
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Tile Pipeline Layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Voxel Pipeline"),
layout: Some(&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: *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,
});
Self {
pipeline: render_pipeline,
view,
bind_group,
bind_group_layout,
voxels,
voxel_groups,
arst: false,
}
}
pub fn update(
&mut self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
belt: &mut wgpu::util::StagingBelt,
update_data: &RenderUpdateData,
) {
if !self.arst {
let lx = 15;
let ly = 10;
let lz = 10;
let mut data = vec![VoxelColor::none(); lx * ly * lz];
for x in 0..lx {
for y in 0..ly {
data[x + y * lx] = VoxelColor {
r: (x as f32 / lx as f32 * 255.0) as u8,
g: (y as f32 / ly as f32 * 255.0) as u8,
b: 0,
a: 100,
};
}
}
for x in 0..lx {
for y in 0..ly {
data[x + y * lx + 3 * lx * ly] = VoxelColor {
r: (x as f32 / lx as f32 * 255.0) as u8,
g: (y as f32 / ly as f32 * 255.0) as u8,
b: 100,
a: 255,
};
}
}
for i in 0..lx.min(ly.min(lz)) {
data[i + i * lx + i * lx * ly] = VoxelColor::white();
}
let lx2 = 1000;
let ly2 = 2;
let lz2 = 1000;
let offset2 = data.len();
let mut data2 = vec![VoxelColor::none(); lx2 * ly2 * lz2];
let paint = VoxelColor {
r: 255,
g: 0,
b: 255,
a: 255,
};
for x in 0..lx2 {
data2[x + (ly2 - 1) * lx2] = paint;
data2[x + (ly2 - 1) * lx2 + (lz2 - 1) * lx2 * ly2] = paint;
}
for z in 0..lz2 {
data2[(ly2 - 1) * lx2 + z * lx2 * ly2] = paint;
data2[lx2 - 1 + (ly2 - 1) * lx2 + z * lx2 * ly2] = paint;
}
for x in 0..lx2 {
for z in 0..lz2 {
data2[x + z * lx2 * ly2] = VoxelColor::random();
}
}
data.append(&mut data2);
let lx3 = 3;
let ly3 = 3;
let lz3 = 3;
let offset3 = data.len();
data.append(&mut vec![
VoxelColor {
r: 255,
g: 0,
b: 255,
a: 255,
};
lx3 * ly3 * lz3
]);
self.voxels.update(
device,
encoder,
belt,
data.len(),
&[ArrBufUpdate { offset: 0, data }],
);
let proj = Projective3::identity()
* Translation3::new(0.0, 0.0, 20.0)
* Rotation3::from_axis_angle(&Vector3::y_axis(), 0.5)
* Translation3::new(-(lx as f32 / 2.0), -(ly as f32 / 2.0), -(lz as f32 / 2.0));
let group = VoxelGroup {
transform: proj,
transform_inv: proj.inverse(),
dimensions: Vector3::new(lx as u32, ly as u32, lz as u32),
offset: 0,
};
let proj2 = Projective3::identity()
* Translation3::new(0.0, -2.1, 20.0)
* Translation3::new(
-(lx2 as f32 / 2.0),
-(ly2 as f32 / 2.0),
-(lz2 as f32 / 2.0),
);
let group2 = VoxelGroup {
transform: proj2,
transform_inv: proj2.inverse(),
dimensions: Vector3::new(lx2 as u32, ly2 as u32, lz2 as u32),
offset: offset2 as u32,
};
let proj3 = Projective3::identity()
* Translation3::new(0.0, 0.0, 16.5)
* Rotation3::from_axis_angle(&Vector3::y_axis(), std::f32::consts::PI / 4.0)
* Rotation3::from_axis_angle(
&UnitVector3::new_normalize(Vector3::new(1.0, 0.0, 1.0)),
std::f32::consts::PI / 4.0,
)
* Translation3::new(
-(lx3 as f32 / 2.0),
-(ly3 as f32 / 2.0),
-(lz3 as f32 / 2.0),
);
let group3 = VoxelGroup {
transform: proj3,
transform_inv: proj3.inverse(),
dimensions: Vector3::new(lx3 as u32, ly3 as u32, lz3 as u32),
offset: offset3 as u32,
};
let groups = vec![group, group2, group3];
self.voxel_groups.update(
device,
encoder,
belt,
groups.len(),
&[ArrBufUpdate {
offset: 0,
data: groups,
}],
);
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.bind_group_layout,
entries: &[
self.view.bind_group_entry(),
self.voxels.bind_group_entry(),
self.voxel_groups.bind_group_entry(),
],
label: Some("tile_bind_group"),
});
self.arst = true;
}
self.view.update(device, encoder, belt, update_data);
}
pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, &self.bind_group, &[]);
render_pass.draw(0..4, 0..1);
}
}