stylized 1-bit rendering

This commit is contained in:
Jonas H
2026-01-21 11:04:55 +01:00
parent 5d2eca0393
commit 2422106725
40 changed files with 2859 additions and 366 deletions

View File

@@ -6,6 +6,8 @@ This file provides guidance to Claude Code when working with code in this reposi
This is a pure Rust game project using SDL3 for windowing/input, wgpu for rendering, rapier3d for physics, and a low-res retro aesthetic with dithering. This is a migration from the Godot-based snow_trail project, implementing the same snow deformation system and character controller without engine dependencies.
**Content Creation:** Blender 5.0 is used for terrain modeling and asset export (glTF meshes + EXR heightmaps).
## Code Style
**Code Documentation Guidelines**:
@@ -143,12 +145,17 @@ SDL Events → InputState → player_input_system() → InputComponent → movem
- Final blit pass upscales framebuffer to window using nearest-neighbor sampling
- Depth buffer for 3D rendering with proper occlusion
**Terrain Height Deformation:**
**Terrain Rendering:**
- glTF mesh exported from Blender 5.0 with baked height values in vertices
- No runtime displacement in shader - vertices rendered directly
- Separate terrain pipeline for terrain-specific rendering
- Terrain mesh has heights pre-baked during export for optimal performance
**Terrain Physics:**
- EXR heightmap files loaded via `exr` crate (single-channel R32Float format)
- Height displacement applied in vertex shader
- Separate terrain pipeline with texture sampling in vertex stage
- TerrainUniforms includes height_scale parameter for tweaking displacement strength
- R32Float textures require non-filterable samplers (FilterMode::Nearest)
- Heightmap loaded directly into rapier3d heightfield collider
- No runtime sampling or computation - instant loading
- Both glTF and EXR exported from same Blender terrain, guaranteed to match
**Lighting Model:**
- Directional light (like Godot's DirectionalLight3D)
@@ -194,7 +201,7 @@ cargo fmt
WGSL shaders are stored in the `shaders/` directory:
- `shaders/standard.wgsl` - Standard mesh rendering with directional lighting
- `shaders/terrain.wgsl` - Terrain rendering with height displacement
- `shaders/terrain.wgsl` - Terrain rendering with shadow mapping (no displacement)
- `shaders/blit.wgsl` - Fullscreen blit for upscaling low-res framebuffer
Shaders are loaded at runtime via `std::fs::read_to_string()`, allowing hot-reloading by restarting the application.
@@ -224,10 +231,9 @@ Shaders are loaded at runtime via `std::fs::read_to_string()`, allowing hot-relo
**Rendering:**
- `render.rs` - wgpu renderer, pipelines, bind groups, DrawCall execution
- `shader.rs` - Standard mesh shader (WGSL) with diffuse+ambient lighting
- `terrain.rs` - Terrain mesh generation and pipeline creation
- `terrain.rs` - Terrain entity spawning, glTF loading, EXR heightmap → physics collider
- `postprocess.rs` - Low-res framebuffer and blit shader for upscaling
- `mesh.rs` - Vertex/Mesh structs, plane/cube mesh generation, glTF loading
- `heightmap.rs` - EXR heightmap loading using `exr` crate
- `draw.rs` - DrawManager (legacy, kept for compatibility)
**Game Logic:**
@@ -260,32 +266,32 @@ Shaders are loaded at runtime via `std::fs::read_to_string()`, allowing hot-relo
- **bytemuck**: Safe byte casting for GPU buffer uploads (Pod/Zeroable for vertex data)
- **anyhow**: Ergonomic error handling
- **gltf**: Loading 3D models in glTF format
- **exr**: Loading EXR heightmap files (single-channel float data)
- **image**: Image loading and processing (includes EXR support)
- **half**: Float16 support (dependency of exr)
- **exr**: Loading EXR heightmap files (single-channel float data for physics colliders)
- **kurbo**: Bezier curve evaluation for movement acceleration curves
## Technical Notes
### EXR Heightmap Loading
When loading EXR files with the `exr` crate:
### EXR Heightmap Loading (Physics Only)
When loading EXR files with the `exr` crate for physics colliders:
- Must import traits: `use exr::prelude::{ReadChannels, ReadLayers};`
- Use builder pattern: `.no_deep_data().largest_resolution_level().all_channels().all_layers().all_attributes().from_file(path)`
- Extract float data: `channel.sample_data.values_as_f32().collect()`
- Create R32Float texture for height data
- R32Float is non-filterable, requires `FilterMode::Nearest` sampler
- Convert to nalgebra DMatrix for rapier3d heightfield collider
- No GPU texture creation - physics data only
### wgpu Texture Formats
- R32Float = single-channel 32-bit float, **non-filterable**
- Use `TextureSampleType::Float { filterable: false }` in bind group layout
- Use `SamplerBindingType::NonFiltering` for sampler binding
- Attempting linear filtering on R32Float causes validation errors
### Blender Export Workflow
**Using Blender 5.0** for terrain creation and export:
- Export terrain as **glTF** with baked height values in mesh vertices
- Export same terrain as **EXR** heightmap (single-channel R32Float)
- Both files represent the same terrain data, guaranteeing visual/physics sync
- glTF used for rendering (vertices rendered directly, no shader displacement)
- EXR used for physics (loaded into rapier3d heightfield collider)
### Multiple Render Pipelines
- `Pipeline` enum determines which pipeline to use per DrawCall
- Different pipelines can have different shaders, bind group layouts, uniforms
- Terrain pipeline: includes height texture binding in vertex stage
- Standard pipeline: basic mesh rendering without height displacement
- Terrain pipeline: shadow-mapped rendering with line hatching shading
- Standard pipeline: basic mesh rendering with diffuse lighting
- Each pipeline writes to its own uniform buffer before rendering
### ECS Component Storages
@@ -589,7 +595,8 @@ let time = Time::get_time_elapsed(); // Anywhere in code
- ✅ Low-res framebuffer (160×120) with Bayer dithering
- ✅ Multiple render pipelines (standard mesh + terrain)
- ✅ Directional lighting with diffuse + ambient
-EXR heightmap loading and terrain displacement
-Terrain rendering (glTF with baked heights, no shader displacement)
- ✅ EXR heightmap loading for physics colliders
- ✅ glTF mesh loading
- ✅ render_system (ECS-based DrawCall generation)

1
Cargo.lock generated
View File

@@ -1832,6 +1832,7 @@ dependencies = [
"pollster",
"rapier3d",
"sdl3",
"serde_json",
"wgpu",
]

View File

@@ -17,3 +17,4 @@ exr = "1.72"
half = "2.4"
kurbo = "0.11"
nalgebra = { version = "0.34.1", features = ["convert-glam030"] }
serde_json = "1.0"

View File

@@ -0,0 +1,594 @@
import bpy
import bmesh
import numpy as np
from pathlib import Path
from mathutils import Vector
from multiprocessing import Pool, cpu_count
def simple_blur(data, iterations=1):
"""
Simple 3x3 box blur for 2D vector fields.
"""
result = data.copy()
h, w, c = data.shape
for _ in range(iterations):
blurred = np.zeros_like(result)
for y in range(h):
for x in range(w):
count = 0
total = np.zeros(c)
for dy in [-1, 0, 1]:
for dx in [-1, 0, 1]:
ny, nx = y + dy, x + dx
if 0 <= ny < h and 0 <= nx < w:
total += result[ny, nx]
count += 1
blurred[y, x] = total / count if count > 0 else result[y, x]
result = blurred
return result
def sample_curve_points(curve_obj, samples_per_segment=50):
"""
Sample points along a Blender curve object (Bezier, NURBS, etc).
Args:
curve_obj: Blender curve object
samples_per_segment: Number of samples per curve segment
Returns:
List of Vector world-space positions
"""
curve_obj.data.resolution_u = samples_per_segment
depsgraph = bpy.context.evaluated_depsgraph_get()
curve_eval = curve_obj.evaluated_get(depsgraph)
mesh_from_curve = curve_eval.to_mesh()
points = [curve_obj.matrix_world @ v.co for v in mesh_from_curve.vertices]
curve_eval.to_mesh_clear()
return points
def compute_arc_lengths(points):
"""
Compute cumulative arc length at each point along a curve.
Args:
points: List of Vector positions
Returns:
List of floats representing cumulative distance from curve start
"""
if len(points) == 0:
return []
arc_lengths = [0.0]
cumulative = 0.0
for i in range(1, len(points)):
segment_length = (points[i] - points[i-1]).length
cumulative += segment_length
arc_lengths.append(cumulative)
return arc_lengths
def get_path_curves(collection_name="Paths"):
"""
Get all curve objects from a collection, or all curves with 'path' in the name.
Args:
collection_name: Name of collection containing path curves
Returns:
List of curve objects
"""
collection = bpy.data.collections.get(collection_name)
if collection:
curves = [obj for obj in collection.objects if obj.type == 'CURVE']
print(f"Found {len(curves)} curves in collection '{collection_name}'")
return curves
print(f"Collection '{collection_name}' not found. Searching for curves with 'path' in name...")
curves = [obj for obj in bpy.data.objects if obj.type == 'CURVE' and 'path' in obj.name.lower()]
if not curves:
print("No path curves found. Looking for any curve objects...")
curves = [obj for obj in bpy.data.objects if obj.type == 'CURVE']
return curves
def closest_point_on_segment_2d(point, seg_start, seg_end):
"""
Find closest point on a 2D line segment to a given point.
Args:
point: Vector2 (x, y)
seg_start: Vector2 segment start
seg_end: Vector2 segment end
Returns:
Vector2 closest point on segment
"""
segment = seg_end - seg_start
point_vec = point - seg_start
segment_len_sq = segment.length_squared
if segment_len_sq < 1e-8:
return seg_start
t = max(0.0, min(1.0, point_vec.dot(segment) / segment_len_sq))
return seg_start + segment * t
def process_row_chunk(args):
"""
Process a chunk of rows for parallel computation.
Args:
args: Tuple of (start_row, end_row, width, height_total, min_x, max_x, min_y, max_y, path_segments_simple)
Returns:
Tuple of (flow_field_chunk, distance_field_chunk, arc_length_field_chunk, segment_id_chunk)
"""
start_row, end_row, width, height_total, min_x, max_x, min_y, max_y, path_segments_simple = args
height = end_row - start_row
flow_field_chunk = np.zeros((height, width, 2), dtype=np.float32)
distance_field_chunk = np.zeros((height, width), dtype=np.float32)
arc_length_field_chunk = np.zeros((height, width), dtype=np.float32)
segment_id_chunk = np.zeros((height, width), dtype=np.int32)
for local_y in range(height):
y = start_row + local_y
for x in range(width):
u = x / width
v = y / height_total
world_x = min_x + u * (max_x - min_x)
world_y = min_y + v * (max_y - min_y)
world_pos_2d = np.array([world_x, world_y])
min_dist = float('inf')
closest_point = None
closest_arc_length = 0.0
closest_segment_id = -1
for seg_id, (seg_start, seg_end, arc_start, arc_end) in enumerate(path_segments_simple):
segment = seg_end - seg_start
point_vec = world_pos_2d - seg_start
segment_len_sq = np.dot(segment, segment)
if segment_len_sq < 1e-8:
closest_on_segment = seg_start
t = 0.0
else:
t = max(0.0, min(1.0, np.dot(point_vec, segment) / segment_len_sq))
closest_on_segment = seg_start + segment * t
dist = np.linalg.norm(closest_on_segment - world_pos_2d)
if dist < min_dist:
min_dist = dist
closest_point = closest_on_segment
closest_arc_length = arc_start + t * (arc_end - arc_start)
closest_segment_id = seg_id
if closest_point is not None:
direction = closest_point - world_pos_2d
flow_field_chunk[local_y, x, 0] = direction[0]
flow_field_chunk[local_y, x, 1] = -direction[1]
distance_field_chunk[local_y, x] = min_dist
arc_length_field_chunk[local_y, x] = closest_arc_length
segment_id_chunk[local_y, x] = closest_segment_id
return (start_row, flow_field_chunk, distance_field_chunk, arc_length_field_chunk, segment_id_chunk)
def generate_flowmap_from_paths(terrain_obj, path_curves, resolution=1024, blur_iterations=2):
"""
Generate a flowmap texture showing direction toward nearest path.
Args:
terrain_obj: Blender mesh object (the terrain plane)
path_curves: List of Blender curve objects representing paths
resolution: Output texture resolution (square)
blur_iterations: Number of smoothing passes for flow field
Returns:
Blender image containing encoded flowmap
"""
print(f"Generating flowmap from {len(path_curves)} path curves")
print(f"Output resolution: {resolution}×{resolution}")
mesh = terrain_obj.data
bm = bmesh.new()
bm.from_mesh(mesh)
bm.verts.ensure_lookup_table()
world_matrix = terrain_obj.matrix_world
verts_world = [world_matrix @ v.co for v in bm.verts]
if len(verts_world) == 0:
raise ValueError("Terrain mesh has no vertices")
xs = [v.x for v in verts_world]
ys = [v.y for v in verts_world]
min_x, max_x = min(xs), max(xs)
min_y, max_y = min(ys), max(ys)
print(f"Terrain bounds: X=[{min_x:.2f}, {max_x:.2f}], Y=[{min_y:.2f}, {max_y:.2f}]")
print("Sampling path curves...")
all_path_points = []
for curve_obj in path_curves:
points = sample_curve_points(curve_obj, samples_per_segment=50)
all_path_points.extend(points)
print(f" {curve_obj.name}: {len(points)} points")
print(f"Total path points: {len(all_path_points)}")
if len(all_path_points) == 0:
raise ValueError("No path points sampled. Check that path curves exist and have geometry.")
print("Building line segments from path points with arc lengths...")
path_segments = []
current_segment_start = 0
for curve_obj in path_curves:
curve_points = sample_curve_points(curve_obj, samples_per_segment=50)
arc_lengths = compute_arc_lengths(curve_points)
for i in range(len(curve_points) - 1):
path_segments.append((curve_points[i], curve_points[i + 1], arc_lengths[i], arc_lengths[i + 1]))
print(f"Created {len(path_segments)} line segments with arc length data")
print("Generating flow field toward nearest path...")
h, w = resolution, resolution
flow_field = np.zeros((h, w, 2), dtype=np.float32)
distance_field = np.zeros((h, w), dtype=np.float32)
arc_length_field = np.zeros((h, w), dtype=np.float32)
segment_id_field = np.zeros((h, w), dtype=np.int32)
path_segments_simple = [
(np.array([seg_start.x, seg_start.y]), np.array([seg_end.x, seg_end.y]), arc_start, arc_end)
for seg_start, seg_end, arc_start, arc_end in path_segments
]
num_cores = cpu_count()
chunk_size = max(1, h // num_cores)
print(f"Using {num_cores} CPU cores with chunk size {chunk_size} rows")
chunks = []
for start_row in range(0, h, chunk_size):
end_row = min(start_row + chunk_size, h)
chunks.append((start_row, end_row, w, h, min_x, max_x, min_y, max_y, path_segments_simple))
with Pool(processes=num_cores) as pool:
total_chunks = len(chunks)
print(f"Processing {total_chunks} chunks...")
results = []
for i, result in enumerate(pool.imap(process_row_chunk, chunks)):
results.append(result)
progress = (i + 1) / total_chunks * 100
print(f" Progress: {i+1}/{total_chunks} chunks ({progress:.1f}%)")
print("Assembling results from parallel workers...")
for start_row, flow_chunk, distance_chunk, arc_length_chunk, segment_id_chunk in results:
end_row = start_row + flow_chunk.shape[0]
flow_field[start_row:end_row, :, :] = flow_chunk
distance_field[start_row:end_row, :] = distance_chunk
arc_length_field[start_row:end_row, :] = arc_length_chunk
segment_id_field[start_row:end_row, :] = segment_id_chunk
print(f"Distance range: {distance_field.min():.2f} to {distance_field.max():.2f}")
print(f"Arc length range: {arc_length_field.min():.2f} to {arc_length_field.max():.2f}")
print("Normalizing flow vectors...")
magnitudes = np.sqrt(flow_field[:, :, 0]**2 + flow_field[:, :, 1]**2)
magnitudes = np.maximum(magnitudes, 1e-8)
flow_field[:, :, 0] /= magnitudes
flow_field[:, :, 1] /= magnitudes
if blur_iterations > 0:
print(f"Applying distance-based blur (max {blur_iterations} iterations)...")
original_flow = flow_field.copy()
print(" Creating maximally blurred version...")
blurred_flow = simple_blur(flow_field, iterations=blur_iterations)
magnitudes = np.sqrt(blurred_flow[:, :, 0]**2 + blurred_flow[:, :, 1]**2)
magnitudes = np.maximum(magnitudes, 1e-8)
blurred_flow[:, :, 0] /= magnitudes
blurred_flow[:, :, 1] /= magnitudes
print(" Blending based on distance to path...")
max_distance = 60.0
distance_normalized = np.clip(distance_field / max_distance, 0.0, 1.0)
blend_factor = distance_normalized[:, :, np.newaxis]
flow_field = original_flow * (1.0 - blend_factor) + blurred_flow * blend_factor
magnitudes = np.sqrt(flow_field[:, :, 0]**2 + flow_field[:, :, 1]**2)
magnitudes = np.maximum(magnitudes, 1e-8)
flow_field[:, :, 0] /= magnitudes
flow_field[:, :, 1] /= magnitudes
print(" Distance-based blur complete!")
print("Saving segment ID debug image...")
num_segments = len(path_segments)
segment_colors = np.random.RandomState(42).rand(num_segments, 3).astype(np.float32)
segment_img = np.zeros((resolution, resolution, 4), dtype=np.float32)
for y in range(resolution):
for x in range(resolution):
seg_id = segment_id_field[y, x]
if seg_id >= 0 and seg_id < num_segments:
segment_img[y, x, 0:3] = segment_colors[seg_id]
segment_img[y, x, 3] = 1.0
segment_debug_img = bpy.data.images.new(
"Segment_Debug", width=resolution, height=resolution, alpha=True, float_buffer=True
)
segment_debug_img.pixels[:] = segment_img.flatten()
segment_debug_img.filepath_raw = str(
Path(bpy.data.filepath).parent.parent / "textures" / "path_segment_debug.png"
)
segment_debug_img.file_format = 'PNG'
segment_debug_img.save()
bpy.data.images.remove(segment_debug_img)
print(f" Saved to textures/path_segment_debug.png ({num_segments} segments)")
print("Saving distance field debug image...")
distance_normalized = np.clip(distance_field / 50.0, 0.0, 1.0)
distance_img = np.zeros((resolution, resolution, 4), dtype=np.float32)
distance_img[:, :, 0] = distance_normalized
distance_img[:, :, 1] = distance_normalized
distance_img[:, :, 2] = distance_normalized
distance_img[:, :, 3] = 1.0
debug_img = bpy.data.images.new(
"Distance_Debug", width=resolution, height=resolution, alpha=True, float_buffer=True
)
debug_img.pixels[:] = distance_img.flatten()
debug_img.filepath_raw = str(
Path(bpy.data.filepath).parent.parent / "textures" / "path_distance_debug.png"
)
debug_img.file_format = 'PNG'
debug_img.save()
bpy.data.images.remove(debug_img)
print(" Saved to textures/path_distance_debug.png")
print("Saving direction field debug image...")
direction_img = np.zeros((resolution, resolution, 4), dtype=np.float32)
cardinal_dirs = np.array([
[0.0, 1.0],
[0.707, 0.707],
[1.0, 0.0],
[0.707, -0.707],
[0.0, -1.0],
[-0.707, -0.707],
[-1.0, 0.0],
[-0.707, 0.707],
])
cardinal_colors = np.array([
[76, 120, 168],
[242, 142, 43],
[225, 87, 89],
[118, 183, 178],
[89, 161, 79],
[237, 201, 72],
[176, 122, 161],
[255, 157, 167],
]) / 255.0
flow_flat = flow_field.reshape(-1, 2)
dots = flow_flat @ cardinal_dirs.T
closest_dir_indices = np.argmax(dots, axis=1)
direction_img[:, :, 0:3] = cardinal_colors[closest_dir_indices].reshape(resolution, resolution, 3)
direction_img[:, :, 3] = 1.0
print("Drawing compass in lower right corner...")
compass_radius = resolution // 8
compass_center_x = resolution - compass_radius - 20
compass_center_y = compass_radius + 20
for y in range(resolution):
for x in range(resolution):
dx = x - compass_center_x
dy = y - compass_center_y
dist = np.sqrt(dx * dx + dy * dy)
if dist <= compass_radius:
angle = np.arctan2(dy, dx)
sector = int(((angle + np.pi / 2) % (2 * np.pi)) / (np.pi / 4)) % 8
direction_img[y, x, 0:3] = cardinal_colors[sector]
direction_debug_img = bpy.data.images.new(
"Direction_Debug", width=resolution, height=resolution, alpha=True, float_buffer=True
)
direction_debug_img.pixels[:] = direction_img.flatten()
direction_debug_img.filepath_raw = str(
Path(bpy.data.filepath).parent.parent / "textures" / "path_direction_debug.png"
)
direction_debug_img.file_format = 'PNG'
direction_debug_img.save()
bpy.data.images.remove(direction_debug_img)
print(" Saved to textures/path_direction_debug.png (8-color cardinal directions)")
print("\n=== DEBUG: Sample flow field values ===")
print(f"Terrain bounds: X=[{min_x}, {max_x}], Y=[{min_y}, {max_y}]")
sample_pixels = [
(resolution // 4, resolution // 4),
(resolution // 2, resolution // 2),
(3 * resolution // 4, 3 * resolution // 4),
]
for py, px in sample_pixels:
u = px / resolution
v = py / resolution
world_x = min_x + u * (max_x - min_x)
world_y = min_y + v * (max_y - min_y)
flow_x = flow_field[py, px, 0]
flow_y = flow_field[py, px, 1]
dots = [np.dot([flow_x, flow_y], cardinal_dirs[i]) for i in range(8)]
best_dir = np.argmax(dots)
dir_names = ["North", "NE", "East", "SE", "South", "SW", "West", "NW"]
print(f" Pixel [{px}, {py}] -> World [{world_x:.1f}, {world_y:.1f}]")
print(f" Flow: [{flow_x:.3f}, {flow_y:.3f}] -> {dir_names[best_dir]}")
print(f" Encoded: R={flow_x * 0.5 + 0.5:.3f}, G={flow_y * 0.5 + 0.5:.3f}")
print("Encoding to RGBA texture...")
flow_encoded_x = flow_field[:, :, 0] * 0.5 + 0.5
flow_encoded_y = flow_field[:, :, 1] * 0.5 + 0.5
distance_normalized = np.clip(distance_field / max_distance, 0.0, 1.0)
arc_length_repeat = 100.0
arc_length_normalized = np.fmod(arc_length_field, arc_length_repeat) / arc_length_repeat
print(f"Distance encoding: 0.0 = on path, 1.0 = {max_distance}+ units away")
print(f"Arc length encoding: repeating pattern every {arc_length_repeat} world units")
flowmap = np.zeros((resolution, resolution, 4), dtype=np.float32)
flowmap[:, :, 0] = flow_encoded_x
flowmap[:, :, 1] = flow_encoded_y
flowmap[:, :, 2] = distance_normalized
flowmap[:, :, 3] = arc_length_normalized
print(f"Creating Blender image...")
output_img = bpy.data.images.new(
name="Path_Flowmap",
width=resolution,
height=resolution,
alpha=True,
float_buffer=True
)
output_img.pixels[:] = flowmap.flatten()
bm.free()
return output_img
def save_flowmap(output_path, resolution=1024, blur_iterations=3, terrain_name="TerrainPlane", path_collection="Paths"):
"""
Main function to generate and save flowmap from paths in current Blender file.
Args:
output_path: Path to save PNG flowmap
resolution: Output texture resolution
blur_iterations: Smoothing iterations
terrain_name: Name of terrain object
path_collection: Name of collection or search pattern for path curves
"""
terrain_obj = bpy.data.objects.get(terrain_name)
if not terrain_obj:
print(f"Object '{terrain_name}' not found. Searching for terrain-like objects...")
for obj in bpy.data.objects:
if obj.type == 'MESH':
print(f" Found mesh: {obj.name}")
if 'terrain' in obj.name.lower() or 'plane' in obj.name.lower():
terrain_obj = obj
print(f" -> Using: {obj.name}")
break
if not terrain_obj:
raise ValueError(
f"Object '{terrain_name}' not found and no terrain mesh detected. "
f"Available objects: {[obj.name for obj in bpy.data.objects if obj.type == 'MESH']}"
)
print(f"Using terrain object: {terrain_obj.name}")
if terrain_obj.type != 'MESH':
raise ValueError(f"Object '{terrain_obj.name}' is not a mesh")
path_curves = get_path_curves(path_collection)
if not path_curves:
raise ValueError(
f"No path curves found. Create curves and add them to a '{path_collection}' collection "
f"or name them with 'path' in the name. Available curves: "
f"{[obj.name for obj in bpy.data.objects if obj.type == 'CURVE']}"
)
print(f"Found {len(path_curves)} path curves:")
for curve in path_curves:
print(f" - {curve.name}")
flowmap_img = generate_flowmap_from_paths(
terrain_obj,
path_curves,
resolution=resolution,
blur_iterations=blur_iterations
)
flowmap_img.filepath_raw = str(output_path)
flowmap_img.file_format = 'OPEN_EXR'
flowmap_img.save()
bpy.data.images.remove(flowmap_img)
print(f"\n{'='*60}")
print(f"Flowmap generation complete!")
print(f"Output: {output_path}")
print(f"Resolution: {resolution}×{resolution}")
print(f"Paths used: {len(path_curves)}")
print(f"Format: OpenEXR (32-bit float)")
print(f"{'='*60}")
print("\nChannel encoding:")
print(" R channel: X direction toward nearest path (0.5=none, <0.5=left, >0.5=right)")
print(" G channel: Y direction toward nearest path (0.5=none, <0.5=down, >0.5=up)")
print(" B channel: Distance to nearest path (0.0=on path, 1.0=far away)")
print(" A channel: Arc length along path (0.0-1.0, repeating every 100 units)")
print("\nTo use in shader:")
print(" vec4 flowmap_sample = texture(flowmap, uv);")
print(" vec2 direction = flowmap_sample.rg * 2.0 - 1.0; // Direction to path")
print(" float distance = flowmap_sample.b; // Distance to path")
print(" float arc_length = flowmap_sample.a * 100.0; // Arc length in world units")
if __name__ == "__main__":
project_root = Path(bpy.data.filepath).parent.parent
output_path = project_root / "textures" / "terrain_flowmap.exr"
output_path.parent.mkdir(parents=True, exist_ok=True)
save_flowmap(
output_path=output_path,
resolution=1024,
blur_iterations=5,
terrain_name="TerrainPlane",
path_collection="Paths"
)

View File

@@ -0,0 +1,208 @@
import bpy
import bmesh
import numpy as np
from pathlib import Path
from mathutils import Vector
def simple_blur(data, iterations=1):
"""
Simple 3x3 box blur for vector fields.
"""
result = data.copy()
h, w, c = data.shape
for _ in range(iterations):
blurred = np.zeros_like(result)
for y in range(h):
for x in range(w):
count = 0
total = np.zeros(c)
for dy in [-1, 0, 1]:
for dx in [-1, 0, 1]:
ny, nx = y + dy, x + dx
if 0 <= ny < h and 0 <= nx < w:
total += result[ny, nx]
count += 1
blurred[y, x] = total / count if count > 0 else result[y, x]
result = blurred
return result
def generate_normal_map_from_terrain(terrain_obj, resolution=1024, blur_iterations=2):
"""
Bake terrain surface normals to a texture for neighbor sampling.
Args:
terrain_obj: Blender mesh object (the terrain plane)
resolution: Output texture resolution (square)
blur_iterations: Number of smoothing passes
"""
print(f"Generating normal map from terrain mesh: {terrain_obj.name}")
print(f"Output resolution: {resolution}×{resolution}")
mesh = terrain_obj.data
bm = bmesh.new()
bm.from_mesh(mesh)
bm.verts.ensure_lookup_table()
bm.faces.ensure_lookup_table()
world_matrix = terrain_obj.matrix_world
normal_matrix = world_matrix.to_3x3().inverted().transposed()
verts_world = [world_matrix @ v.co for v in bm.verts]
normals_world = [normal_matrix @ v.normal for v in bm.verts]
if len(verts_world) == 0:
raise ValueError("Terrain mesh has no vertices")
xs = [v.x for v in verts_world]
ys = [v.y for v in verts_world]
min_x, max_x = min(xs), max(xs)
min_y, max_y = min(ys), max(ys)
print(f"Terrain bounds: X=[{min_x:.2f}, {max_x:.2f}], Y=[{min_y:.2f}, {max_y:.2f}]")
normal_map = np.zeros((resolution, resolution, 3), dtype=np.float32)
sample_counts = np.zeros((resolution, resolution), dtype=np.int32)
print("Sampling vertex normals to grid...")
for v_pos, v_normal in zip(verts_world, normals_world):
u = (v_pos.x - min_x) / (max_x - min_x) if max_x > min_x else 0.5
v_coord = (v_pos.y - min_y) / (max_y - min_y) if max_y > min_y else 0.5
u = np.clip(u, 0.0, 0.9999)
v_coord = np.clip(v_coord, 0.0, 0.9999)
grid_x = int(u * resolution)
grid_y = int(v_coord * resolution)
normal_map[grid_y, grid_x, 0] += v_normal.x
normal_map[grid_y, grid_x, 1] += v_normal.y
normal_map[grid_y, grid_x, 2] += v_normal.z
sample_counts[grid_y, grid_x] += 1
mask = sample_counts > 0
for c in range(3):
normal_map[:, :, c][mask] /= sample_counts[mask]
print("Interpolating missing values...")
if not mask.all():
filled = normal_map.copy()
for _ in range(10):
smoothed = simple_blur(filled, iterations=2)
for c in range(3):
filled[:, :, c] = np.where(mask, filled[:, :, c], smoothed[:, :, c])
normal_map = filled
print("Normalizing normal vectors...")
magnitudes = np.sqrt(np.sum(normal_map**2, axis=2))
magnitudes = np.maximum(magnitudes, 1e-8)
for c in range(3):
normal_map[:, :, c] /= magnitudes
if blur_iterations > 0:
print(f"Smoothing normal field ({blur_iterations} iterations)...")
normal_map = simple_blur(normal_map, iterations=blur_iterations)
magnitudes = np.sqrt(np.sum(normal_map**2, axis=2))
magnitudes = np.maximum(magnitudes, 1e-8)
for c in range(3):
normal_map[:, :, c] /= magnitudes
print("Encoding to RGB texture (world space normals)...")
normal_encoded = normal_map * 0.5 + 0.5
normal_rgba = np.zeros((resolution, resolution, 4), dtype=np.float32)
normal_rgba[:, :, 0] = normal_encoded[:, :, 0]
normal_rgba[:, :, 1] = normal_encoded[:, :, 1]
normal_rgba[:, :, 2] = normal_encoded[:, :, 2]
normal_rgba[:, :, 3] = 1.0
normal_flat = normal_rgba.flatten()
print(f"Creating Blender image...")
output_img = bpy.data.images.new(
name="Terrain_Normal_Map",
width=resolution,
height=resolution,
alpha=True,
float_buffer=True
)
output_img.pixels[:] = normal_flat
bm.free()
return output_img
def save_normal_map(output_path, resolution=1024, blur_iterations=2, terrain_name="TerrainPlane"):
"""
Main function to generate and save normal map from terrain in current Blender file.
Args:
output_path: Path to save PNG normal map
resolution: Output texture resolution
blur_iterations: Smoothing iterations
terrain_name: Name of terrain object
"""
terrain_obj = bpy.data.objects.get(terrain_name)
if not terrain_obj:
print(f"Object '{terrain_name}' not found. Searching for terrain-like objects...")
for obj in bpy.data.objects:
if obj.type == 'MESH':
print(f" Found mesh: {obj.name}")
if 'terrain' in obj.name.lower() or 'plane' in obj.name.lower():
terrain_obj = obj
print(f" -> Using: {obj.name}")
break
if not terrain_obj:
raise ValueError(f"Object '{terrain_name}' not found and no terrain mesh detected. Available objects: {[obj.name for obj in bpy.data.objects if obj.type == 'MESH']}")
print(f"Using terrain object: {terrain_obj.name}")
if terrain_obj.type != 'MESH':
raise ValueError(f"Object '{terrain_obj.name}' is not a mesh")
normal_img = generate_normal_map_from_terrain(
terrain_obj,
resolution=resolution,
blur_iterations=blur_iterations
)
normal_img.filepath_raw = str(output_path)
normal_img.file_format = 'PNG'
normal_img.save()
bpy.data.images.remove(normal_img)
print(f"\n{'='*60}")
print(f"Normal map generation complete!")
print(f"Output: {output_path}")
print(f"Resolution: {resolution}×{resolution}")
print(f"{'='*60}")
print("\nNormal encoding:")
print(" RGB channels: World-space normal (0.5, 0.5, 0.5) = (0, 0, 0)")
print(" Decode in shader: normal = texture.rgb * 2.0 - 1.0;")
if __name__ == "__main__":
project_root = Path(bpy.data.filepath).parent.parent
output_path = project_root / "textures" / "terrain_normals.png"
output_path.parent.mkdir(parents=True, exist_ok=True)
save_normal_map(
output_path=output_path,
resolution=1024,
blur_iterations=2,
terrain_name="TerrainPlane"
)

BIN
blender/terrain.blend Normal file

Binary file not shown.

BIN
blender/terrain.blend1 Normal file

Binary file not shown.

BIN
gimp/dither_patterns.xcf Normal file

Binary file not shown.

BIN
meshes/terrain.bin Normal file

Binary file not shown.

BIN
meshes/terrain.glb Normal file

Binary file not shown.

325
meshes/terrain.gltf Normal file
View File

@@ -0,0 +1,325 @@
{
"asset":{
"generator":"Khronos glTF Blender I/O v5.0.21",
"version":"2.0"
},
"extensionsUsed":[
"EXT_mesh_gpu_instancing"
],
"scene":0,
"scenes":[
{
"name":"Scene",
"nodes":[
0,
1,
2
]
}
],
"nodes":[
{
"children":[
3
],
"mesh":1,
"name":"TerrainPlane"
},
{
"mesh":2,
"name":"TreePrime",
"translation":[
0,
1,
0
]
},
{
"name":"Main_Light_Path",
"translation":[
491.1999816894531,
0,
-66.48489379882812
]
},
{
"extensions":{
"EXT_mesh_gpu_instancing":{
"attributes":{
"TRANSLATION":11,
"ROTATION":12,
"SCALE":13
}
}
},
"mesh":0,
"name":"TerrainPlane.0"
}
],
"materials":[
{
"doubleSided":true,
"emissiveFactor":[
1,
1,
1
],
"name":"heightmap",
"pbrMetallicRoughness":{
"baseColorFactor":[
0,
0,
0,
1
]
}
}
],
"meshes":[
{
"name":"Cylinder",
"primitives":[
{
"attributes":{
"POSITION":0,
"NORMAL":1,
"TEXCOORD_0":2
},
"indices":3
}
]
},
{
"name":"Plane.001",
"primitives":[
{
"attributes":{
"POSITION":4,
"NORMAL":5,
"TEXCOORD_0":6
},
"indices":7,
"material":0
}
]
},
{
"name":"Cylinder",
"primitives":[
{
"attributes":{
"POSITION":8,
"NORMAL":9,
"TEXCOORD_0":10
},
"indices":3
}
]
}
],
"accessors":[
{
"bufferView":0,
"componentType":5126,
"count":704,
"max":[
1,
11.999963760375977,
1
],
"min":[
-1,
0,
-1
],
"type":"VEC3"
},
{
"bufferView":1,
"componentType":5126,
"count":704,
"type":"VEC3"
},
{
"bufferView":2,
"componentType":5126,
"count":704,
"type":"VEC2"
},
{
"bufferView":3,
"componentType":5123,
"count":1908,
"type":"SCALAR"
},
{
"bufferView":4,
"componentType":5126,
"count":18196,
"max":[
500,
122.76703643798828,
500
],
"min":[
-500,
-0.000225067138671875,
-500
],
"type":"VEC3"
},
{
"bufferView":5,
"componentType":5126,
"count":18196,
"type":"VEC3"
},
{
"bufferView":6,
"componentType":5126,
"count":18196,
"type":"VEC2"
},
{
"bufferView":7,
"componentType":5123,
"count":61206,
"type":"SCALAR"
},
{
"bufferView":8,
"componentType":5126,
"count":704,
"max":[
1,
11.999963760375977,
1
],
"min":[
-1,
0,
-1
],
"type":"VEC3"
},
{
"bufferView":9,
"componentType":5126,
"count":704,
"type":"VEC3"
},
{
"bufferView":10,
"componentType":5126,
"count":704,
"type":"VEC2"
},
{
"bufferView":11,
"componentType":5126,
"count":5588,
"type":"VEC3"
},
{
"bufferView":12,
"componentType":5126,
"count":5588,
"type":"VEC4"
},
{
"bufferView":13,
"componentType":5126,
"count":5588,
"type":"VEC3"
}
],
"bufferViews":[
{
"buffer":0,
"byteLength":8448,
"byteOffset":0,
"target":34962
},
{
"buffer":0,
"byteLength":8448,
"byteOffset":8448,
"target":34962
},
{
"buffer":0,
"byteLength":5632,
"byteOffset":16896,
"target":34962
},
{
"buffer":0,
"byteLength":3816,
"byteOffset":22528,
"target":34963
},
{
"buffer":0,
"byteLength":218352,
"byteOffset":26344,
"target":34962
},
{
"buffer":0,
"byteLength":218352,
"byteOffset":244696,
"target":34962
},
{
"buffer":0,
"byteLength":145568,
"byteOffset":463048,
"target":34962
},
{
"buffer":0,
"byteLength":122412,
"byteOffset":608616,
"target":34963
},
{
"buffer":0,
"byteLength":8448,
"byteOffset":731028,
"target":34962
},
{
"buffer":0,
"byteLength":8448,
"byteOffset":739476,
"target":34962
},
{
"buffer":0,
"byteLength":5632,
"byteOffset":747924,
"target":34962
},
{
"buffer":0,
"byteLength":67056,
"byteOffset":753556
},
{
"buffer":0,
"byteLength":89408,
"byteOffset":820612
},
{
"buffer":0,
"byteLength":67056,
"byteOffset":910020
}
],
"buffers":[
{
"byteLength":977076,
"uri":"terrain.bin"
}
]
}

299
shaders/shared.wgsl Normal file
View File

@@ -0,0 +1,299 @@
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
@location(3) instance_model_0: vec4<f32>,
@location(4) instance_model_1: vec4<f32>,
@location(5) instance_model_2: vec4<f32>,
@location(6) instance_model_3: vec4<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
@location(1) world_normal: vec3<f32>,
@location(2) light_space_position: vec4<f32>,
}
struct Uniforms {
model: mat4x4<f32>,
view: mat4x4<f32>,
projection: mat4x4<f32>,
light_view_projection: mat4x4<f32>,
camera_position: vec3<f32>,
height_scale: f32,
time: f32,
shadow_bias: f32,
light_direction: vec3<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(0) @binding(1)
var shadow_map: texture_depth_2d;
@group(0) @binding(2)
var shadow_sampler: sampler_comparison;
@group(0) @binding(3)
var dither_texture_array: texture_2d_array<f32>;
@group(0) @binding(4)
var dither_sampler: sampler;
@group(0) @binding(5)
var flowmap_texture: texture_2d<f32>;
@group(0) @binding(6)
var flowmap_sampler: sampler;
const PI: f32 = 3.14159265359;
const TERRAIN_BOUNDS: vec2<f32> = vec2<f32>(1000.0, 1000.0);
const LINE_THICKNESS: f32 = 0.1;
const OCTAVE_STEPS: f32 = 4.0;
const STROKE_LENGTH: f32 = 0.8;
fn hash2(p: vec2<f32>) -> f32 {
let p3 = fract(vec3<f32>(p.x, p.y, p.x) * 0.13);
let p3_dot = dot(p3, vec3<f32>(p3.y + 3.333, p3.z + 3.333, p3.x + 3.333));
return fract((p3.x + p3.y) * p3_dot);
}
fn rand(p: vec2f) -> f32 {
return fract(sin(dot(p, vec2f(12.9898, 78.233))) * 43758.5453);
}
struct StrokeData {
world_pos_2d: vec2<f32>,
tile_center: vec2<f32>,
tile_size: f32,
direction_to_light: vec2<f32>,
distance_to_light: f32,
perpendicular_to_light: vec2<f32>,
rotation_t: f32,
line_direction: vec2<f32>,
perpendicular_to_line: vec2<f32>,
octave_index: f32,
offset: vec2<f32>,
local_pos: vec2<f32>,
}
fn compute_perpendicular(dir: vec2<f32>) -> vec2<f32> {
return normalize(vec2<f32>(-dir.y, dir.x));
}
fn compute_rotation_t(distance_to_light: f32) -> f32 {
return pow(min(max(distance_to_light - 1.0 / OCTAVE_STEPS, 0.0) * OCTAVE_STEPS, 1.0), 2.0);
}
fn sample_shadow_map(light_space_pos: vec4<f32>) -> f32 {
let proj_coords = light_space_pos.xyz / light_space_pos.w;
let ndc_coords = proj_coords * vec3<f32>(0.5, -0.5, 1.0) + vec3<f32>(0.5, 0.5, 0.0);
if ndc_coords.x < 0.0 || ndc_coords.x > 1.0 ||
ndc_coords.y < 0.0 || ndc_coords.y > 1.0 ||
ndc_coords.z < 0.0 || ndc_coords.z > 1.0 {
return 1.0;
}
let depth = ndc_coords.z - uniforms.shadow_bias;
let shadow = textureSampleCompare(shadow_map, shadow_sampler, ndc_coords.xy, depth);
return shadow;
}
fn hatching_lighting(world_pos: vec3<f32>, tile_scale: f32, direction: vec2<f32>, distance: f32) -> f32 {
let world_pos_2d = vec2<f32>(world_pos.x, world_pos.z);
let tile_size = 1.0 / tile_scale;
let base_tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
var min_lighting = 1.0;
for (var tile_y: i32 = -1; tile_y <= 1; tile_y++) {
for (var tile_x: i32 = -1; tile_x <= 1; tile_x++) {
let tile_center = base_tile_center + vec2<f32>(f32(tile_x), f32(tile_y)) * tile_size;
let perpendicular_to_light = compute_perpendicular(direction);
let t = compute_rotation_t(distance);
let parallel = mix(perpendicular_to_light, direction, t / 2.0);
let perpendicular = compute_perpendicular(parallel);
let octave_index = round((1.0 - pow(distance, 2.0)) * OCTAVE_STEPS);
let spacing = LINE_THICKNESS * 1.5;
var max_offset: i32;
switch i32(octave_index) {
case default {
max_offset = 0;
}
case 3 {
max_offset = 3;
}
case 2 {
max_offset = 9;
}
case 1 {
max_offset = 9;
}
}
for (var i: i32 = -max_offset; i <= max_offset; i++) {
let random = rand(tile_center + vec2<f32>(f32(i), f32(-i)));
var chance: f32;
switch i32(octave_index) {
case 1, default: {
chance = 1.0;
}
case 2: {
chance = 0.5;
}
case 3: {
chance = 0.8;
}
}
if random > chance {
continue;
}
let offset = perpendicular * f32(i) * tile_size / f32(max_offset);
let local_pos = world_pos_2d - tile_center - offset;
let stroke_data = StrokeData(
world_pos_2d,
tile_center,
tile_size,
direction,
distance,
perpendicular_to_light,
t,
parallel,
perpendicular,
octave_index,
offset,
local_pos,
);
let lighting = line_stroke_lighting(stroke_data);
min_lighting = min(min_lighting, lighting);
}
}
}
return min_lighting;
}
fn point_lighting(world_pos: vec3<f32>, point_light: vec3<f32>, tile_scale: f32) -> f32 {
let world_pos_2d = vec2<f32>(world_pos.x, world_pos.z);
let light_pos_2d = vec2<f32>(point_light.x, point_light.z);
let tile_size = 1.0 / tile_scale;
let tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
let direction_to_point = light_pos_2d - tile_center;
let distance_to_point = min(length(direction_to_point) / 60.0, 1.0);
let direction_normalized = normalize(direction_to_point);
return hatching_lighting(world_pos, tile_scale, direction_normalized, distance_to_point);
}
fn point_lighting_with_shadow(world_pos: vec3<f32>, normal: vec3<f32>, point_light: vec3<f32>, tile_scale: f32, shadow: f32) -> f32 {
let world_pos_2d = vec2<f32>(world_pos.x, world_pos.z);
let light_pos_2d = vec2<f32>(point_light.x, point_light.z);
let tile_size = 1.0 / tile_scale;
let tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
let direction_to_point_3d = normalize(point_light - world_pos);
let diffuse = max(0.0, dot(normalize(normal), direction_to_point_3d));
let direction_to_point = light_pos_2d - tile_center;
let distance_to_point = min(length(direction_to_point) / 60.0, 1.0);
let direction_normalized = normalize(direction_to_point);
let lighting_intensity = shadow * diffuse;
let darkness = 1.0 - lighting_intensity;
let combined_distance = min(distance_to_point + darkness * 0.5, 1.0);
return hatching_lighting(world_pos, tile_scale, direction_normalized, combined_distance);
}
fn line_stroke_lighting(data: StrokeData) -> f32 {
let octave_normalized = data.octave_index / OCTAVE_STEPS;
if data.octave_index > 3.0 {
return 1.0;
} else if data.octave_index < 1.0 {
return 0.0;
}
let noise = hash2(data.tile_center + data.offset) * 2.0 - 1.0;
var noise_at_octave = noise;
var jitter: f32;
switch i32(data.octave_index) {
case default {
noise_at_octave = noise;
jitter = 1.0;
}
case 2 {
noise_at_octave = noise / 10.0;
jitter = 1.0;
}
case 3 {
noise_at_octave = noise / 20.0;
jitter = 0.5;
}
}
let line = mix(data.perpendicular_to_light, data.direction_to_light, data.rotation_t / (2.0 + noise_at_octave));
let perpendicular_to_line = compute_perpendicular(line);
let parallel_coord = dot(data.local_pos, line);
let perpendicular_coord = dot(data.local_pos, perpendicular_to_line);
let line_half_width = LINE_THICKNESS * (1.0 - octave_normalized * 0.5);
let straight_section_half_length = max(0.0, data.tile_size * 0.4 - line_half_width);
let parallel_jitter = (rand(data.tile_center + data.offset * 123.456) * 2.0 - 1.0) * data.tile_size * jitter;
let jittered_parallel_coord = parallel_coord - parallel_jitter;
let overhang = max(0.0, abs(jittered_parallel_coord) - straight_section_half_length);
let effective_distance = sqrt(overhang * overhang + perpendicular_coord * perpendicular_coord);
return step(line_half_width, effective_distance);
}
fn flowmap_path_lighting(world_pos: vec3<f32>, tile_scale: f32) -> f32 {
let world_pos_2d = vec2<f32>(world_pos.x, world_pos.z);
let tile_size = 1.0 / tile_scale;
let tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
let flowmap_uv = (tile_center + TERRAIN_BOUNDS * 0.5) / TERRAIN_BOUNDS;
let flowmap_sample = textureSampleLevel(flowmap_texture, flowmap_sampler, flowmap_uv, 0.0);
let x = flowmap_sample.r * 2.0 - 1.0;
let y = flowmap_sample.g * 2.0 - 1.0;
let direction_to_path = normalize(vec2<f32>(x, y));
let distance_to_path = flowmap_sample.b;
return hatching_lighting(world_pos, tile_scale, direction_to_path, distance_to_path);
}
fn flowmap_path_lighting_with_shadow(world_pos: vec3<f32>, normal: vec3<f32>, tile_scale: f32, shadow: f32) -> f32 {
let world_pos_2d = vec2<f32>(world_pos.x, world_pos.z);
let tile_size = 1.0 / tile_scale;
let tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
let flowmap_uv = (tile_center + TERRAIN_BOUNDS * 0.5) / TERRAIN_BOUNDS;
let flowmap_sample = textureSampleLevel(flowmap_texture, flowmap_sampler, flowmap_uv, 0.0);
let x = flowmap_sample.r * 2.0 - 1.0;
let y = flowmap_sample.g * 2.0 - 1.0;
let direction_to_path = normalize(vec2<f32>(x, y));
let distance_to_path = flowmap_sample.b;
let light_dir_3d = normalize(vec3<f32>(-x, 100.0, -y));
let diffuse = max(0.0, dot(normalize(normal), light_dir_3d));
let lighting_intensity = diffuse * shadow;
let darkness = 1.0 - lighting_intensity;
let combined_distance = min(distance_to_path + darkness * 0.5, 1.0);
return hatching_lighting(world_pos, tile_scale, direction_to_path, combined_distance);
}

View File

@@ -1,97 +1,38 @@
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
@location(1) world_normal: vec3<f32>,
}
struct Uniforms {
model: mat4x4<f32>,
view: mat4x4<f32>,
projection: mat4x4<f32>,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
let world_pos = uniforms.model * vec4<f32>(input.position, 1.0);
let instance_model = mat4x4<f32>(
input.instance_model_0,
input.instance_model_1,
input.instance_model_2,
input.instance_model_3
);
let world_pos = instance_model * vec4<f32>(input.position, 1.0);
output.world_position = world_pos.xyz;
output.world_normal = (uniforms.model * vec4<f32>(input.normal, 0.0)).xyz;
output.clip_position = uniforms.projection * uniforms.view * world_pos;
let normal_matrix = mat3x3<f32>(
instance_model[0].xyz,
instance_model[1].xyz,
instance_model[2].xyz
);
output.world_normal = normalize(normal_matrix * input.normal);
output.light_space_position = uniforms.light_view_projection * world_pos;
return output;
}
fn bayer_2x2_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 4>(
0.0/4.0, 2.0/4.0,
3.0/4.0, 1.0/4.0
);
let x = i32(screen_pos.x) % 2;
let y = i32(screen_pos.y) % 2;
let index = y * 2 + x;
return select(0.0, 1.0, value > pattern[index]);
}
fn bayer_4x4_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 16>(
0.0/16.0, 8.0/16.0, 2.0/16.0, 10.0/16.0,
12.0/16.0, 4.0/16.0, 14.0/16.0, 6.0/16.0,
3.0/16.0, 11.0/16.0, 1.0/16.0, 9.0/16.0,
15.0/16.0, 7.0/16.0, 13.0/16.0, 5.0/16.0
);
let x = i32(screen_pos.x) % 4;
let y = i32(screen_pos.y) % 4;
let index = y * 4 + x;
return select(0.0, 1.0, value > pattern[index]);
}
fn bayer_8x8_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 64>(
0.0/64.0, 32.0/64.0, 8.0/64.0, 40.0/64.0, 2.0/64.0, 34.0/64.0, 10.0/64.0, 42.0/64.0,
48.0/64.0, 16.0/64.0, 56.0/64.0, 24.0/64.0, 50.0/64.0, 18.0/64.0, 58.0/64.0, 26.0/64.0,
12.0/64.0, 44.0/64.0, 4.0/64.0, 36.0/64.0, 14.0/64.0, 46.0/64.0, 6.0/64.0, 38.0/64.0,
60.0/64.0, 28.0/64.0, 52.0/64.0, 20.0/64.0, 62.0/64.0, 30.0/64.0, 54.0/64.0, 22.0/64.0,
3.0/64.0, 35.0/64.0, 11.0/64.0, 43.0/64.0, 1.0/64.0, 33.0/64.0, 9.0/64.0, 41.0/64.0,
51.0/64.0, 19.0/64.0, 59.0/64.0, 27.0/64.0, 49.0/64.0, 17.0/64.0, 57.0/64.0, 25.0/64.0,
15.0/64.0, 47.0/64.0, 7.0/64.0, 39.0/64.0, 13.0/64.0, 45.0/64.0, 5.0/64.0, 37.0/64.0,
63.0/64.0, 31.0/64.0, 55.0/64.0, 23.0/64.0, 61.0/64.0, 29.0/64.0, 53.0/64.0, 21.0/64.0
);
let x = i32(screen_pos.x) % 8;
let y = i32(screen_pos.y) % 8;
let index = y * 8 + x;
return select(0.0, 1.0, value > pattern[index]);
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let light_pos = vec3<f32>(5.0, 5.0, 5.0);
let light_color = vec3<f32>(1.0, 1.0, 1.0);
let object_color = vec3<f32>(1.0, 1.0, 1.0);
let shadow = sample_shadow_map(input.light_space_position);
let ambient_strength = 0.3;
let ambient = ambient_strength * light_color;
let tile_scale = 1.0;
let flowmap_strokes = flowmap_path_lighting_with_shadow(input.world_position, input.world_normal, tile_scale, shadow);
let point_strokes = point_lighting_with_shadow(input.world_position, input.world_normal, vec3<f32>(0.0, 100.0, 0.0), tile_scale, shadow);
let brightness = max(flowmap_strokes, point_strokes);
let norm = normalize(input.world_normal);
let light_dir = normalize(vec3<f32>(1.0, -1.0, 1.0));
let diff = max(dot(norm, light_dir), 0.0);
let diffuse = diff * light_color;
let result = (ambient + diffuse) * object_color;
let dithered_r = bayer_8x8_dither(result.r, input.clip_position.xy);
let dithered_g = bayer_8x8_dither(result.g, input.clip_position.xy);
let dithered_b = bayer_8x8_dither(result.b, input.clip_position.xy);
return vec4<f32>(dithered_r, dithered_g, dithered_b, 1.0);
return vec4<f32>(brightness, brightness, brightness, 1.0);
}

View File

@@ -1,120 +1,70 @@
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) normal: vec3<f32>,
@location(2) uv: vec2<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) world_position: vec3<f32>,
@location(1) world_normal: vec3<f32>,
@location(2) uv: vec2<f32>,
}
struct Uniforms {
model: mat4x4<f32>,
view: mat4x4<f32>,
projection: mat4x4<f32>,
height_scale: f32,
time: f32,
}
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(0) @binding(1)
var height_texture: texture_2d<f32>;
@group(0) @binding(2)
var height_sampler: sampler;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var output: VertexOutput;
let height = textureSampleLevel(height_texture, height_sampler, input.uv, 0.0).r;
let instance_model = mat4x4<f32>(
input.instance_model_0,
input.instance_model_1,
input.instance_model_2,
input.instance_model_3
);
var displaced_pos = input.position;
displaced_pos.y += height * uniforms.height_scale;
let texel_size = vec2<f32>(1.0 / 512.0, 1.0 / 512.0);
let height_left = textureSampleLevel(height_texture, height_sampler, input.uv - vec2<f32>(texel_size.x, 0.0), 0.0).r;
let height_right = textureSampleLevel(height_texture, height_sampler, input.uv + vec2<f32>(texel_size.x, 0.0), 0.0).r;
let height_down = textureSampleLevel(height_texture, height_sampler, input.uv - vec2<f32>(0.0, texel_size.y), 0.0).r;
let height_up = textureSampleLevel(height_texture, height_sampler, input.uv + vec2<f32>(0.0, texel_size.y), 0.0).r;
let dh_dx = (height_right - height_left) * uniforms.height_scale;
let dh_dz = (height_up - height_down) * uniforms.height_scale;
let normal = normalize(vec3<f32>(-dh_dx, 1.0, -dh_dz));
let world_pos = uniforms.model * vec4<f32>(displaced_pos, 1.0);
let world_pos = instance_model * vec4<f32>(input.position, 1.0);
output.world_position = world_pos.xyz;
output.world_normal = normalize((uniforms.model * vec4<f32>(normal, 0.0)).xyz);
output.clip_position = uniforms.projection * uniforms.view * world_pos;
output.uv = input.uv;
let normal_matrix = mat3x3<f32>(
instance_model[0].xyz,
instance_model[1].xyz,
instance_model[2].xyz
);
output.world_normal = normalize(normal_matrix * input.normal);
output.light_space_position = uniforms.light_view_projection * world_pos;
return output;
}
fn hash(p: vec2<f32>) -> f32 {
var p3 = fract(vec3<f32>(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33);
return fract((p3.x + p3.y) * p3.z);
}
fn should_glitter(screen_pos: vec2<f32>, time: f32) -> bool {
let pixel_pos = floor(screen_pos);
let h = hash(pixel_pos);
let time_offset = h * 6283.18;
let sparkle_rate = 0.2;
let sparkle = sin(time * sparkle_rate + time_offset) * 0.5 + 0.5;
let threshold = 0.95;
return sparkle > threshold && h > 0.95;
}
fn bayer_8x8_dither(value: f32, screen_pos: vec2<f32>) -> f32 {
let pattern = array<f32, 64>(
0.0/64.0, 32.0/64.0, 8.0/64.0, 40.0/64.0, 2.0/64.0, 34.0/64.0, 10.0/64.0, 42.0/64.0,
48.0/64.0, 16.0/64.0, 56.0/64.0, 24.0/64.0, 50.0/64.0, 18.0/64.0, 58.0/64.0, 26.0/64.0,
12.0/64.0, 44.0/64.0, 4.0/64.0, 36.0/64.0, 14.0/64.0, 46.0/64.0, 6.0/64.0, 38.0/64.0,
60.0/64.0, 28.0/64.0, 52.0/64.0, 20.0/64.0, 62.0/64.0, 30.0/64.0, 54.0/64.0, 22.0/64.0,
3.0/64.0, 35.0/64.0, 11.0/64.0, 43.0/64.0, 1.0/64.0, 33.0/64.0, 9.0/64.0, 41.0/64.0,
51.0/64.0, 19.0/64.0, 59.0/64.0, 27.0/64.0, 49.0/64.0, 17.0/64.0, 57.0/64.0, 25.0/64.0,
15.0/64.0, 47.0/64.0, 7.0/64.0, 39.0/64.0, 13.0/64.0, 45.0/64.0, 5.0/64.0, 37.0/64.0,
63.0/64.0, 31.0/64.0, 55.0/64.0, 23.0/64.0, 61.0/64.0, 29.0/64.0, 53.0/64.0, 21.0/64.0
);
let x = i32(screen_pos.x) % 8;
let y = i32(screen_pos.y) % 8;
let index = y * 8 + x;
return select(0.2, 1.0, value > pattern[index]);
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let light_dir = normalize(vec3<f32>(-0.5, -1.0, -0.5));
let light_color = vec3<f32>(1.0, 1.0, 1.0);
let object_color = vec3<f32>(1.0, 1.0, 1.0);
let debug = 0u;
let ambient_strength = 0.2;
let ambient = ambient_strength * light_color;
let norm = normalize(input.world_normal);
let diff = max(dot(norm, -light_dir), 0.0);
let diffuse = diff * light_color;
let result = (ambient + diffuse) * object_color;
var dithered_r = bayer_8x8_dither(result.r, input.clip_position.xy);
var dithered_g = bayer_8x8_dither(result.g, input.clip_position.xy);
var dithered_b = bayer_8x8_dither(result.b, input.clip_position.xy);
let is_grey_or_black = dithered_r == 0.0 || (dithered_r == dithered_g && dithered_g == dithered_b);
if (is_grey_or_black && should_glitter(input.clip_position.xy, uniforms.time)) {
dithered_r = 1.0;
dithered_g = 1.0;
dithered_b = 1.0;
if debug == 1u {
let flowmap_uv = (vec2<f32>(input.world_position.x, input.world_position.z) + TERRAIN_BOUNDS * 0.5) / TERRAIN_BOUNDS;
let flowmap_sample = textureSampleLevel(flowmap_texture, flowmap_sampler, flowmap_uv, 0.0).rgb;
return vec4<f32>(flowmap_sample, 1.0);
}
return vec4<f32>(dithered_r, dithered_g, dithered_b, 1.0);
if debug == 2u {
let world_pos_2d = vec2<f32>(input.world_position.x, input.world_position.z);
let tile_size = 10.0;
let tile_center = floor(world_pos_2d / tile_size) * tile_size + tile_size * 0.5;
let flowmap_uv = (tile_center + TERRAIN_BOUNDS * 0.5) / TERRAIN_BOUNDS;
let flowmap_sample = textureSampleLevel(flowmap_texture, flowmap_sampler, flowmap_uv, 0.0).rgb;
let x = (flowmap_sample.r) * 2.0 - 1.0;
let y = flowmap_sample.g * 2.0 - 1.0;
let direction_to_path = normalize(vec2<f32>(x, y));
let perpendicular_to_path = normalize(vec2<f32>(-direction_to_path.y, direction_to_path.x));
let local_pos = world_pos_2d - tile_center;
let arrow_scale = 0.05;
let parallel_coord = dot(local_pos, direction_to_path) * arrow_scale;
let perpendicular_coord = dot(local_pos, perpendicular_to_path) * arrow_scale;
let to_path = step(0.95, fract(parallel_coord));
let to_perp = step(0.95, fract(perpendicular_coord));
return vec4<f32>(to_perp, to_perp, to_perp, 1.0);
}
let shadow = sample_shadow_map(input.light_space_position);
let tile_scale = 1.0;
let flowmap_strokes = flowmap_path_lighting_with_shadow(input.world_position, input.world_normal, tile_scale, shadow);
let point_strokes = point_lighting_with_shadow(input.world_position, input.world_normal, vec3<f32>(0.0, 100.0, 0.0), tile_scale, shadow);
let brightness = max(flowmap_strokes, point_strokes);
return vec4<f32>(brightness, brightness, brightness, 1.0);
}

View File

@@ -8,16 +8,20 @@ pub struct CameraUniforms
pub model: [[f32; 4]; 4],
pub view: [[f32; 4]; 4],
pub projection: [[f32; 4]; 4],
pub light_direction: [f32; 3],
pub _padding: f32,
}
impl CameraUniforms
{
pub fn new(model: Mat4, view: Mat4, projection: Mat4) -> Self
pub fn new(model: Mat4, view: Mat4, projection: Mat4, light_direction: Vec3) -> Self
{
Self {
model: model.to_cols_array_2d(),
view: view.to_cols_array_2d(),
projection: projection.to_cols_array_2d(),
light_direction: light_direction.to_array(),
_padding: 0.0,
}
}
}

View File

@@ -20,7 +20,7 @@ impl CameraComponent
fov: 45.0_f32.to_radians(),
aspect,
near: 0.1,
far: 100.0,
far: 2000.0,
yaw: -135.0_f32.to_radians(),
pitch: -30.0_f32.to_radians(),
is_active: true,

View File

@@ -8,4 +8,6 @@ pub struct MeshComponent
{
pub mesh: Rc<Mesh>,
pub pipeline: Pipeline,
pub instance_buffer: Option<wgpu::Buffer>,
pub num_instances: u32,
}

View File

@@ -6,10 +6,12 @@ use nalgebra::DMatrix;
use rapier3d::parry::shape::HeightField;
use crate::{
mesh::{Mesh, Vertex},
mesh::{InstanceRaw, Mesh, Vertex},
physics::PhysicsManager,
render::{self, DrawCall, Pipeline},
};
use bytemuck::cast_slice;
use wgpu::util::DeviceExt;
thread_local! {
static WIREFRAME_BOX: OnceCell<Rc<Mesh>> = OnceCell::new();
@@ -122,12 +124,26 @@ pub fn render_collider_debug() -> Vec<DrawCall>
let translation = Mat4::from_translation(center);
let model = translation * scale;
let instance_data = InstanceRaw {
model: model.to_cols_array_2d(),
};
let instance_buffer = render::with_device(|device| {
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Debug Instance Buffer"),
contents: cast_slice(&[instance_data]),
usage: wgpu::BufferUsages::VERTEX,
})
});
draw_calls.push(DrawCall {
vertex_buffer: wireframe_box.vertex_buffer.clone(),
index_buffer: wireframe_box.index_buffer.clone(),
num_indices: wireframe_box.num_indices,
model,
pipeline: Pipeline::Wireframe,
instance_buffer: Some(instance_buffer),
num_instances: 1,
});
}
});
@@ -135,12 +151,26 @@ pub fn render_collider_debug() -> Vec<DrawCall>
DEBUG_HEIGHTFIELD.with(|cell| {
if let Some(Some(heightfield_mesh)) = cell.get()
{
let instance_data = InstanceRaw {
model: Mat4::IDENTITY.to_cols_array_2d(),
};
let instance_buffer = render::with_device(|device| {
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Heightfield Debug Instance Buffer"),
contents: cast_slice(&[instance_data]),
usage: wgpu::BufferUsages::VERTEX,
})
});
draw_calls.push(DrawCall {
vertex_buffer: heightfield_mesh.vertex_buffer.clone(),
index_buffer: heightfield_mesh.index_buffer.clone(),
num_indices: heightfield_mesh.num_indices,
model: Mat4::IDENTITY,
pipeline: Pipeline::Wireframe,
instance_buffer: Some(instance_buffer),
num_instances: 1,
});
}
});

View File

@@ -15,6 +15,7 @@ mod shader;
mod state;
mod systems;
mod terrain;
mod texture_loader;
mod utility;
mod world;
@@ -35,7 +36,7 @@ use crate::systems::{
player_input_system, render_system, start_camera_following, state_machine_physics_system,
state_machine_system, stop_camera_following,
};
use crate::terrain::Terrain;
use crate::terrain::{Terrain, TerrainConfig};
use crate::utility::time::Time;
fn main() -> Result<(), Box<dyn std::error::Error>>
@@ -53,29 +54,21 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
let renderer = pollster::block_on(Renderer::new(&window, 1))?;
render::init(renderer);
let terrain_data = render::with_device(|device| {
render::with_queue(|queue| {
let height_map =
heightmap::load_exr_heightmap(device, queue, "textures/height_map_x0_y0.exr");
let (height_texture, height_view, height_sampler) = height_map.unwrap();
render::TerrainData {
height_texture,
height_view,
height_sampler,
}
})
});
render::set_terrain_data(terrain_data);
let terrain_config = TerrainConfig::default();
let mut world = World::new();
let player_entity = Player::spawn(&mut world);
let _terrain_entity = Terrain::spawn(&mut world, "textures/height_map_x0_y0.exr", 10.0)?;
let _terrain_entity = Terrain::spawn(&mut world, &terrain_config)?;
render::set_terrain_data();
let mut noclip_mode = true;
let camera_entity = spawn_camera(&mut world, player_entity);
start_camera_following(&mut world, camera_entity);
let mut noclip_mode = false;
if noclip_mode == false
{
start_camera_following(&mut world, camera_entity);
}
let mut event_pump = sdl_context.event_pump()?;
let mut input_state = InputState::new();
@@ -142,7 +135,6 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
player_input_system(&mut world, &input_state);
}
physics_accumulator += delta;
while physics_accumulator >= FIXED_TIMESTEP
@@ -165,10 +157,17 @@ fn main() -> Result<(), Box<dyn std::error::Error>>
{
if let Some(camera_transform) = world.transforms.get(camera_entity)
{
let view = get_view_matrix(&world, camera_entity, camera_transform, camera_component);
let view =
get_view_matrix(&world, camera_entity, camera_transform, camera_component);
let projection = camera_component.projection_matrix();
render::render_with_matrices(&view, &projection, &draw_calls, time);
render::render_with_matrices(
&view,
&projection,
camera_transform.position,
&draw_calls,
time,
);
}
}

View File

@@ -1,5 +1,5 @@
use bytemuck::{Pod, Zeroable};
use glam::{Mat4, Vec3};
use glam::{Mat4, Quat, Vec3};
use std::path::Path;
use std::rc::Rc;
@@ -42,6 +42,65 @@ impl Vertex
}
}
#[derive(Debug, Clone)]
pub struct InstanceData
{
pub position: Vec3,
pub rotation: Quat,
pub scale: Vec3,
}
impl InstanceData
{
pub fn to_raw(&self) -> InstanceRaw
{
let model = Mat4::from_scale_rotation_translation(self.scale, self.rotation, self.position);
InstanceRaw {
model: model.to_cols_array_2d(),
}
}
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
pub struct InstanceRaw
{
pub model: [[f32; 4]; 4],
}
impl InstanceRaw
{
pub fn desc() -> wgpu::VertexBufferLayout<'static>
{
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 3,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 4,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: (std::mem::size_of::<[f32; 4]>() * 2) as wgpu::BufferAddress,
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: (std::mem::size_of::<[f32; 4]>() * 3) as wgpu::BufferAddress,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
pub struct Mesh
{
pub vertex_buffer: wgpu::Buffer,
@@ -411,4 +470,271 @@ impl Mesh
{
crate::render::with_device(|device| Mesh::load_gltf_mesh(device, path))
}
pub fn load_gltf_with_instances(
device: &wgpu::Device,
path: impl AsRef<Path>,
) -> anyhow::Result<Vec<(Mesh, Vec<InstanceData>)>>
{
let path = path.as_ref();
let gltf_str = std::fs::read_to_string(path)?;
let gltf_json: serde_json::Value = serde_json::from_str(&gltf_str)?;
let (document, buffers, _images) = gltf::import(path)?;
let mut result = Vec::new();
let nodes = gltf_json["nodes"]
.as_array()
.ok_or_else(|| anyhow::anyhow!("Missing nodes array"))?;
for (node_index, json_node) in nodes.iter().enumerate()
{
let node = document
.nodes()
.nth(node_index)
.ok_or_else(|| anyhow::anyhow!("Node index mismatch"))?;
if let Some(mesh_data) = node.mesh()
{
let has_instancing = json_node
.get("extensions")
.and_then(|ext| ext.get("EXT_mesh_gpu_instancing"))
.is_some();
if has_instancing
{
let extensions = json_node.get("extensions").unwrap();
let instancing_ext = extensions.get("EXT_mesh_gpu_instancing").unwrap();
let mut mesh_vertices = Vec::new();
let mut mesh_indices = Vec::new();
for primitive in mesh_data.primitives()
{
let reader = primitive
.reader(|buffer| buffers.get(buffer.index()).map(|data| &data[..]));
let positions = reader
.read_positions()
.ok_or_else(|| anyhow::anyhow!("Missing position data"))?
.collect::<Vec<[f32; 3]>>();
let normals = reader
.read_normals()
.ok_or_else(|| anyhow::anyhow!("Missing normal data"))?
.collect::<Vec<[f32; 3]>>();
let uvs = reader
.read_tex_coords(0)
.map(|iter| iter.into_f32().collect::<Vec<[f32; 2]>>())
.unwrap_or_else(|| vec![[0.0, 0.0]; positions.len()]);
let base_index = mesh_vertices.len() as u32;
for ((pos, normal), uv) in
positions.iter().zip(normals.iter()).zip(uvs.iter())
{
mesh_vertices.push(Vertex {
position: *pos,
normal: *normal,
uv: *uv,
});
}
if let Some(indices_reader) = reader.read_indices()
{
mesh_indices
.extend(indices_reader.into_u32().map(|i| i + base_index));
}
}
let attributes = instancing_ext
.get("attributes")
.and_then(|v| v.as_object())
.ok_or_else(|| anyhow::anyhow!("Missing attributes in EXT_mesh_gpu_instancing"))?;
let translation_accessor_index = attributes
.get("TRANSLATION")
.and_then(|v| v.as_u64())
.ok_or_else(|| anyhow::anyhow!("Missing TRANSLATION in instancing extension"))? as usize;
let rotation_accessor_index = attributes
.get("ROTATION")
.and_then(|v| v.as_u64())
.ok_or_else(|| anyhow::anyhow!("Missing ROTATION in instancing extension"))? as usize;
let scale_accessor_index = attributes
.get("SCALE")
.and_then(|v| v.as_u64())
.ok_or_else(|| anyhow::anyhow!("Missing SCALE in instancing extension"))? as usize;
let translations = Self::read_vec3_accessor(
&document,
&buffers,
translation_accessor_index,
)?;
let rotations =
Self::read_quat_accessor(&document, &buffers, rotation_accessor_index)?;
let scales =
Self::read_vec3_accessor(&document, &buffers, scale_accessor_index)?;
let instances: Vec<InstanceData> = translations
.into_iter()
.zip(rotations.into_iter())
.zip(scales.into_iter())
.map(|((position, rotation), scale)| InstanceData {
position,
rotation,
scale,
})
.collect();
let mesh = Mesh::new(device, &mesh_vertices, &mesh_indices);
result.push((mesh, instances));
}
else
{
let mut mesh_vertices = Vec::new();
let mut mesh_indices = Vec::new();
for primitive in mesh_data.primitives()
{
let reader = primitive
.reader(|buffer| buffers.get(buffer.index()).map(|data| &data[..]));
let positions = reader
.read_positions()
.ok_or_else(|| anyhow::anyhow!("Missing position data"))?
.collect::<Vec<[f32; 3]>>();
let normals = reader
.read_normals()
.ok_or_else(|| anyhow::anyhow!("Missing normal data"))?
.collect::<Vec<[f32; 3]>>();
let uvs = reader
.read_tex_coords(0)
.map(|iter| iter.into_f32().collect::<Vec<[f32; 2]>>())
.unwrap_or_else(|| vec![[0.0, 0.0]; positions.len()]);
let base_index = mesh_vertices.len() as u32;
for ((pos, normal), uv) in
positions.iter().zip(normals.iter()).zip(uvs.iter())
{
mesh_vertices.push(Vertex {
position: *pos,
normal: *normal,
uv: *uv,
});
}
if let Some(indices_reader) = reader.read_indices()
{
mesh_indices.extend(indices_reader.into_u32().map(|i| i + base_index));
}
}
let mesh = Mesh::new(device, &mesh_vertices, &mesh_indices);
result.push((mesh, Vec::new()));
}
}
}
Ok(result)
}
fn read_vec3_accessor(
document: &gltf::Document,
buffers: &[gltf::buffer::Data],
accessor_index: usize,
) -> anyhow::Result<Vec<Vec3>>
{
let accessor = document
.accessors()
.nth(accessor_index)
.ok_or_else(|| anyhow::anyhow!("Invalid accessor index"))?;
let buffer_view = accessor.view().ok_or_else(|| anyhow::anyhow!("Missing buffer view"))?;
let buffer = &buffers[buffer_view.buffer().index()];
let start = buffer_view.offset() + accessor.offset();
let stride = buffer_view.stride().unwrap_or(12);
let mut result = Vec::new();
for i in 0..accessor.count()
{
let offset = start + i * stride;
let x = f32::from_le_bytes([
buffer[offset],
buffer[offset + 1],
buffer[offset + 2],
buffer[offset + 3],
]);
let y = f32::from_le_bytes([
buffer[offset + 4],
buffer[offset + 5],
buffer[offset + 6],
buffer[offset + 7],
]);
let z = f32::from_le_bytes([
buffer[offset + 8],
buffer[offset + 9],
buffer[offset + 10],
buffer[offset + 11],
]);
result.push(Vec3::new(x, y, z));
}
Ok(result)
}
fn read_quat_accessor(
document: &gltf::Document,
buffers: &[gltf::buffer::Data],
accessor_index: usize,
) -> anyhow::Result<Vec<Quat>>
{
let accessor = document
.accessors()
.nth(accessor_index)
.ok_or_else(|| anyhow::anyhow!("Invalid accessor index"))?;
let buffer_view = accessor.view().ok_or_else(|| anyhow::anyhow!("Missing buffer view"))?;
let buffer = &buffers[buffer_view.buffer().index()];
let start = buffer_view.offset() + accessor.offset();
let stride = buffer_view.stride().unwrap_or(16);
let mut result = Vec::new();
for i in 0..accessor.count()
{
let offset = start + i * stride;
let x = f32::from_le_bytes([
buffer[offset],
buffer[offset + 1],
buffer[offset + 2],
buffer[offset + 3],
]);
let y = f32::from_le_bytes([
buffer[offset + 4],
buffer[offset + 5],
buffer[offset + 6],
buffer[offset + 7],
]);
let z = f32::from_le_bytes([
buffer[offset + 8],
buffer[offset + 9],
buffer[offset + 10],
buffer[offset + 11],
]);
let w = f32::from_le_bytes([
buffer[offset + 12],
buffer[offset + 13],
buffer[offset + 14],
buffer[offset + 15],
]);
result.push(Quat::from_xyzw(x, y, z, w));
}
Ok(result)
}
}

View File

@@ -179,6 +179,8 @@ impl Player
MeshComponent {
mesh: Rc::new(mesh),
pipeline: Pipeline::Render,
instance_buffer: None,
num_instances: 1,
},
);
world.player_tags.insert(entity);

View File

@@ -3,6 +3,7 @@ use crate::mesh::Mesh;
use crate::postprocess::{create_blit_pipeline, create_fullscreen_quad, LowResFramebuffer};
use crate::shader::create_render_pipeline;
use crate::terrain::create_terrain_render_pipeline;
use crate::texture_loader::{DitherTextures, FlowmapTexture};
use crate::utility::transform::Transform;
use bytemuck::{Pod, Zeroable};
use glam::Mat4;
@@ -16,22 +17,42 @@ struct TerrainUniforms
model: [[f32; 4]; 4],
view: [[f32; 4]; 4],
projection: [[f32; 4]; 4],
light_view_projection: [[f32; 4]; 4],
camera_position: [f32; 3],
height_scale: f32,
time: f32,
_padding: [f32; 2],
shadow_bias: f32,
_padding1: [f32; 2],
light_direction: [f32; 3],
_padding2: u32,
}
impl TerrainUniforms
{
fn new(model: Mat4, view: Mat4, projection: Mat4, height_scale: f32, time: f32) -> Self
fn new(
model: Mat4,
view: Mat4,
projection: Mat4,
light_view_projection: Mat4,
camera_position: glam::Vec3,
height_scale: f32,
time: f32,
shadow_bias: f32,
light_direction: glam::Vec3,
) -> Self
{
Self {
model: model.to_cols_array_2d(),
view: view.to_cols_array_2d(),
projection: projection.to_cols_array_2d(),
light_view_projection: light_view_projection.to_cols_array_2d(),
camera_position: camera_position.to_array(),
height_scale,
time,
_padding: [0.0; 2],
shadow_bias,
_padding1: [0.0; 2],
light_direction: light_direction.to_array(),
_padding2: 0,
}
}
}
@@ -51,13 +72,8 @@ pub struct DrawCall
pub num_indices: u32,
pub model: Mat4,
pub pipeline: Pipeline,
}
pub struct TerrainData
{
pub height_texture: wgpu::Texture,
pub height_view: wgpu::TextureView,
pub height_sampler: wgpu::Sampler,
pub instance_buffer: Option<wgpu::Buffer>,
pub num_instances: u32,
}
pub struct Renderer
@@ -85,7 +101,25 @@ pub struct Renderer
terrain_bind_group: Option<wgpu::BindGroup>,
terrain_height_scale: f32,
shadow_pipeline: Option<wgpu::RenderPipeline>,
shadow_bind_group_layout: wgpu::BindGroupLayout,
shadow_bind_group: Option<wgpu::BindGroup>,
wireframe_pipeline: wgpu::RenderPipeline,
pub light_direction: glam::Vec3,
pub shadow_focus_point: glam::Vec3,
pub shadow_ortho_size: f32,
pub shadow_distance: f32,
pub shadow_bias: f32,
shadow_map_texture: wgpu::Texture,
shadow_map_view: wgpu::TextureView,
shadow_map_sampler: wgpu::Sampler,
shadow_map_size: u32,
dither_textures: Option<DitherTextures>,
flowmap_texture: Option<FlowmapTexture>,
}
impl Renderer
@@ -140,34 +174,181 @@ impl Renderer
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Uniform Buffer"),
size: std::mem::size_of::<CameraUniforms>() as wgpu::BufferAddress,
size: std::mem::size_of::<TerrainUniforms>() as wgpu::BufferAddress,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Bind Group Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
let dither_textures = match DitherTextures::load_octaves(&device, &queue)
{
Ok(textures) =>
{
println!("Loaded dither textures successfully");
Some(textures)
}
Err(e) =>
{
eprintln!(
"Warning: Could not load dither textures: {}. Rendering may look incorrect.",
e
);
None
}
};
let flowmap_texture = match FlowmapTexture::load(&device, &queue, "textures/terrain_flowmap.exr")
{
Ok(texture) =>
{
println!("Loaded terrain flowmap successfully");
Some(texture)
}
Err(e) =>
{
eprintln!(
"Warning: Could not load terrain flowmap: {}. Path lighting will not work.",
e
);
None
}
};
let shadow_map_size = 4096;
let shadow_map_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Shadow Map"),
size: wgpu::Extent3d {
width: shadow_map_size,
height: shadow_map_size,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Depth32Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Bind Group"),
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
}],
let shadow_map_view = shadow_map_texture.create_view(&wgpu::TextureViewDescriptor::default());
let shadow_map_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Shadow Map Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
..Default::default()
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 4,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 5,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 6,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let bind_group = if let (Some(ref dither_tex), Some(ref flowmap)) = (&dither_textures, &flowmap_texture)
{
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Bind Group"),
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&shadow_map_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&shadow_map_sampler),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(&dither_tex.view),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::Sampler(&dither_tex.sampler),
},
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::TextureView(&flowmap.view),
},
wgpu::BindGroupEntry {
binding: 6,
resource: wgpu::BindingResource::Sampler(&flowmap.sampler),
},
],
})
}
else
{
panic!("Cannot create renderer without dither textures and flowmap");
};
let render_pipeline = create_render_pipeline(&device, &config, &bind_group_layout);
let (quad_vb, quad_ib, quad_num_indices) = create_fullscreen_quad(&device);
@@ -212,9 +393,9 @@ impl Renderer
let blit_pipeline = create_blit_pipeline(&device, config.format, &blit_bind_group_layout);
let terrain_bind_group_layout =
let shadow_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Terrain Bind Group Layout"),
label: Some("Shadow Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
@@ -226,32 +407,9 @@ impl Renderer
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
},
],
});
let terrain_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Terrain Uniform Buffer"),
size: std::mem::size_of::<TerrainUniforms>() as wgpu::BufferAddress,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let wireframe_pipeline =
create_wireframe_pipeline(&device, config.format, &bind_group_layout);
@@ -262,19 +420,33 @@ impl Renderer
config,
framebuffer,
render_pipeline,
uniform_buffer,
bind_group,
uniform_buffer: uniform_buffer.clone(),
bind_group: bind_group.clone(),
quad_vb,
quad_ib,
quad_num_indices,
blit_pipeline,
blit_bind_group,
terrain_pipeline: None,
terrain_bind_group_layout,
terrain_uniform_buffer,
terrain_bind_group: None,
terrain_bind_group_layout: bind_group_layout,
terrain_uniform_buffer: uniform_buffer,
terrain_bind_group: Some(bind_group),
terrain_height_scale: 10.0,
shadow_pipeline: None,
shadow_bind_group_layout,
shadow_bind_group: None,
wireframe_pipeline,
light_direction: glam::Vec3::new(-1.0, -0.5, 1.0).normalize(),
shadow_focus_point: glam::Vec3::ZERO,
shadow_ortho_size: 600.0,
shadow_distance: 1000.0,
shadow_bias: 0.001,
shadow_map_texture,
shadow_map_view,
shadow_map_sampler,
shadow_map_size,
dither_textures,
flowmap_texture,
})
}
@@ -282,14 +454,28 @@ impl Renderer
{
let view = camera.view_matrix();
let projection = camera.projection_matrix();
let light_view_projection = self.calculate_light_view_projection();
self.render_shadow_pass(draw_calls, light_view_projection, time);
for (i, draw_call) in draw_calls.iter().enumerate()
{
let uniforms = TerrainUniforms::new(
draw_call.model,
view,
projection,
light_view_projection,
camera.position,
self.terrain_height_scale,
time,
self.shadow_bias,
self.light_direction,
);
match draw_call.pipeline
{
Pipeline::Render | Pipeline::Wireframe =>
{
let uniforms = CameraUniforms::new(draw_call.model, view, projection);
self.queue.write_buffer(
&self.uniform_buffer,
0,
@@ -298,13 +484,6 @@ impl Renderer
}
Pipeline::Terrain =>
{
let uniforms = TerrainUniforms::new(
draw_call.model,
view,
projection,
self.terrain_height_scale,
time,
);
self.queue.write_buffer(
&self.terrain_uniform_buffer,
0,
@@ -384,9 +563,15 @@ impl Renderer
render_pass.set_pipeline(pipeline);
render_pass.set_bind_group(0, bind_group, &[]);
render_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
if let Some(ref instance_buffer) = draw_call.instance_buffer
{
render_pass.set_vertex_buffer(1, instance_buffer.slice(..));
}
render_pass
.set_index_buffer(draw_call.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
render_pass.draw_indexed(0..draw_call.num_indices, 0, 0..1);
render_pass.draw_indexed(0..draw_call.num_indices, 0, 0..draw_call.num_instances);
}
self.queue.submit(std::iter::once(encoder.finish()));
@@ -446,17 +631,22 @@ impl Renderer
&mut self,
view: &glam::Mat4,
projection: &glam::Mat4,
camera_position: glam::Vec3,
draw_calls: &[DrawCall],
time: f32,
)
{
let light_view_projection = self.calculate_light_view_projection();
self.render_shadow_pass(draw_calls, light_view_projection, time);
for (i, draw_call) in draw_calls.iter().enumerate()
{
match draw_call.pipeline
{
Pipeline::Render | Pipeline::Wireframe =>
{
let uniforms = CameraUniforms::new(draw_call.model, *view, *projection);
let uniforms = CameraUniforms::new(draw_call.model, *view, *projection, self.light_direction);
self.queue.write_buffer(
&self.uniform_buffer,
0,
@@ -469,8 +659,12 @@ impl Renderer
draw_call.model,
*view,
*projection,
light_view_projection,
camera_position,
self.terrain_height_scale,
time,
self.shadow_bias,
self.light_direction,
);
self.queue.write_buffer(
&self.terrain_uniform_buffer,
@@ -552,11 +746,17 @@ impl Renderer
render_pass.set_bind_group(0, bind_group, &[]);
render_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
if let Some(ref instance_buffer) = draw_call.instance_buffer
{
render_pass.set_vertex_buffer(1, instance_buffer.slice(..));
}
render_pass.set_index_buffer(
draw_call.index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
render_pass.draw_indexed(0..draw_call.num_indices, 0, 0..1);
render_pass.draw_indexed(0..draw_call.num_indices, 0, 0..draw_call.num_instances);
}
self.queue.submit(std::iter::once(encoder.finish()));
@@ -620,8 +820,18 @@ impl Renderer
)
}
pub fn set_terrain_data(&mut self, terrain_data: TerrainData)
pub fn set_terrain_data(&mut self)
{
let dither_textures = self
.dither_textures
.as_ref()
.expect("Dither textures should be loaded during initialization");
let flowmap_texture = self
.flowmap_texture
.as_ref()
.expect("Flowmap texture should be loaded during initialization");
let terrain_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Terrain Bind Group"),
layout: &self.terrain_bind_group_layout,
@@ -632,11 +842,38 @@ impl Renderer
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&terrain_data.height_view),
resource: wgpu::BindingResource::TextureView(&self.shadow_map_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&terrain_data.height_sampler),
resource: wgpu::BindingResource::Sampler(&self.shadow_map_sampler),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(&dither_textures.view),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::Sampler(&dither_textures.sampler),
},
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::TextureView(&flowmap_texture.view),
},
wgpu::BindGroupEntry {
binding: 6,
resource: wgpu::BindingResource::Sampler(&flowmap_texture.sampler),
},
],
});
let shadow_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Shadow Bind Group"),
layout: &self.shadow_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: self.terrain_uniform_buffer.as_entire_binding(),
},
],
});
@@ -647,8 +884,13 @@ impl Renderer
&self.terrain_bind_group_layout,
);
let shadow_pipeline = create_shadow_pipeline(&self.device, &self.shadow_bind_group_layout);
self.terrain_bind_group = Some(terrain_bind_group);
self.terrain_pipeline = Some(terrain_pipeline);
self.shadow_bind_group = Some(shadow_bind_group);
self.shadow_pipeline = Some(shadow_pipeline);
self.terrain_height_scale = 1.0;
}
pub fn get_device(&self) -> &wgpu::Device
@@ -660,6 +902,119 @@ impl Renderer
{
self.config.width as f32 / self.config.height as f32
}
fn render_shadow_pass(
&mut self,
draw_calls: &[DrawCall],
light_view_projection: Mat4,
time: f32,
)
{
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Shadow Pass Encoder"),
});
{
let mut shadow_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Shadow Pass"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.shadow_map_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
timestamp_writes: None,
occlusion_query_set: None,
});
shadow_pass.set_pipeline(
self.shadow_pipeline
.as_ref()
.expect("shadow pipeline missing"),
);
shadow_pass.set_bind_group(
0,
self.shadow_bind_group
.as_ref()
.expect("shadow bind group missing"),
&[],
);
for draw_call in draw_calls.iter()
{
if !matches!(draw_call.pipeline, Pipeline::Terrain)
{
continue;
}
let uniforms = TerrainUniforms::new(
draw_call.model,
Mat4::IDENTITY,
light_view_projection,
light_view_projection,
glam::Vec3::ZERO,
self.terrain_height_scale,
time,
self.shadow_bias,
self.light_direction,
);
self.queue.write_buffer(
&self.terrain_uniform_buffer,
0,
bytemuck::cast_slice(&[uniforms]),
);
shadow_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
if let Some(ref instance_buffer) = draw_call.instance_buffer
{
shadow_pass.set_vertex_buffer(1, instance_buffer.slice(..));
}
shadow_pass.set_index_buffer(
draw_call.index_buffer.slice(..),
wgpu::IndexFormat::Uint32,
);
shadow_pass.draw_indexed(0..draw_call.num_indices, 0, 0..draw_call.num_instances);
}
}
self.queue.submit(std::iter::once(encoder.finish()));
}
fn calculate_light_view_projection(&self) -> Mat4
{
let light_dir = self.light_direction.normalize();
let light_position = self.shadow_focus_point - light_dir * self.shadow_distance;
let light_view = Mat4::look_at_rh(
light_position,
self.shadow_focus_point,
glam::Vec3::Y,
);
let far_plane = self.shadow_distance * 2.0 + 50.0;
let light_projection = Mat4::orthographic_rh(
-self.shadow_ortho_size,
self.shadow_ortho_size,
-self.shadow_ortho_size,
self.shadow_ortho_size,
0.1,
far_plane,
);
println!("Shadow Frustum - Size: {:.1}×{:.1}, Coverage: {:.1}×{:.1}, Depth: 0.1-{:.1}, Focus: {:?}, Light: {:?}",
self.shadow_ortho_size * 2.0, self.shadow_ortho_size * 2.0,
self.shadow_ortho_size, self.shadow_ortho_size,
far_plane, self.shadow_focus_point, light_position);
light_projection * light_view
}
}
thread_local! {
@@ -693,12 +1048,12 @@ where
})
}
pub fn set_terrain_data(terrain_data: TerrainData)
pub fn set_terrain_data()
{
GLOBAL_RENDERER.with(|r| {
let mut renderer = r.borrow_mut();
let renderer = renderer.as_mut().expect("Renderer not set");
renderer.set_terrain_data(terrain_data);
renderer.set_terrain_data();
});
}
@@ -723,6 +1078,7 @@ pub fn render(camera: &Camera, draw_calls: &[DrawCall], time: f32)
pub fn render_with_matrices(
view: &glam::Mat4,
projection: &glam::Mat4,
camera_position: glam::Vec3,
draw_calls: &[DrawCall],
time: f32,
)
@@ -730,18 +1086,115 @@ pub fn render_with_matrices(
GLOBAL_RENDERER.with(|r| {
let mut renderer = r.borrow_mut();
let renderer = renderer.as_mut().expect("Renderer not set");
renderer.render_with_matrices(view, projection, draw_calls, time);
renderer.render_with_matrices(view, projection, camera_position, draw_calls, time);
});
}
pub fn set_shadow_focus_point(focus_point: glam::Vec3)
{
GLOBAL_RENDERER.with(|r| {
let mut renderer = r.borrow_mut();
let renderer = renderer.as_mut().expect("Renderer not set");
renderer.shadow_focus_point = focus_point;
});
}
pub fn set_shadow_ortho_size(size: f32)
{
GLOBAL_RENDERER.with(|r| {
let mut renderer = r.borrow_mut();
let renderer = renderer.as_mut().expect("Renderer not set");
renderer.shadow_ortho_size = size;
});
}
pub fn set_shadow_distance(distance: f32)
{
GLOBAL_RENDERER.with(|r| {
let mut renderer = r.borrow_mut();
let renderer = renderer.as_mut().expect("Renderer not set");
renderer.shadow_distance = distance;
});
}
pub fn set_shadow_bias(bias: f32)
{
GLOBAL_RENDERER.with(|r| {
let mut renderer = r.borrow_mut();
let renderer = renderer.as_mut().expect("Renderer not set");
renderer.shadow_bias = bias;
});
}
fn create_shadow_pipeline(
device: &wgpu::Device,
bind_group_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline
{
let shared_source =
std::fs::read_to_string("shaders/shared.wgsl").expect("Failed to read shared shader");
let terrain_source =
std::fs::read_to_string("shaders/terrain.wgsl").expect("Failed to read terrain shader");
let shader_source = format!("{}\n{}", shared_source, terrain_source);
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shadow Shader"),
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
});
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Shadow Pipeline Layout"),
bind_group_layouts: &[bind_group_layout],
push_constant_ranges: &[],
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Shadow Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[crate::mesh::Vertex::desc(), crate::mesh::InstanceRaw::desc()],
compilation_options: Default::default(),
},
fragment: None,
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
})
}
fn create_wireframe_pipeline(
device: &wgpu::Device,
format: wgpu::TextureFormat,
bind_group_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline
{
let shader_source =
let shared_source =
std::fs::read_to_string("shaders/shared.wgsl").expect("Failed to read shared shader");
let standard_source =
std::fs::read_to_string("shaders/standard.wgsl").expect("Failed to read shader");
let shader_source = format!("{}\n{}", shared_source, standard_source);
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Wireframe Shader"),
@@ -760,7 +1213,7 @@ fn create_wireframe_pipeline(
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[crate::mesh::Vertex::desc()],
buffers: &[crate::mesh::Vertex::desc(), crate::mesh::InstanceRaw::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {

View File

@@ -1,4 +1,4 @@
use crate::mesh::Vertex;
use crate::mesh::{InstanceRaw, Vertex};
pub fn create_render_pipeline(
device: &wgpu::Device,
@@ -6,8 +6,11 @@ pub fn create_render_pipeline(
bind_group_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline
{
let shader_source =
let shared_source =
std::fs::read_to_string("shaders/shared.wgsl").expect("Failed to read shared shader");
let standard_source =
std::fs::read_to_string("shaders/standard.wgsl").expect("Failed to read standard shader");
let shader_source = format!("{}\n{}", shared_source, standard_source);
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
@@ -26,7 +29,7 @@ pub fn create_render_pipeline(
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[Vertex::desc()],
buffers: &[Vertex::desc(), InstanceRaw::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {

View File

@@ -126,7 +126,7 @@ pub fn camera_noclip_system(world: &mut World, input_state: &InputState, delta:
}
if input_state.space
{
input_vec.y += 1.0;
input_vec.y += 10.0;
}
if input_vec.length_squared() > 0.0
@@ -137,7 +137,7 @@ pub fn camera_noclip_system(world: &mut World, input_state: &InputState, delta:
let mut speed = 10.0 * delta;
if input_state.shift
{
speed *= 2.0;
speed *= 10.0;
}
if let Some(camera_transform) = world.transforms.get_mut(camera_entity)

View File

@@ -1,5 +1,9 @@
use crate::mesh::InstanceRaw;
use crate::render::DrawCall;
use crate::world::World;
use bytemuck::cast_slice;
use glam::Mat4;
use wgpu::util::DeviceExt;
pub fn render_system(world: &World) -> Vec<DrawCall>
{
@@ -11,12 +15,38 @@ pub fn render_system(world: &World) -> Vec<DrawCall>
let transform = world.transforms.get(entity)?;
let mesh_component = world.meshes.get(entity)?;
let model_matrix = transform.to_matrix();
let (instance_buffer, num_instances) = if let Some(ref buffer) =
mesh_component.instance_buffer
{
(Some(buffer.clone()), mesh_component.num_instances)
}
else
{
let instance_data = InstanceRaw {
model: model_matrix.to_cols_array_2d(),
};
let buffer = crate::render::with_device(|device| {
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: cast_slice(&[instance_data]),
usage: wgpu::BufferUsages::VERTEX,
})
});
(Some(buffer), 1)
};
Some(DrawCall {
vertex_buffer: mesh_component.mesh.vertex_buffer.clone(),
index_buffer: mesh_component.mesh.index_buffer.clone(),
num_indices: mesh_component.mesh.num_indices,
model: transform.to_matrix(),
model: model_matrix,
pipeline: mesh_component.pipeline,
instance_buffer,
num_instances,
})
})
.collect()

View File

@@ -1,7 +1,7 @@
use std::rc::Rc;
use exr::prelude::{ReadChannels, ReadLayers};
use glam::{Vec2, Vec3};
use glam::Vec2;
use nalgebra::{vector, DMatrix};
use rapier3d::{
math::Isometry,
@@ -11,75 +11,152 @@ use rapier3d::{
use crate::{
components::{MeshComponent, PhysicsComponent},
entity::EntityHandle,
mesh::{Mesh, Vertex},
mesh::{InstanceRaw, Mesh, Vertex},
physics::PhysicsManager,
render,
world::{Transform, World},
};
pub struct TerrainConfig
{
pub gltf_path: String,
pub heightmap_path: String,
pub size: Vec2,
}
impl TerrainConfig
{
pub fn new(gltf_path: &str, heightmap_path: &str, size: Vec2) -> Self
{
Self {
gltf_path: gltf_path.to_string(),
heightmap_path: heightmap_path.to_string(),
size,
}
}
pub fn default() -> Self
{
Self {
gltf_path: "meshes/terrain.gltf".to_string(),
heightmap_path: "textures/terrain.exr".to_string(),
size: Vec2::new(1000.0, 1000.0),
}
}
}
pub struct Terrain;
impl Terrain
{
pub fn spawn(
world: &mut World,
heightmap_path: &str,
height_scale: f32,
) -> anyhow::Result<EntityHandle>
pub fn spawn(world: &mut World, config: &TerrainConfig) -> anyhow::Result<EntityHandle>
{
let entity = world.spawn();
let plane_size = Vec2::new(100.0, 100.0);
let plane_mesh = render::with_device(|device| {
Mesh::create_plane_mesh(device, plane_size.x, plane_size.y, 100, 100)
});
let gltf_data = render::with_device(|device| {
Mesh::load_gltf_with_instances(device, &config.gltf_path)
})?;
let terrain_entity = world.spawn();
let transform = Transform::IDENTITY;
world.transforms.insert(entity, transform);
world.meshes.insert(
entity,
MeshComponent {
mesh: Rc::new(plane_mesh),
pipeline: render::Pipeline::Terrain,
},
);
let mut terrain_mesh = None;
let mut tree_mesh = None;
let mut tree_instances = None;
let heights = Self::load_heightfield_data(heightmap_path)?;
for (mesh, instances) in gltf_data
{
if instances.is_empty()
{
if terrain_mesh.is_none()
{
terrain_mesh = Some(mesh);
}
}
else
{
tree_mesh = Some(mesh);
tree_instances = Some(instances);
}
}
println!(
"Heightmap dimensions: {} rows × {} cols",
heights.nrows(),
heights.ncols()
);
if let Some(terrain_mesh) = terrain_mesh
{
world.transforms.insert(terrain_entity, transform);
world.meshes.insert(
terrain_entity,
MeshComponent {
mesh: Rc::new(terrain_mesh),
pipeline: render::Pipeline::Terrain,
instance_buffer: None,
num_instances: 1,
},
);
let scale = vector![plane_size.x, height_scale, plane_size.y,];
let heights = Self::load_heightfield_from_exr(&config.heightmap_path)?;
let body = RigidBodyBuilder::fixed()
.translation(transform.get_position().into())
.build();
println!(
"Loaded terrain: {} rows × {} cols heightfield from EXR",
heights.nrows(),
heights.ncols()
);
let rigidbody_handle = PhysicsManager::add_rigidbody(body);
let height_scale = 1.0;
let scale = vector![config.size.x, height_scale, config.size.y];
let collider = ColliderBuilder::heightfield(heights.clone(), scale).build();
let body = RigidBodyBuilder::fixed()
.translation(transform.get_position().into())
.build();
let collider_handle = PhysicsManager::add_collider(collider, Some(rigidbody_handle));
let rigidbody_handle = PhysicsManager::add_rigidbody(body);
PhysicsManager::set_heightfield_data(heights, scale, transform.get_position().into());
let collider = ColliderBuilder::heightfield(heights.clone(), scale).build();
world.physics.insert(
entity,
PhysicsComponent {
rigidbody: rigidbody_handle,
collider: Some(collider_handle),
},
);
let collider_handle = PhysicsManager::add_collider(collider, Some(rigidbody_handle));
Ok(entity)
PhysicsManager::set_heightfield_data(heights, scale, transform.get_position().into());
world.physics.insert(
terrain_entity,
PhysicsComponent {
rigidbody: rigidbody_handle,
collider: Some(collider_handle),
},
);
}
if let (Some(tree_mesh), Some(instances)) = (tree_mesh, tree_instances)
{
let num_instances = instances.len();
println!("Loaded {} tree instances", num_instances);
let tree_entity = world.spawn();
let instance_raw: Vec<InstanceRaw> = instances.iter().map(|i| i.to_raw()).collect();
let instance_buffer = render::with_device(|device| {
use wgpu::util::DeviceExt;
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Tree Instance Buffer"),
contents: bytemuck::cast_slice(&instance_raw),
usage: wgpu::BufferUsages::VERTEX,
})
});
world.transforms.insert(tree_entity, Transform::IDENTITY);
world.meshes.insert(
tree_entity,
MeshComponent {
mesh: Rc::new(tree_mesh),
pipeline: render::Pipeline::Render,
instance_buffer: Some(instance_buffer),
num_instances: num_instances as u32,
},
);
}
Ok(terrain_entity)
}
fn load_heightfield_data(path: &str) -> anyhow::Result<DMatrix<f32>>
fn load_heightfield_from_exr(path: &str) -> anyhow::Result<DMatrix<f32>>
{
let image = exr::prelude::read()
.no_deep_data()
@@ -107,8 +184,11 @@ pub fn create_terrain_render_pipeline(
bind_group_layout: &wgpu::BindGroupLayout,
) -> wgpu::RenderPipeline
{
let shader_source =
let shared_source =
std::fs::read_to_string("shaders/shared.wgsl").expect("Failed to read shared shader");
let terrain_source =
std::fs::read_to_string("shaders/terrain.wgsl").expect("Failed to read terrain shader");
let shader_source = format!("{}\n{}", shared_source, terrain_source);
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Terrain Shader"),
@@ -127,7 +207,7 @@ pub fn create_terrain_render_pipeline(
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[Vertex::desc()],
buffers: &[Vertex::desc(), InstanceRaw::desc()],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {

238
src/texture_loader.rs Normal file
View File

@@ -0,0 +1,238 @@
use anyhow::Result;
use exr::prelude::{ReadChannels, ReadLayers};
use half::f16;
pub struct DitherTextures
{
pub texture_array: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
pub struct FlowmapTexture
{
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
impl DitherTextures
{
pub fn load_octaves(device: &wgpu::Device, queue: &wgpu::Queue) -> Result<Self>
{
let octave_paths = [
"textures/dither/octave_0.png",
"textures/dither/octave_1.png",
"textures/dither/octave_2.png",
"textures/dither/octave_3.png",
];
let mut images = Vec::new();
let mut texture_size = 0;
for path in &octave_paths
{
let img = image::open(path)?.to_luma8();
let (width, height) = img.dimensions();
if texture_size == 0
{
texture_size = width;
}
else if width != texture_size || height != texture_size
{
return Err(anyhow::anyhow!(
"All dither textures must be the same size. Expected {}x{}, got {}x{}",
texture_size,
texture_size,
width,
height
));
}
if width != height
{
return Err(anyhow::anyhow!(
"Dither textures must be square. Got {}x{}",
width,
height
));
}
images.push(img);
}
let texture_array = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Dither Texture Array"),
size: wgpu::Extent3d {
width: texture_size,
height: texture_size,
depth_or_array_layers: 4,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R8Unorm,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
for (i, img) in images.iter().enumerate()
{
queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &texture_array,
mip_level: 0,
origin: wgpu::Origin3d {
x: 0,
y: 0,
z: i as u32,
},
aspect: wgpu::TextureAspect::All,
},
img.as_raw(),
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(texture_size),
rows_per_image: Some(texture_size),
},
wgpu::Extent3d {
width: texture_size,
height: texture_size,
depth_or_array_layers: 1,
},
);
}
let view = texture_array.create_view(&wgpu::TextureViewDescriptor {
label: Some("Dither Texture Array View"),
dimension: Some(wgpu::TextureViewDimension::D2Array),
..Default::default()
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Dither Sampler"),
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
address_mode_w: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
Ok(Self {
texture_array,
view,
sampler,
})
}
}
impl FlowmapTexture
{
pub fn load(device: &wgpu::Device, queue: &wgpu::Queue, path: &str) -> Result<Self>
{
let image = exr::prelude::read()
.no_deep_data()
.largest_resolution_level()
.all_channels()
.all_layers()
.all_attributes()
.from_file(path)?;
let layer = &image.layer_data[0];
let width = layer.size.width();
let height = layer.size.height();
if width != height
{
return Err(anyhow::anyhow!(
"Flowmap texture must be square. Got {}x{}",
width,
height
));
}
let mut rgba_data: Vec<f32> = vec![1.0; width * height * 4];
for channel in &layer.channel_data.list
{
let channel_name = channel.name.to_string();
let values: Vec<f32> = channel.sample_data.values_as_f32().collect();
let target_channel = match channel_name.as_str()
{
"R" => 0,
"G" => 1,
"B" => 2,
"A" => 3,
_ => continue,
};
for (i, &value) in values.iter().enumerate()
{
rgba_data[i * 4 + target_channel] = value;
}
}
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("Flowmap Texture"),
size: wgpu::Extent3d {
width: width as u32,
height: height as u32,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba16Float,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
view_formats: &[],
});
let rgba_data_f16: Vec<u16> = rgba_data
.iter()
.map(|&f| f16::from_f32(f).to_bits())
.collect();
queue.write_texture(
wgpu::TexelCopyTextureInfo {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
bytemuck::cast_slice(&rgba_data_f16),
wgpu::TexelCopyBufferLayout {
offset: 0,
bytes_per_row: Some(8 * width as u32),
rows_per_image: Some(height as u32),
},
wgpu::Extent3d {
width: width as u32,
height: height as u32,
depth_or_array_layers: 1,
},
);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Flowmap Sampler"),
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
address_mode_w: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
Ok(Self {
texture,
view,
sampler,
})
}
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 425 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 751 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 824 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 425 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 392 KiB

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 46 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 184 KiB

BIN
textures/terrain.exr Normal file

Binary file not shown.

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.6 MiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 910 KiB