render iteration

This commit is contained in:
Jonas H
2026-02-08 14:06:35 +01:00
parent 2422106725
commit 82c3e1e3b0
67 changed files with 6381 additions and 1564 deletions

550
src/snow_light.rs Normal file
View File

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use bytemuck::{Pod, Zeroable};
use glam::{Vec2, Vec3};
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct AccumulationUniforms
{
terrain_min_xz: [f32; 2],
terrain_max_xz: [f32; 2],
decay_rate: f32,
delta_time: f32,
spotlight_count: u32,
_padding: u32,
light_view_projection: [[f32; 4]; 4],
shadow_bias: f32,
terrain_height_scale: f32,
_padding3: f32,
_padding4: f32,
spotlights: [crate::render::SpotlightRaw; crate::render::MAX_SPOTLIGHTS],
}
pub struct SnowLightAccumulation
{
texture_ping: wgpu::Texture,
texture_pong: wgpu::Texture,
view_ping: wgpu::TextureView,
view_pong: wgpu::TextureView,
bind_group_layout: wgpu::BindGroupLayout,
bind_group_ping: Option<wgpu::BindGroup>,
bind_group_pong: Option<wgpu::BindGroup>,
uniform_buffer: wgpu::Buffer,
pipeline: wgpu::RenderPipeline,
quad_vb: wgpu::Buffer,
quad_ib: wgpu::Buffer,
quad_num_indices: u32,
current: bool,
needs_clear: bool,
terrain_min: Vec2,
terrain_max: Vec2,
pub decay_rate: f32,
}
impl SnowLightAccumulation
{
pub fn new(
device: &wgpu::Device,
terrain_min: Vec2,
terrain_max: Vec2,
resolution: u32,
) -> Self
{
let size = wgpu::Extent3d {
width: resolution,
height: resolution,
depth_or_array_layers: 1,
};
let texture_desc = wgpu::TextureDescriptor {
label: Some("Snow Light Accumulation"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R16Float,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT
| wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
};
let texture_ping = device.create_texture(&texture_desc);
let texture_pong = device.create_texture(&texture_desc);
let view_ping = texture_ping.create_view(&wgpu::TextureViewDescriptor::default());
let view_pong = texture_pong.create_view(&wgpu::TextureViewDescriptor::default());
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Snow Light Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Snow Light Accumulation Uniforms"),
size: std::mem::size_of::<AccumulationUniforms>() as wgpu::BufferAddress,
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Snow Light Accumulation Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
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: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
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::D2,
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::Depth,
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 6,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 7,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::D2,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 8,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
},
],
});
let compiler = wesl::Wesl::new("src/shaders");
let shader_source = compiler
.compile(&"package::snow_light_accumulation".parse().unwrap())
.inspect_err(|e| eprintln!("WESL error: {e}"))
.unwrap()
.to_string();
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Snow Light Accumulation Shader"),
source: wgpu::ShaderSource::Wgsl(shader_source.into()),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Snow Light Accumulation Pipeline Layout"),
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Snow Light Accumulation Pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
buffers: &[],
compilation_options: Default::default(),
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::R16Float,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: Default::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
let vertices: &[f32] = &[
-1.0, -1.0, 0.0, 1.0,
3.0, -1.0, 2.0, 1.0,
-1.0, 3.0, 0.0, -1.0,
];
let quad_vb = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Snow Light Quad VB"),
contents: bytemuck::cast_slice(vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let indices: &[u16] = &[0, 1, 2];
let quad_ib = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Snow Light Quad IB"),
contents: bytemuck::cast_slice(indices),
usage: wgpu::BufferUsages::INDEX,
});
Self {
texture_ping,
texture_pong,
view_ping,
view_pong,
bind_group_layout,
bind_group_ping: None,
bind_group_pong: None,
uniform_buffer,
pipeline,
quad_vb,
quad_ib,
quad_num_indices: 3,
current: false,
needs_clear: true,
terrain_min,
terrain_max,
decay_rate: 0.015,
}
}
pub fn clear(&self, encoder: &mut wgpu::CommandEncoder)
{
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Clear Snow Light Ping"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.view_ping,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Clear Snow Light Pong"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &self.view_pong,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
}
pub fn set_heightmap(
&mut self,
device: &wgpu::Device,
heightmap_view: &wgpu::TextureView,
heightmap_sampler: &wgpu::Sampler,
shadow_map_view: &wgpu::TextureView,
shadow_sampler: &wgpu::Sampler,
snow_depth_view: &wgpu::TextureView,
snow_depth_sampler: &wgpu::Sampler,
)
{
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Snow Light Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
self.bind_group_ping = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Snow Light Accumulation Bind Group Ping"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.view_pong),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: self.uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(heightmap_view),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::Sampler(heightmap_sampler),
},
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::TextureView(shadow_map_view),
},
wgpu::BindGroupEntry {
binding: 6,
resource: wgpu::BindingResource::Sampler(shadow_sampler),
},
wgpu::BindGroupEntry {
binding: 7,
resource: wgpu::BindingResource::TextureView(snow_depth_view),
},
wgpu::BindGroupEntry {
binding: 8,
resource: wgpu::BindingResource::Sampler(snow_depth_sampler),
},
],
}));
self.bind_group_pong = Some(device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Snow Light Accumulation Bind Group Pong"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.view_ping),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
wgpu::BindGroupEntry {
binding: 2,
resource: self.uniform_buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(heightmap_view),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::Sampler(heightmap_sampler),
},
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::TextureView(shadow_map_view),
},
wgpu::BindGroupEntry {
binding: 6,
resource: wgpu::BindingResource::Sampler(shadow_sampler),
},
wgpu::BindGroupEntry {
binding: 7,
resource: wgpu::BindingResource::TextureView(snow_depth_view),
},
wgpu::BindGroupEntry {
binding: 8,
resource: wgpu::BindingResource::Sampler(snow_depth_sampler),
},
],
}));
}
pub fn render(
&mut self,
encoder: &mut wgpu::CommandEncoder,
queue: &wgpu::Queue,
spotlights: &[crate::render::Spotlight],
delta_time: f32,
light_view_projection: &glam::Mat4,
shadow_bias: f32,
terrain_height_scale: f32,
)
{
if self.needs_clear
{
self.clear(encoder);
self.needs_clear = false;
}
let mut spotlight_array = [crate::render::SpotlightRaw::default(); crate::render::MAX_SPOTLIGHTS];
for (i, spotlight) in spotlights.iter().take(crate::render::MAX_SPOTLIGHTS).enumerate()
{
spotlight_array[i] = spotlight.to_raw();
}
let uniforms = AccumulationUniforms {
terrain_min_xz: self.terrain_min.to_array(),
terrain_max_xz: self.terrain_max.to_array(),
decay_rate: self.decay_rate,
delta_time,
spotlight_count: spotlights.len().min(crate::render::MAX_SPOTLIGHTS) as u32,
_padding: 0,
light_view_projection: light_view_projection.to_cols_array_2d(),
shadow_bias,
terrain_height_scale,
_padding3: 0.0,
_padding4: 0.0,
spotlights: spotlight_array,
};
queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
let write_view = if self.current { &self.view_ping } else { &self.view_pong };
let bind_group = if self.current { self.bind_group_ping.as_ref() } else { self.bind_group_pong.as_ref() };
let Some(bind_group) = bind_group else {
return;
};
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Snow Light Accumulation Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: write_view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
depth_slice: None,
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
render_pass.set_pipeline(&self.pipeline);
render_pass.set_bind_group(0, bind_group, &[]);
render_pass.set_vertex_buffer(0, self.quad_vb.slice(..));
render_pass.set_index_buffer(self.quad_ib.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..self.quad_num_indices, 0, 0..1);
}
self.current = !self.current;
}
pub fn read_view(&self) -> &wgpu::TextureView
{
if self.current { &self.view_pong } else { &self.view_ping }
}
pub fn create_bind_group_layout(device: &wgpu::Device) -> wgpu::BindGroupLayout
{
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Snow Persistent Light Bind Group Layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
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: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
})
}
pub fn create_read_bind_group(
&self,
device: &wgpu::Device,
layout: &wgpu::BindGroupLayout,
) -> wgpu::BindGroup
{
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("Snow Persistent Light Sampler"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
..Default::default()
});
device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Snow Persistent Light Bind Group"),
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(self.read_view()),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
})
}
}