MAJOR rendering overhaul. Snow deformation, persistent light, flowmap out. Also ECS architexture overhaul
This commit is contained in:
113
src/render/bind_group.rs
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113
src/render/bind_group.rs
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use crate::texture::{DitherTextures, FlowmapTexture};
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use super::Renderer;
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impl Renderer
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{
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pub(super) fn create_bind_group_from_parts(
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device: &wgpu::Device,
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layout: &wgpu::BindGroupLayout,
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uniform_buffer: &wgpu::Buffer,
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shadow_map_view: &wgpu::TextureView,
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shadow_map_sampler: &wgpu::Sampler,
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dither_textures: &DitherTextures,
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flowmap_texture: &FlowmapTexture,
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blue_noise_view: &wgpu::TextureView,
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blue_noise_sampler: &wgpu::Sampler,
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snow_light_view: &wgpu::TextureView,
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snow_light_sampler: &wgpu::Sampler,
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) -> wgpu::BindGroup
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{
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Bind Group"),
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layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(shadow_map_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(shadow_map_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::TextureView(&dither_textures.view),
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},
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wgpu::BindGroupEntry {
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binding: 4,
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resource: wgpu::BindingResource::Sampler(&dither_textures.sampler),
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},
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wgpu::BindGroupEntry {
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binding: 5,
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resource: wgpu::BindingResource::TextureView(&flowmap_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 6,
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resource: wgpu::BindingResource::Sampler(&flowmap_texture.sampler),
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},
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wgpu::BindGroupEntry {
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binding: 7,
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resource: wgpu::BindingResource::TextureView(blue_noise_view),
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},
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wgpu::BindGroupEntry {
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binding: 8,
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resource: wgpu::BindingResource::Sampler(blue_noise_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 9,
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resource: wgpu::BindingResource::TextureView(snow_light_view),
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},
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wgpu::BindGroupEntry {
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binding: 10,
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resource: wgpu::BindingResource::Sampler(snow_light_sampler),
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},
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],
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})
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}
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pub(super) fn rebuild_bind_group_with_snow_light(&mut self)
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{
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let dither_textures = self
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.dither_textures
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.as_ref()
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.expect("Dither textures required");
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let flowmap_texture = self
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.flowmap_texture
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.as_ref()
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.expect("Flowmap texture required");
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let snow_light_sampler = self.device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Snow Light 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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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let snow_light_view = self
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.snow_light_accumulation
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.as_ref()
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.map(|s| s.read_view())
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.unwrap_or(&self.dummy_snow_light_view);
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self.bind_group = Self::create_bind_group_from_parts(
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&self.device,
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&self.bind_group_layout,
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&self.uniform_buffer,
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&self.shadow_map_view,
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&self.shadow_map_sampler,
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dither_textures,
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flowmap_texture,
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&self.blue_noise_view,
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&self.blue_noise_sampler,
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snow_light_view,
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&snow_light_sampler,
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);
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}
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}
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