1077 lines
38 KiB
Rust
1077 lines
38 KiB
Rust
mod bind_group;
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mod debug_overlay;
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mod pipeline;
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mod shadow;
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mod types;
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pub use types::{DrawCall, Pipeline, Spotlight, SpotlightRaw, Uniforms, MAX_SPOTLIGHTS};
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use crate::debug::DebugMode;
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use crate::postprocess::{create_blit_pipeline, create_fullscreen_quad, LowResFramebuffer};
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use crate::texture::{DitherTextures, FlowmapTexture};
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use pipeline::{create_debug_lines_pipeline, create_main_pipeline, create_snow_clipmap_pipeline,
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create_wireframe_pipeline};
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use std::cell::RefCell;
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pub struct Renderer
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{
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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pub surface: wgpu::Surface<'static>,
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pub config: wgpu::SurfaceConfiguration,
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framebuffer: LowResFramebuffer,
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standard_pipeline: wgpu::RenderPipeline,
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snow_clipmap_pipeline: wgpu::RenderPipeline,
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wireframe_pipeline: Option<wgpu::RenderPipeline>,
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debug_lines_pipeline: Option<wgpu::RenderPipeline>,
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debug_overlay: Option<debug_overlay::DebugOverlay>,
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wireframe_supported: bool,
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uniform_buffer: wgpu::Buffer,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group: wgpu::BindGroup,
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quad_vb: wgpu::Buffer,
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quad_ib: wgpu::Buffer,
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quad_num_indices: u32,
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blit_pipeline: wgpu::RenderPipeline,
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blit_bind_group: wgpu::BindGroup,
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shadow_pipeline: Option<wgpu::RenderPipeline>,
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shadow_bind_group_layout: wgpu::BindGroupLayout,
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shadow_bind_group: Option<wgpu::BindGroup>,
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terrain_height_scale: f32,
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pub spotlights: Vec<Spotlight>,
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pub shadow_bias: f32,
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shadow_map_texture: wgpu::Texture,
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shadow_map_view: wgpu::TextureView,
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shadow_map_sampler: wgpu::Sampler,
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dither_textures: Option<DitherTextures>,
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flowmap_texture: Option<FlowmapTexture>,
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blue_noise_view: wgpu::TextureView,
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blue_noise_sampler: wgpu::Sampler,
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dummy_snow_light_view: wgpu::TextureView,
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dummy_snow_light_sampler: wgpu::Sampler,
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snow_light_accumulation: Option<crate::snow_light::SnowLightAccumulation>,
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snow_light_bound: bool,
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}
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impl Renderer
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{
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pub async fn new(
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window: &sdl3::video::Window,
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render_scale: u32,
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) -> Result<Self, Box<dyn std::error::Error>>
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{
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let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
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backends: wgpu::Backends::VULKAN,
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..Default::default()
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});
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let surface = unsafe {
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let target = wgpu::SurfaceTargetUnsafe::from_window(window)?;
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instance.create_surface_unsafe(target)?
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};
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.map_err(|_| "Failed to find adapter")?;
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let wireframe_supported =
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adapter.features().contains(wgpu::Features::POLYGON_MODE_LINE);
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let required_features = if wireframe_supported
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{
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wgpu::Features::POLYGON_MODE_LINE
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}
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else
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{
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wgpu::Features::empty()
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};
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor {
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required_features,
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..Default::default()
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})
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.await?;
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let size = window.size();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_capabilities(&adapter).formats[0],
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width: size.0,
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height: size.1,
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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surface.configure(&device, &config);
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let low_res_width = config.width / render_scale;
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let low_res_height = config.height / render_scale;
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let framebuffer =
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LowResFramebuffer::new(&device, low_res_width, low_res_height, config.format);
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Uniform Buffer"),
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size: std::mem::size_of::<Uniforms>() as wgpu::BufferAddress,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let dither_textures = match DitherTextures::load_octaves(&device, &queue)
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{
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Ok(textures) =>
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{
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println!("Loaded dither textures successfully");
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Some(textures)
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}
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Err(e) =>
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{
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eprintln!(
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"Warning: Could not load dither textures: {}. Rendering may look incorrect.",
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e
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);
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None
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}
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};
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let flowmap_texture =
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match FlowmapTexture::load(&device, &queue, "textures/terrain_flowmap.exr")
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{
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Ok(texture) =>
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{
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println!("Loaded terrain flowmap successfully");
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Some(texture)
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}
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Err(e) =>
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{
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eprintln!(
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"Warning: Could not load terrain flowmap: {}. Path lighting will not work.",
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e
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);
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None
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}
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};
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let blue_noise_data = image::open("textures/blue_noise.png")
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.expect("Failed to load blue noise texture")
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.to_luma8();
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let blue_noise_size = blue_noise_data.dimensions();
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let blue_noise_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Blue Noise"),
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size: wgpu::Extent3d {
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width: blue_noise_size.0,
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height: blue_noise_size.1,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R8Unorm,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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wgpu::TexelCopyTextureInfo {
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texture: &blue_noise_texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&blue_noise_data,
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(blue_noise_size.0),
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rows_per_image: Some(blue_noise_size.1),
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},
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wgpu::Extent3d {
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width: blue_noise_size.0,
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height: blue_noise_size.1,
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depth_or_array_layers: 1,
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},
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);
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let blue_noise_view =
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blue_noise_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let blue_noise_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Blue Noise Sampler"),
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address_mode_u: wgpu::AddressMode::Repeat,
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address_mode_v: wgpu::AddressMode::Repeat,
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let shadow_map_size = 4096;
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let shadow_map_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Shadow Map"),
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size: wgpu::Extent3d {
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width: shadow_map_size,
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height: shadow_map_size,
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depth_or_array_layers: MAX_SPOTLIGHTS as u32,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Depth32Float,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let shadow_map_view = shadow_map_texture.create_view(&wgpu::TextureViewDescriptor {
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dimension: Some(wgpu::TextureViewDimension::D2Array),
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..Default::default()
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});
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let shadow_map_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Shadow Map Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::MipmapFilterMode::Nearest,
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compare: Some(wgpu::CompareFunction::LessEqual),
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..Default::default()
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});
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let dummy_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Dummy Snow Light"),
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size: wgpu::Extent3d {
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width: 1,
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height: 1,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::R16Float,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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wgpu::TexelCopyTextureInfo {
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texture: &dummy_texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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&[0u8; 2],
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(2),
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rows_per_image: Some(1),
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},
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wgpu::Extent3d {
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width: 1,
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height: 1,
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depth_or_array_layers: 1,
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},
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);
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let dummy_snow_light_view =
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dummy_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let dummy_snow_light_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Snow Light Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Depth,
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view_dimension: wgpu::TextureViewDimension::D2Array,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2Array,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 4,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 5,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 6,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 7,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 8,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 9,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 10,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let bind_group = Self::create_bind_group_from_parts(
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&device,
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&bind_group_layout,
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&uniform_buffer,
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&shadow_map_view,
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&shadow_map_sampler,
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dither_textures.as_ref().expect("Dither textures required"),
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flowmap_texture.as_ref().expect("Flowmap texture required"),
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&blue_noise_view,
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&blue_noise_sampler,
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&dummy_snow_light_view,
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&dummy_snow_light_sampler,
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);
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let standard_pipeline = create_main_pipeline(
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&device,
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config.format,
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&bind_group_layout,
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wgpu::DepthBiasState::default(),
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"Standard Pipeline",
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);
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let snow_clipmap_pipeline =
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create_snow_clipmap_pipeline(&device, config.format, &bind_group_layout);
|
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let (quad_vb, quad_ib, quad_num_indices) = create_fullscreen_quad(&device);
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|
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let blit_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Blit Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
|
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
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view_dimension: wgpu::TextureViewDimension::D2,
|
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multisampled: false,
|
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},
|
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count: None,
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},
|
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
|
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
|
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});
|
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|
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let blit_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
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label: Some("Blit Bind Group"),
|
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layout: &blit_bind_group_layout,
|
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entries: &[
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wgpu::BindGroupEntry {
|
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binding: 0,
|
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resource: wgpu::BindingResource::TextureView(&framebuffer.view),
|
|
},
|
|
wgpu::BindGroupEntry {
|
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binding: 1,
|
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resource: wgpu::BindingResource::Sampler(&framebuffer.sampler),
|
|
},
|
|
],
|
|
});
|
|
|
|
let blit_pipeline = create_blit_pipeline(&device, config.format, &blit_bind_group_layout);
|
|
|
|
let wireframe_pipeline = if wireframe_supported
|
|
{
|
|
Some(create_wireframe_pipeline(&device, config.format, &bind_group_layout))
|
|
}
|
|
else
|
|
{
|
|
None
|
|
};
|
|
|
|
let debug_lines_pipeline =
|
|
Some(create_debug_lines_pipeline(&device, config.format, &bind_group_layout));
|
|
|
|
let debug_overlay = Some(debug_overlay::DebugOverlay::new(&device, config.format));
|
|
|
|
let shadow_bind_group_layout =
|
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
label: Some("Shadow Bind Group Layout"),
|
|
entries: &[wgpu::BindGroupLayoutEntry {
|
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binding: 0,
|
|
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
|
|
ty: wgpu::BindingType::Buffer {
|
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ty: wgpu::BufferBindingType::Uniform,
|
|
has_dynamic_offset: false,
|
|
min_binding_size: None,
|
|
},
|
|
count: None,
|
|
}],
|
|
});
|
|
|
|
Ok(Self {
|
|
device,
|
|
queue,
|
|
surface,
|
|
config,
|
|
framebuffer,
|
|
standard_pipeline,
|
|
snow_clipmap_pipeline,
|
|
wireframe_pipeline,
|
|
debug_lines_pipeline,
|
|
debug_overlay,
|
|
wireframe_supported,
|
|
uniform_buffer,
|
|
bind_group_layout,
|
|
bind_group,
|
|
quad_vb,
|
|
quad_ib,
|
|
quad_num_indices,
|
|
blit_pipeline,
|
|
blit_bind_group,
|
|
shadow_pipeline: None,
|
|
shadow_bind_group_layout,
|
|
shadow_bind_group: None,
|
|
terrain_height_scale: 10.0,
|
|
spotlights: vec![Spotlight::new(
|
|
glam::Vec3::new(0.0, 50.0, 0.0),
|
|
glam::Vec3::new(-0.5, -1.0, 1.0).normalize(),
|
|
0.4,
|
|
1.0,
|
|
100.0,
|
|
)],
|
|
shadow_bias: 0.005,
|
|
shadow_map_texture,
|
|
shadow_map_view,
|
|
shadow_map_sampler,
|
|
dither_textures,
|
|
flowmap_texture,
|
|
blue_noise_view,
|
|
blue_noise_sampler,
|
|
dummy_snow_light_view,
|
|
dummy_snow_light_sampler,
|
|
snow_light_accumulation: None,
|
|
snow_light_bound: false,
|
|
})
|
|
}
|
|
|
|
pub fn render(
|
|
&mut self,
|
|
view: &glam::Mat4,
|
|
projection: &glam::Mat4,
|
|
camera_position: glam::Vec3,
|
|
player_position: glam::Vec3,
|
|
draw_calls: &[DrawCall],
|
|
time: f32,
|
|
delta_time: f32,
|
|
debug_mode: DebugMode,
|
|
) -> wgpu::SurfaceTexture
|
|
{
|
|
let light_view_projections = self.calculate_light_view_projections();
|
|
|
|
if let Some(ref mut snow_light_accum) = self.snow_light_accumulation
|
|
{
|
|
let mut encoder = self
|
|
.device
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
label: Some("Snow Light Accumulation Encoder"),
|
|
});
|
|
|
|
snow_light_accum.render(
|
|
&mut encoder,
|
|
&self.queue,
|
|
&self.spotlights,
|
|
delta_time,
|
|
&light_view_projections,
|
|
self.shadow_bias,
|
|
self.terrain_height_scale,
|
|
);
|
|
|
|
self.queue.submit(std::iter::once(encoder.finish()));
|
|
}
|
|
|
|
if self.snow_light_accumulation.is_some() && !self.snow_light_bound
|
|
{
|
|
self.rebuild_bind_group_with_snow_light();
|
|
self.snow_light_bound = true;
|
|
}
|
|
|
|
self.render_shadow_pass(draw_calls, &light_view_projections, player_position, time);
|
|
|
|
let mut encoder = self
|
|
.device
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
label: Some("Render Encoder"),
|
|
});
|
|
|
|
for (i, draw_call) in draw_calls.iter().enumerate()
|
|
{
|
|
let uniforms = Uniforms::new(
|
|
draw_call.model,
|
|
*view,
|
|
*projection,
|
|
&light_view_projections,
|
|
camera_position,
|
|
player_position,
|
|
self.terrain_height_scale,
|
|
time,
|
|
self.shadow_bias,
|
|
draw_call.tile_scale,
|
|
draw_call.enable_dissolve,
|
|
draw_call.enable_snow_light,
|
|
&self.spotlights,
|
|
debug_mode.as_u32(),
|
|
);
|
|
self.queue
|
|
.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[uniforms]));
|
|
|
|
{
|
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
label: Some("3D Render Pass"),
|
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
|
view: &self.framebuffer.view,
|
|
resolve_target: None,
|
|
ops: wgpu::Operations {
|
|
load: if i == 0
|
|
{
|
|
wgpu::LoadOp::Clear(wgpu::Color {
|
|
r: 0.2,
|
|
g: 0.2,
|
|
b: 0.2,
|
|
a: 1.0,
|
|
})
|
|
}
|
|
else
|
|
{
|
|
wgpu::LoadOp::Load
|
|
},
|
|
store: wgpu::StoreOp::Store,
|
|
},
|
|
depth_slice: None,
|
|
})],
|
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
|
view: &self.framebuffer.depth_view,
|
|
depth_ops: Some(wgpu::Operations {
|
|
load: if i == 0
|
|
{
|
|
wgpu::LoadOp::Clear(1.0)
|
|
}
|
|
else
|
|
{
|
|
wgpu::LoadOp::Load
|
|
},
|
|
store: wgpu::StoreOp::Store,
|
|
}),
|
|
stencil_ops: None,
|
|
}),
|
|
timestamp_writes: None,
|
|
occlusion_query_set: None,
|
|
multiview_mask: None,
|
|
});
|
|
|
|
let pipeline = match draw_call.pipeline
|
|
{
|
|
Pipeline::Standard => &self.standard_pipeline,
|
|
Pipeline::SnowClipmap => &self.snow_clipmap_pipeline,
|
|
Pipeline::DebugLines => self
|
|
.debug_lines_pipeline
|
|
.as_ref()
|
|
.unwrap_or(&self.standard_pipeline),
|
|
};
|
|
render_pass.set_pipeline(pipeline);
|
|
render_pass.set_bind_group(0, &self.bind_group, &[]);
|
|
|
|
if let Some(ref displacement_bind_group) = draw_call.displacement_bind_group
|
|
{
|
|
render_pass.set_bind_group(1, displacement_bind_group, &[]);
|
|
}
|
|
|
|
render_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
|
|
|
|
if let Some(ref instance_buffer) = draw_call.instance_buffer
|
|
{
|
|
render_pass.set_vertex_buffer(1, instance_buffer.slice(..));
|
|
}
|
|
|
|
render_pass
|
|
.set_index_buffer(draw_call.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
|
render_pass.draw_indexed(0..draw_call.num_indices, 0, 0..draw_call.num_instances);
|
|
}
|
|
}
|
|
|
|
if debug_mode == DebugMode::Wireframe
|
|
{
|
|
if let Some(ref wireframe_pipeline) = self.wireframe_pipeline
|
|
{
|
|
for draw_call in draw_calls.iter()
|
|
{
|
|
if matches!(draw_call.pipeline, Pipeline::SnowClipmap | Pipeline::DebugLines)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
let uniforms = Uniforms::new(
|
|
draw_call.model,
|
|
*view,
|
|
*projection,
|
|
&light_view_projections,
|
|
camera_position,
|
|
player_position,
|
|
self.terrain_height_scale,
|
|
time,
|
|
self.shadow_bias,
|
|
draw_call.tile_scale,
|
|
draw_call.enable_dissolve,
|
|
draw_call.enable_snow_light,
|
|
&self.spotlights,
|
|
4,
|
|
);
|
|
self.queue.write_buffer(
|
|
&self.uniform_buffer,
|
|
0,
|
|
bytemuck::cast_slice(&[uniforms]),
|
|
);
|
|
|
|
{
|
|
let mut wire_pass =
|
|
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
label: Some("Wireframe Pass"),
|
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
|
view: &self.framebuffer.view,
|
|
resolve_target: None,
|
|
ops: wgpu::Operations {
|
|
load: wgpu::LoadOp::Load,
|
|
store: wgpu::StoreOp::Store,
|
|
},
|
|
depth_slice: None,
|
|
})],
|
|
depth_stencil_attachment: Some(
|
|
wgpu::RenderPassDepthStencilAttachment {
|
|
view: &self.framebuffer.depth_view,
|
|
depth_ops: Some(wgpu::Operations {
|
|
load: wgpu::LoadOp::Load,
|
|
store: wgpu::StoreOp::Store,
|
|
}),
|
|
stencil_ops: None,
|
|
},
|
|
),
|
|
timestamp_writes: None,
|
|
occlusion_query_set: None,
|
|
multiview_mask: None,
|
|
});
|
|
|
|
wire_pass.set_pipeline(wireframe_pipeline);
|
|
wire_pass.set_bind_group(0, &self.bind_group, &[]);
|
|
wire_pass.set_vertex_buffer(0, draw_call.vertex_buffer.slice(..));
|
|
|
|
if let Some(ref instance_buffer) = draw_call.instance_buffer
|
|
{
|
|
wire_pass.set_vertex_buffer(1, instance_buffer.slice(..));
|
|
}
|
|
|
|
wire_pass.set_index_buffer(
|
|
draw_call.index_buffer.slice(..),
|
|
wgpu::IndexFormat::Uint32,
|
|
);
|
|
wire_pass.draw_indexed(
|
|
0..draw_call.num_indices,
|
|
0,
|
|
0..draw_call.num_instances,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if debug_mode == DebugMode::ShadowMap
|
|
{
|
|
if let Some(ref overlay) = self.debug_overlay
|
|
{
|
|
let shadow_view = &self.shadow_map_view;
|
|
let framebuffer_view = &self.framebuffer.view;
|
|
let quad_vb = &self.quad_vb;
|
|
let quad_ib = &self.quad_ib;
|
|
let quad_num = self.quad_num_indices;
|
|
let device = &self.device;
|
|
overlay.render_shadow_map(
|
|
&mut encoder,
|
|
framebuffer_view,
|
|
shadow_view,
|
|
quad_vb,
|
|
quad_ib,
|
|
quad_num,
|
|
device,
|
|
);
|
|
}
|
|
}
|
|
else if debug_mode == DebugMode::SnowLight
|
|
{
|
|
if let Some(ref overlay) = self.debug_overlay
|
|
{
|
|
let snow_light_view = self
|
|
.snow_light_accumulation
|
|
.as_ref()
|
|
.map(|s| s.read_view())
|
|
.unwrap_or(&self.dummy_snow_light_view);
|
|
let framebuffer_view = &self.framebuffer.view;
|
|
let quad_vb = &self.quad_vb;
|
|
let quad_ib = &self.quad_ib;
|
|
let quad_num = self.quad_num_indices;
|
|
let device = &self.device;
|
|
let sampler = &self.dummy_snow_light_sampler;
|
|
overlay.render_snow_light(
|
|
&mut encoder,
|
|
framebuffer_view,
|
|
snow_light_view,
|
|
sampler,
|
|
quad_vb,
|
|
quad_ib,
|
|
quad_num,
|
|
device,
|
|
);
|
|
}
|
|
}
|
|
|
|
self.queue.submit(std::iter::once(encoder.finish()));
|
|
|
|
let frame = match self.surface.get_current_texture()
|
|
{
|
|
Ok(frame) => frame,
|
|
Err(_) =>
|
|
{
|
|
self.surface.configure(&self.device, &self.config);
|
|
self.surface
|
|
.get_current_texture()
|
|
.expect("Failed to acquire next surface texture")
|
|
}
|
|
};
|
|
|
|
let screen_view = frame
|
|
.texture
|
|
.create_view(&wgpu::TextureViewDescriptor::default());
|
|
|
|
let mut blit_encoder =
|
|
self.device
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
label: Some("Blit Encoder"),
|
|
});
|
|
|
|
{
|
|
let mut blit_pass = blit_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
label: Some("Blit Pass"),
|
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
|
view: &screen_view,
|
|
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,
|
|
multiview_mask: None,
|
|
});
|
|
|
|
blit_pass.set_pipeline(&self.blit_pipeline);
|
|
blit_pass.set_bind_group(0, &self.blit_bind_group, &[]);
|
|
blit_pass.set_vertex_buffer(0, self.quad_vb.slice(..));
|
|
blit_pass.set_index_buffer(self.quad_ib.slice(..), wgpu::IndexFormat::Uint16);
|
|
blit_pass.draw_indexed(0..self.quad_num_indices, 0, 0..1);
|
|
}
|
|
|
|
self.queue.submit(std::iter::once(blit_encoder.finish()));
|
|
frame
|
|
}
|
|
|
|
pub fn render_scale(&self) -> (u32, u32)
|
|
{
|
|
(
|
|
self.config.width / self.framebuffer.width,
|
|
self.config.height / self.framebuffer.height,
|
|
)
|
|
}
|
|
|
|
pub fn set_terrain_data(&mut self)
|
|
{
|
|
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.uniform_buffer.as_entire_binding(),
|
|
}],
|
|
});
|
|
|
|
let shadow_pipeline =
|
|
pipeline::create_shadow_pipeline(&self.device, &self.shadow_bind_group_layout);
|
|
|
|
self.shadow_bind_group = Some(shadow_bind_group);
|
|
self.shadow_pipeline = Some(shadow_pipeline);
|
|
self.terrain_height_scale = 1.0;
|
|
}
|
|
|
|
pub fn init_snow_light_accumulation(&mut self, terrain_min: glam::Vec2, terrain_max: glam::Vec2)
|
|
{
|
|
let snow_light_accumulation = crate::snow_light::SnowLightAccumulation::new(
|
|
&self.device,
|
|
terrain_min,
|
|
terrain_max,
|
|
512,
|
|
);
|
|
|
|
self.snow_light_accumulation = Some(snow_light_accumulation);
|
|
}
|
|
|
|
pub fn set_snow_depth(&mut self, snow_depth_view: &wgpu::TextureView)
|
|
{
|
|
println!("set_snow_depth() called");
|
|
if let Some(ref mut snow_light_accum) = self.snow_light_accumulation
|
|
{
|
|
println!("Snow light accumulation exists, setting up bind groups");
|
|
let snow_depth_sampler = self.device.create_sampler(&wgpu::SamplerDescriptor {
|
|
label: Some("Snow Depth Sampler"),
|
|
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
|
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
|
mag_filter: wgpu::FilterMode::Nearest,
|
|
min_filter: wgpu::FilterMode::Nearest,
|
|
..Default::default()
|
|
});
|
|
|
|
match crate::texture::HeightmapTexture::load(
|
|
&self.device,
|
|
&self.queue,
|
|
"textures/terrain_heightmap.exr",
|
|
)
|
|
{
|
|
Ok(heightmap) =>
|
|
{
|
|
snow_light_accum.set_heightmap(
|
|
&self.device,
|
|
&heightmap.view,
|
|
&heightmap.sampler,
|
|
&self.shadow_map_view,
|
|
&self.shadow_map_sampler,
|
|
snow_depth_view,
|
|
&snow_depth_sampler,
|
|
);
|
|
}
|
|
Err(e) =>
|
|
{
|
|
eprintln!("Failed to load heightmap for snow depth setup: {}", e);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn aspect_ratio(&self) -> f32
|
|
{
|
|
self.config.width as f32 / self.config.height as f32
|
|
}
|
|
}
|
|
|
|
thread_local! {
|
|
static GLOBAL_RENDERER: RefCell<Option<Renderer>> = RefCell::new(None);
|
|
}
|
|
|
|
pub fn init(renderer: Renderer)
|
|
{
|
|
GLOBAL_RENDERER.with(|r| *r.borrow_mut() = Some(renderer));
|
|
}
|
|
|
|
pub fn with_device<F, R>(f: F) -> R
|
|
where
|
|
F: FnOnce(&wgpu::Device) -> R,
|
|
{
|
|
GLOBAL_RENDERER.with(|r| {
|
|
let renderer = r.borrow();
|
|
let renderer = renderer.as_ref().expect("Renderer not set");
|
|
f(&renderer.device)
|
|
})
|
|
}
|
|
|
|
pub fn with_queue<F, R>(f: F) -> R
|
|
where
|
|
F: FnOnce(&wgpu::Queue) -> R,
|
|
{
|
|
GLOBAL_RENDERER.with(|r| {
|
|
let renderer = r.borrow();
|
|
let renderer = renderer.as_ref().expect("Renderer not set");
|
|
f(&renderer.queue)
|
|
})
|
|
}
|
|
|
|
pub fn set_terrain_data()
|
|
{
|
|
GLOBAL_RENDERER.with(|r| {
|
|
let mut renderer = r.borrow_mut();
|
|
let renderer = renderer.as_mut().expect("Renderer not set");
|
|
renderer.set_terrain_data();
|
|
});
|
|
}
|
|
|
|
pub fn init_snow_light_accumulation(terrain_min: glam::Vec2, terrain_max: glam::Vec2)
|
|
{
|
|
GLOBAL_RENDERER.with(|r| {
|
|
let mut renderer = r.borrow_mut();
|
|
let renderer = renderer.as_mut().expect("Renderer not set");
|
|
renderer.init_snow_light_accumulation(terrain_min, terrain_max);
|
|
});
|
|
}
|
|
|
|
pub fn set_snow_depth(snow_depth_view: &wgpu::TextureView)
|
|
{
|
|
GLOBAL_RENDERER.with(|r| {
|
|
let mut renderer = r.borrow_mut();
|
|
let renderer = renderer.as_mut().expect("Renderer not set");
|
|
renderer.set_snow_depth(snow_depth_view);
|
|
});
|
|
}
|
|
|
|
pub fn aspect_ratio() -> f32
|
|
{
|
|
GLOBAL_RENDERER.with(|r| {
|
|
let renderer = r.borrow();
|
|
let renderer = renderer.as_ref().expect("Renderer not set");
|
|
renderer.aspect_ratio()
|
|
})
|
|
}
|
|
|
|
pub fn render(
|
|
view: &glam::Mat4,
|
|
projection: &glam::Mat4,
|
|
camera_position: glam::Vec3,
|
|
player_position: glam::Vec3,
|
|
draw_calls: &[DrawCall],
|
|
time: f32,
|
|
delta_time: f32,
|
|
debug_mode: DebugMode,
|
|
) -> wgpu::SurfaceTexture
|
|
{
|
|
GLOBAL_RENDERER.with(|r| {
|
|
let mut renderer = r.borrow_mut();
|
|
let renderer = renderer.as_mut().expect("Renderer not set");
|
|
renderer.render(
|
|
view,
|
|
projection,
|
|
camera_position,
|
|
player_position,
|
|
draw_calls,
|
|
time,
|
|
delta_time,
|
|
debug_mode,
|
|
)
|
|
})
|
|
}
|
|
|
|
pub fn with_surface_format<F, R>(f: F) -> R
|
|
where
|
|
F: FnOnce(wgpu::TextureFormat) -> R,
|
|
{
|
|
GLOBAL_RENDERER.with(|r| {
|
|
let renderer = r.borrow();
|
|
let renderer = renderer.as_ref().expect("Renderer not set");
|
|
f(renderer.config.format)
|
|
})
|
|
}
|
|
|
|
pub fn set_shadow_bias(bias: f32)
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|
{
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|
GLOBAL_RENDERER.with(|r| {
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|
let mut renderer = r.borrow_mut();
|
|
let renderer = renderer.as_mut().expect("Renderer not set");
|
|
renderer.shadow_bias = bias;
|
|
});
|
|
}
|
|
|
|
pub fn update_spotlights(spotlights: Vec<Spotlight>)
|
|
{
|
|
GLOBAL_RENDERER.with(|r| {
|
|
let mut renderer = r.borrow_mut();
|
|
let renderer = renderer.as_mut().expect("Renderer not set");
|
|
renderer.spotlights = spotlights;
|
|
});
|
|
}
|