MAJOR rendering overhaul. Snow deformation, persistent light, flowmap out. Also ECS architexture overhaul
This commit is contained in:
67
src/loaders/heightmap.rs
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67
src/loaders/heightmap.rs
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use exr::prelude::{ReadChannels, ReadLayers};
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use std::path::Path;
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pub fn load_exr_heightmap(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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path: impl AsRef<Path>,
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) -> Result<(wgpu::Texture, wgpu::TextureView, wgpu::Sampler), Box<dyn std::error::Error>>
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{
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let image = exr::prelude::read()
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.no_deep_data()
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.largest_resolution_level()
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.all_channels()
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.all_layers()
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.all_attributes()
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.from_file(path)?;
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let layer = &image.layer_data[0];
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let width = layer.size.width() as u32;
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let height = layer.size.height() as u32;
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let channel = &layer.channel_data.list[0];
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let float_data: Vec<f32> = channel.sample_data.values_as_f32().collect();
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let texture_size = wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Height Map Texture"),
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size: texture_size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R32Float,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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texture.as_image_copy(),
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bytemuck::cast_slice(&float_data),
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(4 * width),
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rows_per_image: Some(height),
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},
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texture_size,
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);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Height Map Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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Ok((texture, view, sampler))
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}
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