stylized 1-bit rendering
53
CLAUDE.md
@@ -6,6 +6,8 @@ This file provides guidance to Claude Code when working with code in this reposi
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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.
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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.
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**Content Creation:** Blender 5.0 is used for terrain modeling and asset export (glTF meshes + EXR heightmaps).
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## Code Style
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## Code Style
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**Code Documentation Guidelines**:
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**Code Documentation Guidelines**:
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@@ -143,12 +145,17 @@ SDL Events → InputState → player_input_system() → InputComponent → movem
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- Final blit pass upscales framebuffer to window using nearest-neighbor sampling
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- Final blit pass upscales framebuffer to window using nearest-neighbor sampling
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- Depth buffer for 3D rendering with proper occlusion
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- Depth buffer for 3D rendering with proper occlusion
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**Terrain Height Deformation:**
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**Terrain Rendering:**
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- glTF mesh exported from Blender 5.0 with baked height values in vertices
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- No runtime displacement in shader - vertices rendered directly
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- Separate terrain pipeline for terrain-specific rendering
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- Terrain mesh has heights pre-baked during export for optimal performance
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**Terrain Physics:**
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- EXR heightmap files loaded via `exr` crate (single-channel R32Float format)
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- EXR heightmap files loaded via `exr` crate (single-channel R32Float format)
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- Height displacement applied in vertex shader
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- Heightmap loaded directly into rapier3d heightfield collider
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- Separate terrain pipeline with texture sampling in vertex stage
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- No runtime sampling or computation - instant loading
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- TerrainUniforms includes height_scale parameter for tweaking displacement strength
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- Both glTF and EXR exported from same Blender terrain, guaranteed to match
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- R32Float textures require non-filterable samplers (FilterMode::Nearest)
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**Lighting Model:**
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**Lighting Model:**
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- Directional light (like Godot's DirectionalLight3D)
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- Directional light (like Godot's DirectionalLight3D)
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@@ -194,7 +201,7 @@ cargo fmt
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WGSL shaders are stored in the `shaders/` directory:
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WGSL shaders are stored in the `shaders/` directory:
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- `shaders/standard.wgsl` - Standard mesh rendering with directional lighting
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- `shaders/standard.wgsl` - Standard mesh rendering with directional lighting
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- `shaders/terrain.wgsl` - Terrain rendering with height displacement
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- `shaders/terrain.wgsl` - Terrain rendering with shadow mapping (no displacement)
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- `shaders/blit.wgsl` - Fullscreen blit for upscaling low-res framebuffer
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- `shaders/blit.wgsl` - Fullscreen blit for upscaling low-res framebuffer
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Shaders are loaded at runtime via `std::fs::read_to_string()`, allowing hot-reloading by restarting the application.
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Shaders are loaded at runtime via `std::fs::read_to_string()`, allowing hot-reloading by restarting the application.
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@@ -224,10 +231,9 @@ Shaders are loaded at runtime via `std::fs::read_to_string()`, allowing hot-relo
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**Rendering:**
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**Rendering:**
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- `render.rs` - wgpu renderer, pipelines, bind groups, DrawCall execution
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- `render.rs` - wgpu renderer, pipelines, bind groups, DrawCall execution
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- `shader.rs` - Standard mesh shader (WGSL) with diffuse+ambient lighting
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- `shader.rs` - Standard mesh shader (WGSL) with diffuse+ambient lighting
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- `terrain.rs` - Terrain mesh generation and pipeline creation
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- `terrain.rs` - Terrain entity spawning, glTF loading, EXR heightmap → physics collider
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- `postprocess.rs` - Low-res framebuffer and blit shader for upscaling
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- `postprocess.rs` - Low-res framebuffer and blit shader for upscaling
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- `mesh.rs` - Vertex/Mesh structs, plane/cube mesh generation, glTF loading
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- `mesh.rs` - Vertex/Mesh structs, plane/cube mesh generation, glTF loading
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- `heightmap.rs` - EXR heightmap loading using `exr` crate
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- `draw.rs` - DrawManager (legacy, kept for compatibility)
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- `draw.rs` - DrawManager (legacy, kept for compatibility)
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**Game Logic:**
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**Game Logic:**
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@@ -260,32 +266,32 @@ Shaders are loaded at runtime via `std::fs::read_to_string()`, allowing hot-relo
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- **bytemuck**: Safe byte casting for GPU buffer uploads (Pod/Zeroable for vertex data)
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- **bytemuck**: Safe byte casting for GPU buffer uploads (Pod/Zeroable for vertex data)
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- **anyhow**: Ergonomic error handling
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- **anyhow**: Ergonomic error handling
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- **gltf**: Loading 3D models in glTF format
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- **gltf**: Loading 3D models in glTF format
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- **exr**: Loading EXR heightmap files (single-channel float data)
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- **exr**: Loading EXR heightmap files (single-channel float data for physics colliders)
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- **image**: Image loading and processing (includes EXR support)
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- **half**: Float16 support (dependency of exr)
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- **kurbo**: Bezier curve evaluation for movement acceleration curves
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- **kurbo**: Bezier curve evaluation for movement acceleration curves
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## Technical Notes
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## Technical Notes
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### EXR Heightmap Loading
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### EXR Heightmap Loading (Physics Only)
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When loading EXR files with the `exr` crate:
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When loading EXR files with the `exr` crate for physics colliders:
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- Must import traits: `use exr::prelude::{ReadChannels, ReadLayers};`
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- Must import traits: `use exr::prelude::{ReadChannels, ReadLayers};`
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- Use builder pattern: `.no_deep_data().largest_resolution_level().all_channels().all_layers().all_attributes().from_file(path)`
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- Use builder pattern: `.no_deep_data().largest_resolution_level().all_channels().all_layers().all_attributes().from_file(path)`
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- Extract float data: `channel.sample_data.values_as_f32().collect()`
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- Extract float data: `channel.sample_data.values_as_f32().collect()`
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- Create R32Float texture for height data
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- Convert to nalgebra DMatrix for rapier3d heightfield collider
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- R32Float is non-filterable, requires `FilterMode::Nearest` sampler
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- No GPU texture creation - physics data only
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### wgpu Texture Formats
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### Blender Export Workflow
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- R32Float = single-channel 32-bit float, **non-filterable**
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**Using Blender 5.0** for terrain creation and export:
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- Use `TextureSampleType::Float { filterable: false }` in bind group layout
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- Export terrain as **glTF** with baked height values in mesh vertices
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- Use `SamplerBindingType::NonFiltering` for sampler binding
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- Export same terrain as **EXR** heightmap (single-channel R32Float)
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- Attempting linear filtering on R32Float causes validation errors
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- Both files represent the same terrain data, guaranteeing visual/physics sync
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- glTF used for rendering (vertices rendered directly, no shader displacement)
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- EXR used for physics (loaded into rapier3d heightfield collider)
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### Multiple Render Pipelines
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### Multiple Render Pipelines
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- `Pipeline` enum determines which pipeline to use per DrawCall
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- `Pipeline` enum determines which pipeline to use per DrawCall
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- Different pipelines can have different shaders, bind group layouts, uniforms
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- Different pipelines can have different shaders, bind group layouts, uniforms
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- Terrain pipeline: includes height texture binding in vertex stage
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- Terrain pipeline: shadow-mapped rendering with line hatching shading
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- Standard pipeline: basic mesh rendering without height displacement
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- Standard pipeline: basic mesh rendering with diffuse lighting
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- Each pipeline writes to its own uniform buffer before rendering
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- Each pipeline writes to its own uniform buffer before rendering
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### ECS Component Storages
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### ECS Component Storages
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@@ -589,7 +595,8 @@ let time = Time::get_time_elapsed(); // Anywhere in code
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- ✅ Low-res framebuffer (160×120) with Bayer dithering
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- ✅ Low-res framebuffer (160×120) with Bayer dithering
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- ✅ Multiple render pipelines (standard mesh + terrain)
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- ✅ Multiple render pipelines (standard mesh + terrain)
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- ✅ Directional lighting with diffuse + ambient
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- ✅ Directional lighting with diffuse + ambient
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- ✅ EXR heightmap loading and terrain displacement
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- ✅ Terrain rendering (glTF with baked heights, no shader displacement)
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- ✅ EXR heightmap loading for physics colliders
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- ✅ glTF mesh loading
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- ✅ glTF mesh loading
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- ✅ render_system (ECS-based DrawCall generation)
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- ✅ render_system (ECS-based DrawCall generation)
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1
Cargo.lock
generated
@@ -1832,6 +1832,7 @@ dependencies = [
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"pollster",
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"pollster",
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"rapier3d",
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"rapier3d",
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"sdl3",
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"sdl3",
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"serde_json",
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"wgpu",
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"wgpu",
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]
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]
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@@ -17,3 +17,4 @@ exr = "1.72"
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half = "2.4"
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half = "2.4"
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kurbo = "0.11"
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kurbo = "0.11"
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nalgebra = { version = "0.34.1", features = ["convert-glam030"] }
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nalgebra = { version = "0.34.1", features = ["convert-glam030"] }
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serde_json = "1.0"
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594
blender/scripts/generate_flowmap.py
Normal file
@@ -0,0 +1,594 @@
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import bpy
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import bmesh
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import numpy as np
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from pathlib import Path
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from mathutils import Vector
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from multiprocessing import Pool, cpu_count
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def simple_blur(data, iterations=1):
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"""
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Simple 3x3 box blur for 2D vector fields.
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"""
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result = data.copy()
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h, w, c = data.shape
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for _ in range(iterations):
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blurred = np.zeros_like(result)
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for y in range(h):
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for x in range(w):
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count = 0
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total = np.zeros(c)
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for dy in [-1, 0, 1]:
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for dx in [-1, 0, 1]:
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ny, nx = y + dy, x + dx
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if 0 <= ny < h and 0 <= nx < w:
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total += result[ny, nx]
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count += 1
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blurred[y, x] = total / count if count > 0 else result[y, x]
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result = blurred
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return result
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def sample_curve_points(curve_obj, samples_per_segment=50):
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"""
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Sample points along a Blender curve object (Bezier, NURBS, etc).
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Args:
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curve_obj: Blender curve object
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samples_per_segment: Number of samples per curve segment
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Returns:
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List of Vector world-space positions
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"""
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curve_obj.data.resolution_u = samples_per_segment
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depsgraph = bpy.context.evaluated_depsgraph_get()
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curve_eval = curve_obj.evaluated_get(depsgraph)
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mesh_from_curve = curve_eval.to_mesh()
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points = [curve_obj.matrix_world @ v.co for v in mesh_from_curve.vertices]
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curve_eval.to_mesh_clear()
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return points
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def compute_arc_lengths(points):
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"""
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Compute cumulative arc length at each point along a curve.
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Args:
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points: List of Vector positions
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Returns:
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List of floats representing cumulative distance from curve start
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"""
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if len(points) == 0:
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return []
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arc_lengths = [0.0]
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cumulative = 0.0
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for i in range(1, len(points)):
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segment_length = (points[i] - points[i-1]).length
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cumulative += segment_length
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arc_lengths.append(cumulative)
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return arc_lengths
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def get_path_curves(collection_name="Paths"):
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"""
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Get all curve objects from a collection, or all curves with 'path' in the name.
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|
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Args:
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collection_name: Name of collection containing path curves
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Returns:
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List of curve objects
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"""
|
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collection = bpy.data.collections.get(collection_name)
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|
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if collection:
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curves = [obj for obj in collection.objects if obj.type == 'CURVE']
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print(f"Found {len(curves)} curves in collection '{collection_name}'")
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return curves
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|
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print(f"Collection '{collection_name}' not found. Searching for curves with 'path' in name...")
|
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curves = [obj for obj in bpy.data.objects if obj.type == 'CURVE' and 'path' in obj.name.lower()]
|
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|
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if not curves:
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print("No path curves found. Looking for any curve objects...")
|
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curves = [obj for obj in bpy.data.objects if obj.type == 'CURVE']
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|
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return curves
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|
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def closest_point_on_segment_2d(point, seg_start, seg_end):
|
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"""
|
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Find closest point on a 2D line segment to a given point.
|
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|
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|
Args:
|
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|
point: Vector2 (x, y)
|
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|
seg_start: Vector2 segment start
|
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|
seg_end: Vector2 segment end
|
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|
|
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|
Returns:
|
||||||
|
Vector2 closest point on segment
|
||||||
|
"""
|
||||||
|
segment = seg_end - seg_start
|
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|
point_vec = point - seg_start
|
||||||
|
|
||||||
|
segment_len_sq = segment.length_squared
|
||||||
|
|
||||||
|
if segment_len_sq < 1e-8:
|
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|
return seg_start
|
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|
|
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|
t = max(0.0, min(1.0, point_vec.dot(segment) / segment_len_sq))
|
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|
|
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|
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"
|
||||||
|
)
|
||||||
208
blender/scripts/generate_normal_map.py
Normal 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
BIN
blender/terrain.blend1
Normal file
BIN
gimp/dither_patterns.xcf
Normal file
BIN
meshes/terrain.bin
Normal file
BIN
meshes/terrain.glb
Normal file
325
meshes/terrain.gltf
Normal 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
@@ -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);
|
||||||
|
}
|
||||||
@@ -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
|
@vertex
|
||||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||||
var output: 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_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;
|
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;
|
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
|
@fragment
|
||||||
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
|
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
let light_pos = vec3<f32>(5.0, 5.0, 5.0);
|
let shadow = sample_shadow_map(input.light_space_position);
|
||||||
let light_color = vec3<f32>(1.0, 1.0, 1.0);
|
|
||||||
let object_color = vec3<f32>(1.0, 1.0, 1.0);
|
|
||||||
|
|
||||||
let ambient_strength = 0.3;
|
let tile_scale = 1.0;
|
||||||
let ambient = ambient_strength * light_color;
|
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);
|
return vec4<f32>(brightness, brightness, brightness, 1.0);
|
||||||
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);
|
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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
|
@vertex
|
||||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||||
var output: 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;
|
let world_pos = instance_model * vec4<f32>(input.position, 1.0);
|
||||||
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);
|
|
||||||
output.world_position = world_pos.xyz;
|
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.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;
|
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
|
@fragment
|
||||||
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
|
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
let light_dir = normalize(vec3<f32>(-0.5, -1.0, -0.5));
|
let debug = 0u;
|
||||||
let light_color = vec3<f32>(1.0, 1.0, 1.0);
|
|
||||||
let object_color = vec3<f32>(1.0, 1.0, 1.0);
|
|
||||||
|
|
||||||
let ambient_strength = 0.2;
|
if debug == 1u {
|
||||||
let ambient = ambient_strength * light_color;
|
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;
|
||||||
let norm = normalize(input.world_normal);
|
return vec4<f32>(flowmap_sample, 1.0);
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -8,16 +8,20 @@ pub struct CameraUniforms
|
|||||||
pub model: [[f32; 4]; 4],
|
pub model: [[f32; 4]; 4],
|
||||||
pub view: [[f32; 4]; 4],
|
pub view: [[f32; 4]; 4],
|
||||||
pub projection: [[f32; 4]; 4],
|
pub projection: [[f32; 4]; 4],
|
||||||
|
pub light_direction: [f32; 3],
|
||||||
|
pub _padding: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl CameraUniforms
|
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 {
|
Self {
|
||||||
model: model.to_cols_array_2d(),
|
model: model.to_cols_array_2d(),
|
||||||
view: view.to_cols_array_2d(),
|
view: view.to_cols_array_2d(),
|
||||||
projection: projection.to_cols_array_2d(),
|
projection: projection.to_cols_array_2d(),
|
||||||
|
light_direction: light_direction.to_array(),
|
||||||
|
_padding: 0.0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -20,7 +20,7 @@ impl CameraComponent
|
|||||||
fov: 45.0_f32.to_radians(),
|
fov: 45.0_f32.to_radians(),
|
||||||
aspect,
|
aspect,
|
||||||
near: 0.1,
|
near: 0.1,
|
||||||
far: 100.0,
|
far: 2000.0,
|
||||||
yaw: -135.0_f32.to_radians(),
|
yaw: -135.0_f32.to_radians(),
|
||||||
pitch: -30.0_f32.to_radians(),
|
pitch: -30.0_f32.to_radians(),
|
||||||
is_active: true,
|
is_active: true,
|
||||||
|
|||||||
@@ -8,4 +8,6 @@ pub struct MeshComponent
|
|||||||
{
|
{
|
||||||
pub mesh: Rc<Mesh>,
|
pub mesh: Rc<Mesh>,
|
||||||
pub pipeline: Pipeline,
|
pub pipeline: Pipeline,
|
||||||
|
pub instance_buffer: Option<wgpu::Buffer>,
|
||||||
|
pub num_instances: u32,
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -6,10 +6,12 @@ use nalgebra::DMatrix;
|
|||||||
use rapier3d::parry::shape::HeightField;
|
use rapier3d::parry::shape::HeightField;
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
mesh::{Mesh, Vertex},
|
mesh::{InstanceRaw, Mesh, Vertex},
|
||||||
physics::PhysicsManager,
|
physics::PhysicsManager,
|
||||||
render::{self, DrawCall, Pipeline},
|
render::{self, DrawCall, Pipeline},
|
||||||
};
|
};
|
||||||
|
use bytemuck::cast_slice;
|
||||||
|
use wgpu::util::DeviceExt;
|
||||||
|
|
||||||
thread_local! {
|
thread_local! {
|
||||||
static WIREFRAME_BOX: OnceCell<Rc<Mesh>> = OnceCell::new();
|
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 translation = Mat4::from_translation(center);
|
||||||
let model = translation * scale;
|
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 {
|
draw_calls.push(DrawCall {
|
||||||
vertex_buffer: wireframe_box.vertex_buffer.clone(),
|
vertex_buffer: wireframe_box.vertex_buffer.clone(),
|
||||||
index_buffer: wireframe_box.index_buffer.clone(),
|
index_buffer: wireframe_box.index_buffer.clone(),
|
||||||
num_indices: wireframe_box.num_indices,
|
num_indices: wireframe_box.num_indices,
|
||||||
model,
|
model,
|
||||||
pipeline: Pipeline::Wireframe,
|
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| {
|
DEBUG_HEIGHTFIELD.with(|cell| {
|
||||||
if let Some(Some(heightfield_mesh)) = cell.get()
|
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 {
|
draw_calls.push(DrawCall {
|
||||||
vertex_buffer: heightfield_mesh.vertex_buffer.clone(),
|
vertex_buffer: heightfield_mesh.vertex_buffer.clone(),
|
||||||
index_buffer: heightfield_mesh.index_buffer.clone(),
|
index_buffer: heightfield_mesh.index_buffer.clone(),
|
||||||
num_indices: heightfield_mesh.num_indices,
|
num_indices: heightfield_mesh.num_indices,
|
||||||
model: Mat4::IDENTITY,
|
model: Mat4::IDENTITY,
|
||||||
pipeline: Pipeline::Wireframe,
|
pipeline: Pipeline::Wireframe,
|
||||||
|
instance_buffer: Some(instance_buffer),
|
||||||
|
num_instances: 1,
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|||||||
43
src/main.rs
@@ -15,6 +15,7 @@ mod shader;
|
|||||||
mod state;
|
mod state;
|
||||||
mod systems;
|
mod systems;
|
||||||
mod terrain;
|
mod terrain;
|
||||||
|
mod texture_loader;
|
||||||
mod utility;
|
mod utility;
|
||||||
mod world;
|
mod world;
|
||||||
|
|
||||||
@@ -35,7 +36,7 @@ use crate::systems::{
|
|||||||
player_input_system, render_system, start_camera_following, state_machine_physics_system,
|
player_input_system, render_system, start_camera_following, state_machine_physics_system,
|
||||||
state_machine_system, stop_camera_following,
|
state_machine_system, stop_camera_following,
|
||||||
};
|
};
|
||||||
use crate::terrain::Terrain;
|
use crate::terrain::{Terrain, TerrainConfig};
|
||||||
use crate::utility::time::Time;
|
use crate::utility::time::Time;
|
||||||
|
|
||||||
fn main() -> Result<(), Box<dyn std::error::Error>>
|
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))?;
|
let renderer = pollster::block_on(Renderer::new(&window, 1))?;
|
||||||
render::init(renderer);
|
render::init(renderer);
|
||||||
|
|
||||||
let terrain_data = render::with_device(|device| {
|
let terrain_config = TerrainConfig::default();
|
||||||
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 mut world = World::new();
|
let mut world = World::new();
|
||||||
let player_entity = Player::spawn(&mut world);
|
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);
|
let camera_entity = spawn_camera(&mut world, player_entity);
|
||||||
start_camera_following(&mut world, camera_entity);
|
if noclip_mode == false
|
||||||
|
{
|
||||||
let mut noclip_mode = false;
|
start_camera_following(&mut world, camera_entity);
|
||||||
|
}
|
||||||
|
|
||||||
let mut event_pump = sdl_context.event_pump()?;
|
let mut event_pump = sdl_context.event_pump()?;
|
||||||
let mut input_state = InputState::new();
|
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);
|
player_input_system(&mut world, &input_state);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
physics_accumulator += delta;
|
physics_accumulator += delta;
|
||||||
|
|
||||||
while physics_accumulator >= FIXED_TIMESTEP
|
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)
|
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();
|
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,
|
||||||
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
328
src/mesh.rs
@@ -1,5 +1,5 @@
|
|||||||
use bytemuck::{Pod, Zeroable};
|
use bytemuck::{Pod, Zeroable};
|
||||||
use glam::{Mat4, Vec3};
|
use glam::{Mat4, Quat, Vec3};
|
||||||
use std::path::Path;
|
use std::path::Path;
|
||||||
use std::rc::Rc;
|
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 struct Mesh
|
||||||
{
|
{
|
||||||
pub vertex_buffer: wgpu::Buffer,
|
pub vertex_buffer: wgpu::Buffer,
|
||||||
@@ -411,4 +470,271 @@ impl Mesh
|
|||||||
{
|
{
|
||||||
crate::render::with_device(|device| Mesh::load_gltf_mesh(device, path))
|
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)
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -179,6 +179,8 @@ impl Player
|
|||||||
MeshComponent {
|
MeshComponent {
|
||||||
mesh: Rc::new(mesh),
|
mesh: Rc::new(mesh),
|
||||||
pipeline: Pipeline::Render,
|
pipeline: Pipeline::Render,
|
||||||
|
instance_buffer: None,
|
||||||
|
num_instances: 1,
|
||||||
},
|
},
|
||||||
);
|
);
|
||||||
world.player_tags.insert(entity);
|
world.player_tags.insert(entity);
|
||||||
|
|||||||
611
src/render.rs
@@ -3,6 +3,7 @@ use crate::mesh::Mesh;
|
|||||||
use crate::postprocess::{create_blit_pipeline, create_fullscreen_quad, LowResFramebuffer};
|
use crate::postprocess::{create_blit_pipeline, create_fullscreen_quad, LowResFramebuffer};
|
||||||
use crate::shader::create_render_pipeline;
|
use crate::shader::create_render_pipeline;
|
||||||
use crate::terrain::create_terrain_render_pipeline;
|
use crate::terrain::create_terrain_render_pipeline;
|
||||||
|
use crate::texture_loader::{DitherTextures, FlowmapTexture};
|
||||||
use crate::utility::transform::Transform;
|
use crate::utility::transform::Transform;
|
||||||
use bytemuck::{Pod, Zeroable};
|
use bytemuck::{Pod, Zeroable};
|
||||||
use glam::Mat4;
|
use glam::Mat4;
|
||||||
@@ -16,22 +17,42 @@ struct TerrainUniforms
|
|||||||
model: [[f32; 4]; 4],
|
model: [[f32; 4]; 4],
|
||||||
view: [[f32; 4]; 4],
|
view: [[f32; 4]; 4],
|
||||||
projection: [[f32; 4]; 4],
|
projection: [[f32; 4]; 4],
|
||||||
|
light_view_projection: [[f32; 4]; 4],
|
||||||
|
camera_position: [f32; 3],
|
||||||
height_scale: f32,
|
height_scale: f32,
|
||||||
time: f32,
|
time: f32,
|
||||||
_padding: [f32; 2],
|
shadow_bias: f32,
|
||||||
|
_padding1: [f32; 2],
|
||||||
|
light_direction: [f32; 3],
|
||||||
|
_padding2: u32,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl TerrainUniforms
|
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 {
|
Self {
|
||||||
model: model.to_cols_array_2d(),
|
model: model.to_cols_array_2d(),
|
||||||
view: view.to_cols_array_2d(),
|
view: view.to_cols_array_2d(),
|
||||||
projection: projection.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,
|
height_scale,
|
||||||
time,
|
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 num_indices: u32,
|
||||||
pub model: Mat4,
|
pub model: Mat4,
|
||||||
pub pipeline: Pipeline,
|
pub pipeline: Pipeline,
|
||||||
}
|
pub instance_buffer: Option<wgpu::Buffer>,
|
||||||
|
pub num_instances: u32,
|
||||||
pub struct TerrainData
|
|
||||||
{
|
|
||||||
pub height_texture: wgpu::Texture,
|
|
||||||
pub height_view: wgpu::TextureView,
|
|
||||||
pub height_sampler: wgpu::Sampler,
|
|
||||||
}
|
}
|
||||||
|
|
||||||
pub struct Renderer
|
pub struct Renderer
|
||||||
@@ -85,7 +101,25 @@ pub struct Renderer
|
|||||||
terrain_bind_group: Option<wgpu::BindGroup>,
|
terrain_bind_group: Option<wgpu::BindGroup>,
|
||||||
terrain_height_scale: f32,
|
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,
|
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
|
impl Renderer
|
||||||
@@ -140,34 +174,181 @@ impl Renderer
|
|||||||
|
|
||||||
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||||
label: Some("Uniform Buffer"),
|
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,
|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||||
mapped_at_creation: false,
|
mapped_at_creation: false,
|
||||||
});
|
});
|
||||||
|
|
||||||
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
let dither_textures = match DitherTextures::load_octaves(&device, &queue)
|
||||||
label: Some("Bind Group Layout"),
|
{
|
||||||
entries: &[wgpu::BindGroupLayoutEntry {
|
Ok(textures) =>
|
||||||
binding: 0,
|
{
|
||||||
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
|
println!("Loaded dither textures successfully");
|
||||||
ty: wgpu::BindingType::Buffer {
|
Some(textures)
|
||||||
ty: wgpu::BufferBindingType::Uniform,
|
}
|
||||||
has_dynamic_offset: false,
|
Err(e) =>
|
||||||
min_binding_size: None,
|
{
|
||||||
},
|
eprintln!(
|
||||||
count: None,
|
"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 {
|
let shadow_map_view = shadow_map_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||||
label: Some("Bind Group"),
|
|
||||||
layout: &bind_group_layout,
|
let shadow_map_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||||
entries: &[wgpu::BindGroupEntry {
|
label: Some("Shadow Map Sampler"),
|
||||||
binding: 0,
|
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||||
resource: uniform_buffer.as_entire_binding(),
|
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 render_pipeline = create_render_pipeline(&device, &config, &bind_group_layout);
|
||||||
|
|
||||||
let (quad_vb, quad_ib, quad_num_indices) = create_fullscreen_quad(&device);
|
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 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 {
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||||
label: Some("Terrain Bind Group Layout"),
|
label: Some("Shadow Bind Group Layout"),
|
||||||
entries: &[
|
entries: &[
|
||||||
wgpu::BindGroupLayoutEntry {
|
wgpu::BindGroupLayoutEntry {
|
||||||
binding: 0,
|
binding: 0,
|
||||||
@@ -226,32 +407,9 @@ impl Renderer
|
|||||||
},
|
},
|
||||||
count: None,
|
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 =
|
let wireframe_pipeline =
|
||||||
create_wireframe_pipeline(&device, config.format, &bind_group_layout);
|
create_wireframe_pipeline(&device, config.format, &bind_group_layout);
|
||||||
|
|
||||||
@@ -262,19 +420,33 @@ impl Renderer
|
|||||||
config,
|
config,
|
||||||
framebuffer,
|
framebuffer,
|
||||||
render_pipeline,
|
render_pipeline,
|
||||||
uniform_buffer,
|
uniform_buffer: uniform_buffer.clone(),
|
||||||
bind_group,
|
bind_group: bind_group.clone(),
|
||||||
quad_vb,
|
quad_vb,
|
||||||
quad_ib,
|
quad_ib,
|
||||||
quad_num_indices,
|
quad_num_indices,
|
||||||
blit_pipeline,
|
blit_pipeline,
|
||||||
blit_bind_group,
|
blit_bind_group,
|
||||||
terrain_pipeline: None,
|
terrain_pipeline: None,
|
||||||
terrain_bind_group_layout,
|
terrain_bind_group_layout: bind_group_layout,
|
||||||
terrain_uniform_buffer,
|
terrain_uniform_buffer: uniform_buffer,
|
||||||
terrain_bind_group: None,
|
terrain_bind_group: Some(bind_group),
|
||||||
terrain_height_scale: 10.0,
|
terrain_height_scale: 10.0,
|
||||||
|
shadow_pipeline: None,
|
||||||
|
shadow_bind_group_layout,
|
||||||
|
shadow_bind_group: None,
|
||||||
wireframe_pipeline,
|
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 view = camera.view_matrix();
|
||||||
let projection = camera.projection_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()
|
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
|
match draw_call.pipeline
|
||||||
{
|
{
|
||||||
Pipeline::Render | Pipeline::Wireframe =>
|
Pipeline::Render | Pipeline::Wireframe =>
|
||||||
{
|
{
|
||||||
let uniforms = CameraUniforms::new(draw_call.model, view, projection);
|
|
||||||
self.queue.write_buffer(
|
self.queue.write_buffer(
|
||||||
&self.uniform_buffer,
|
&self.uniform_buffer,
|
||||||
0,
|
0,
|
||||||
@@ -298,13 +484,6 @@ impl Renderer
|
|||||||
}
|
}
|
||||||
Pipeline::Terrain =>
|
Pipeline::Terrain =>
|
||||||
{
|
{
|
||||||
let uniforms = TerrainUniforms::new(
|
|
||||||
draw_call.model,
|
|
||||||
view,
|
|
||||||
projection,
|
|
||||||
self.terrain_height_scale,
|
|
||||||
time,
|
|
||||||
);
|
|
||||||
self.queue.write_buffer(
|
self.queue.write_buffer(
|
||||||
&self.terrain_uniform_buffer,
|
&self.terrain_uniform_buffer,
|
||||||
0,
|
0,
|
||||||
@@ -384,9 +563,15 @@ impl Renderer
|
|||||||
render_pass.set_pipeline(pipeline);
|
render_pass.set_pipeline(pipeline);
|
||||||
render_pass.set_bind_group(0, bind_group, &[]);
|
render_pass.set_bind_group(0, bind_group, &[]);
|
||||||
render_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
|
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
|
render_pass
|
||||||
.set_index_buffer(draw_call.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
.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()));
|
self.queue.submit(std::iter::once(encoder.finish()));
|
||||||
@@ -446,17 +631,22 @@ impl Renderer
|
|||||||
&mut self,
|
&mut self,
|
||||||
view: &glam::Mat4,
|
view: &glam::Mat4,
|
||||||
projection: &glam::Mat4,
|
projection: &glam::Mat4,
|
||||||
|
camera_position: glam::Vec3,
|
||||||
draw_calls: &[DrawCall],
|
draw_calls: &[DrawCall],
|
||||||
time: f32,
|
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()
|
for (i, draw_call) in draw_calls.iter().enumerate()
|
||||||
{
|
{
|
||||||
match draw_call.pipeline
|
match draw_call.pipeline
|
||||||
{
|
{
|
||||||
Pipeline::Render | Pipeline::Wireframe =>
|
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.queue.write_buffer(
|
||||||
&self.uniform_buffer,
|
&self.uniform_buffer,
|
||||||
0,
|
0,
|
||||||
@@ -469,8 +659,12 @@ impl Renderer
|
|||||||
draw_call.model,
|
draw_call.model,
|
||||||
*view,
|
*view,
|
||||||
*projection,
|
*projection,
|
||||||
|
light_view_projection,
|
||||||
|
camera_position,
|
||||||
self.terrain_height_scale,
|
self.terrain_height_scale,
|
||||||
time,
|
time,
|
||||||
|
self.shadow_bias,
|
||||||
|
self.light_direction,
|
||||||
);
|
);
|
||||||
self.queue.write_buffer(
|
self.queue.write_buffer(
|
||||||
&self.terrain_uniform_buffer,
|
&self.terrain_uniform_buffer,
|
||||||
@@ -552,11 +746,17 @@ impl Renderer
|
|||||||
render_pass.set_bind_group(0, bind_group, &[]);
|
render_pass.set_bind_group(0, bind_group, &[]);
|
||||||
|
|
||||||
render_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
|
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(
|
render_pass.set_index_buffer(
|
||||||
draw_call.index_buffer.slice(..),
|
draw_call.index_buffer.slice(..),
|
||||||
wgpu::IndexFormat::Uint32,
|
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()));
|
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 {
|
let terrain_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
label: Some("Terrain Bind Group"),
|
label: Some("Terrain Bind Group"),
|
||||||
layout: &self.terrain_bind_group_layout,
|
layout: &self.terrain_bind_group_layout,
|
||||||
@@ -632,11 +842,38 @@ impl Renderer
|
|||||||
},
|
},
|
||||||
wgpu::BindGroupEntry {
|
wgpu::BindGroupEntry {
|
||||||
binding: 1,
|
binding: 1,
|
||||||
resource: wgpu::BindingResource::TextureView(&terrain_data.height_view),
|
resource: wgpu::BindingResource::TextureView(&self.shadow_map_view),
|
||||||
},
|
},
|
||||||
wgpu::BindGroupEntry {
|
wgpu::BindGroupEntry {
|
||||||
binding: 2,
|
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,
|
&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_bind_group = Some(terrain_bind_group);
|
||||||
self.terrain_pipeline = Some(terrain_pipeline);
|
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
|
pub fn get_device(&self) -> &wgpu::Device
|
||||||
@@ -660,6 +902,119 @@ impl Renderer
|
|||||||
{
|
{
|
||||||
self.config.width as f32 / self.config.height as f32
|
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! {
|
thread_local! {
|
||||||
@@ -693,12 +1048,12 @@ where
|
|||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn set_terrain_data(terrain_data: TerrainData)
|
pub fn set_terrain_data()
|
||||||
{
|
{
|
||||||
GLOBAL_RENDERER.with(|r| {
|
GLOBAL_RENDERER.with(|r| {
|
||||||
let mut renderer = r.borrow_mut();
|
let mut renderer = r.borrow_mut();
|
||||||
let renderer = renderer.as_mut().expect("Renderer not set");
|
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(
|
pub fn render_with_matrices(
|
||||||
view: &glam::Mat4,
|
view: &glam::Mat4,
|
||||||
projection: &glam::Mat4,
|
projection: &glam::Mat4,
|
||||||
|
camera_position: glam::Vec3,
|
||||||
draw_calls: &[DrawCall],
|
draw_calls: &[DrawCall],
|
||||||
time: f32,
|
time: f32,
|
||||||
)
|
)
|
||||||
@@ -730,18 +1086,115 @@ pub fn render_with_matrices(
|
|||||||
GLOBAL_RENDERER.with(|r| {
|
GLOBAL_RENDERER.with(|r| {
|
||||||
let mut renderer = r.borrow_mut();
|
let mut renderer = r.borrow_mut();
|
||||||
let renderer = renderer.as_mut().expect("Renderer not set");
|
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(
|
fn create_wireframe_pipeline(
|
||||||
device: &wgpu::Device,
|
device: &wgpu::Device,
|
||||||
format: wgpu::TextureFormat,
|
format: wgpu::TextureFormat,
|
||||||
bind_group_layout: &wgpu::BindGroupLayout,
|
bind_group_layout: &wgpu::BindGroupLayout,
|
||||||
) -> wgpu::RenderPipeline
|
) -> 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");
|
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 {
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
label: Some("Wireframe Shader"),
|
label: Some("Wireframe Shader"),
|
||||||
@@ -760,7 +1213,7 @@ fn create_wireframe_pipeline(
|
|||||||
vertex: wgpu::VertexState {
|
vertex: wgpu::VertexState {
|
||||||
module: &shader,
|
module: &shader,
|
||||||
entry_point: Some("vs_main"),
|
entry_point: Some("vs_main"),
|
||||||
buffers: &[crate::mesh::Vertex::desc()],
|
buffers: &[crate::mesh::Vertex::desc(), crate::mesh::InstanceRaw::desc()],
|
||||||
compilation_options: Default::default(),
|
compilation_options: Default::default(),
|
||||||
},
|
},
|
||||||
fragment: Some(wgpu::FragmentState {
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
use crate::mesh::Vertex;
|
use crate::mesh::{InstanceRaw, Vertex};
|
||||||
|
|
||||||
pub fn create_render_pipeline(
|
pub fn create_render_pipeline(
|
||||||
device: &wgpu::Device,
|
device: &wgpu::Device,
|
||||||
@@ -6,8 +6,11 @@ pub fn create_render_pipeline(
|
|||||||
bind_group_layout: &wgpu::BindGroupLayout,
|
bind_group_layout: &wgpu::BindGroupLayout,
|
||||||
) -> wgpu::RenderPipeline
|
) -> 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");
|
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 {
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
label: Some("Shader"),
|
label: Some("Shader"),
|
||||||
@@ -26,7 +29,7 @@ pub fn create_render_pipeline(
|
|||||||
vertex: wgpu::VertexState {
|
vertex: wgpu::VertexState {
|
||||||
module: &shader,
|
module: &shader,
|
||||||
entry_point: Some("vs_main"),
|
entry_point: Some("vs_main"),
|
||||||
buffers: &[Vertex::desc()],
|
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
||||||
compilation_options: Default::default(),
|
compilation_options: Default::default(),
|
||||||
},
|
},
|
||||||
fragment: Some(wgpu::FragmentState {
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
|||||||
@@ -126,7 +126,7 @@ pub fn camera_noclip_system(world: &mut World, input_state: &InputState, delta:
|
|||||||
}
|
}
|
||||||
if input_state.space
|
if input_state.space
|
||||||
{
|
{
|
||||||
input_vec.y += 1.0;
|
input_vec.y += 10.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if input_vec.length_squared() > 0.0
|
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;
|
let mut speed = 10.0 * delta;
|
||||||
if input_state.shift
|
if input_state.shift
|
||||||
{
|
{
|
||||||
speed *= 2.0;
|
speed *= 10.0;
|
||||||
}
|
}
|
||||||
|
|
||||||
if let Some(camera_transform) = world.transforms.get_mut(camera_entity)
|
if let Some(camera_transform) = world.transforms.get_mut(camera_entity)
|
||||||
|
|||||||
@@ -1,5 +1,9 @@
|
|||||||
|
use crate::mesh::InstanceRaw;
|
||||||
use crate::render::DrawCall;
|
use crate::render::DrawCall;
|
||||||
use crate::world::World;
|
use crate::world::World;
|
||||||
|
use bytemuck::cast_slice;
|
||||||
|
use glam::Mat4;
|
||||||
|
use wgpu::util::DeviceExt;
|
||||||
|
|
||||||
pub fn render_system(world: &World) -> Vec<DrawCall>
|
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 transform = world.transforms.get(entity)?;
|
||||||
let mesh_component = world.meshes.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 {
|
Some(DrawCall {
|
||||||
vertex_buffer: mesh_component.mesh.vertex_buffer.clone(),
|
vertex_buffer: mesh_component.mesh.vertex_buffer.clone(),
|
||||||
index_buffer: mesh_component.mesh.index_buffer.clone(),
|
index_buffer: mesh_component.mesh.index_buffer.clone(),
|
||||||
num_indices: mesh_component.mesh.num_indices,
|
num_indices: mesh_component.mesh.num_indices,
|
||||||
model: transform.to_matrix(),
|
model: model_matrix,
|
||||||
pipeline: mesh_component.pipeline,
|
pipeline: mesh_component.pipeline,
|
||||||
|
instance_buffer,
|
||||||
|
num_instances,
|
||||||
})
|
})
|
||||||
})
|
})
|
||||||
.collect()
|
.collect()
|
||||||
|
|||||||
174
src/terrain.rs
@@ -1,7 +1,7 @@
|
|||||||
use std::rc::Rc;
|
use std::rc::Rc;
|
||||||
|
|
||||||
use exr::prelude::{ReadChannels, ReadLayers};
|
use exr::prelude::{ReadChannels, ReadLayers};
|
||||||
use glam::{Vec2, Vec3};
|
use glam::Vec2;
|
||||||
use nalgebra::{vector, DMatrix};
|
use nalgebra::{vector, DMatrix};
|
||||||
use rapier3d::{
|
use rapier3d::{
|
||||||
math::Isometry,
|
math::Isometry,
|
||||||
@@ -11,75 +11,152 @@ use rapier3d::{
|
|||||||
use crate::{
|
use crate::{
|
||||||
components::{MeshComponent, PhysicsComponent},
|
components::{MeshComponent, PhysicsComponent},
|
||||||
entity::EntityHandle,
|
entity::EntityHandle,
|
||||||
mesh::{Mesh, Vertex},
|
mesh::{InstanceRaw, Mesh, Vertex},
|
||||||
physics::PhysicsManager,
|
physics::PhysicsManager,
|
||||||
render,
|
render,
|
||||||
world::{Transform, World},
|
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;
|
pub struct Terrain;
|
||||||
|
|
||||||
impl Terrain
|
impl Terrain
|
||||||
{
|
{
|
||||||
pub fn spawn(
|
pub fn spawn(world: &mut World, config: &TerrainConfig) -> anyhow::Result<EntityHandle>
|
||||||
world: &mut World,
|
|
||||||
heightmap_path: &str,
|
|
||||||
height_scale: f32,
|
|
||||||
) -> anyhow::Result<EntityHandle>
|
|
||||||
{
|
{
|
||||||
let entity = world.spawn();
|
let gltf_data = render::with_device(|device| {
|
||||||
|
Mesh::load_gltf_with_instances(device, &config.gltf_path)
|
||||||
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 terrain_entity = world.spawn();
|
||||||
let transform = Transform::IDENTITY;
|
let transform = Transform::IDENTITY;
|
||||||
|
|
||||||
world.transforms.insert(entity, transform);
|
let mut terrain_mesh = None;
|
||||||
world.meshes.insert(
|
let mut tree_mesh = None;
|
||||||
entity,
|
let mut tree_instances = None;
|
||||||
MeshComponent {
|
|
||||||
mesh: Rc::new(plane_mesh),
|
|
||||||
pipeline: render::Pipeline::Terrain,
|
|
||||||
},
|
|
||||||
);
|
|
||||||
|
|
||||||
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!(
|
if let Some(terrain_mesh) = terrain_mesh
|
||||||
"Heightmap dimensions: {} rows × {} cols",
|
{
|
||||||
heights.nrows(),
|
world.transforms.insert(terrain_entity, transform);
|
||||||
heights.ncols()
|
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()
|
println!(
|
||||||
.translation(transform.get_position().into())
|
"Loaded terrain: {} rows × {} cols heightfield from EXR",
|
||||||
.build();
|
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(
|
let collider_handle = PhysicsManager::add_collider(collider, Some(rigidbody_handle));
|
||||||
entity,
|
|
||||||
PhysicsComponent {
|
|
||||||
rigidbody: rigidbody_handle,
|
|
||||||
collider: Some(collider_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()
|
let image = exr::prelude::read()
|
||||||
.no_deep_data()
|
.no_deep_data()
|
||||||
@@ -107,8 +184,11 @@ pub fn create_terrain_render_pipeline(
|
|||||||
bind_group_layout: &wgpu::BindGroupLayout,
|
bind_group_layout: &wgpu::BindGroupLayout,
|
||||||
) -> wgpu::RenderPipeline
|
) -> 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");
|
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 {
|
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||||
label: Some("Terrain Shader"),
|
label: Some("Terrain Shader"),
|
||||||
@@ -127,7 +207,7 @@ pub fn create_terrain_render_pipeline(
|
|||||||
vertex: wgpu::VertexState {
|
vertex: wgpu::VertexState {
|
||||||
module: &shader,
|
module: &shader,
|
||||||
entry_point: Some("vs_main"),
|
entry_point: Some("vs_main"),
|
||||||
buffers: &[Vertex::desc()],
|
buffers: &[Vertex::desc(), InstanceRaw::desc()],
|
||||||
compilation_options: Default::default(),
|
compilation_options: Default::default(),
|
||||||
},
|
},
|
||||||
fragment: Some(wgpu::FragmentState {
|
fragment: Some(wgpu::FragmentState {
|
||||||
|
|||||||
238
src/texture_loader.rs
Normal 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,
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
BIN
textures/dither/octave_0.png
Normal file
|
After Width: | Height: | Size: 425 B |
BIN
textures/dither/octave_1.png
Normal file
|
After Width: | Height: | Size: 751 B |
BIN
textures/dither/octave_2.png
Normal file
|
After Width: | Height: | Size: 824 B |
BIN
textures/dither/octave_3.png
Normal file
|
After Width: | Height: | Size: 425 B |
BIN
textures/path_direction_debug.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
BIN
textures/path_distance_debug.png
Normal file
|
After Width: | Height: | Size: 392 KiB |
BIN
textures/path_hotspot_debug.exr
Normal file
BIN
textures/path_hotspot_heatmap.png
Normal file
|
After Width: | Height: | Size: 46 KiB |
BIN
textures/path_segment_debug.png
Normal file
|
After Width: | Height: | Size: 184 KiB |
BIN
textures/terrain.exr
Normal file
BIN
textures/terrain_flowmap.exr
Normal file
BIN
textures/terrain_flowmap.png
Normal file
|
After Width: | Height: | Size: 2.6 MiB |
BIN
textures/terrain_normals.png
Normal file
|
After Width: | Height: | Size: 910 KiB |