HD lighting stage 2: sun and moon shadow cascades, the world relit (sun by face angle and shadow, sky and block light through the lightmap), light shafts and halos, fog over it again, a light colour grade

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-29 13:59:43 +03:00
committed by airdef
parent fff9f9a746
commit 3cfa79c011
9 changed files with 957 additions and 129 deletions
+10 -1
View File
@@ -56,8 +56,9 @@ struct Out {
@location(11) glint_uv: vec2<f32>,
// 1 drops the quad's back-facing pixels (Vertex::normal w = 1), like a culling render type.
@location(12) @interpolate(flat) cull: u32,
// AirDef fork, HD lighting's G-buffer: the camera-relative position.
// AirDef fork, HD lighting's G-buffer: the camera-relative position, sky and block light.
@location(13) pos: vec3<f32>,
@location(14) lm: vec2<f32>,
}
// Shipped light.glsl; normals are already transformed and RGBA8_SNORM packed.
fn entity_light(normal: vec3<f32>, nether: bool) -> f32 {
@@ -121,6 +122,7 @@ fn entity_vertex(position: vec3<f32>, uv: vec2<f32>,
out.cylindrical = select(max(length(position.xz), abs(position.y)), 0.0, overlay >= 2u && overlay <= 4u);
out.overlay = overlay;
out.pos = position;
out.lm = vec2(l.y, l.x) / 240.0;
out.glint_uv = vec2(0.0);
if overlay == 4u { out.spherical = length(position); }
return out;
@@ -269,6 +271,7 @@ fn crumbling_uv(uv: vec2<f32>, packed_origin: vec2<f32>, sprite_size: vec2<f32>,
struct EntityGBufferOut {
@location(0) albedo: vec4<f32>,
@location(1) normal: vec4<f32>,
@location(2) light: vec4<f32>,
}
@fragment fn fs_entity_gbuffer(in: Out, @builtin(front_facing) front: bool) -> EntityGBufferOut {
let color = textureSample(atlas, atlas_sampler, in.uv) * select(in.back_color, in.color, front);
@@ -280,8 +283,14 @@ struct EntityGBufferOut {
var out: EntityGBufferOut;
out.albedo = vec4(color.rgb, glow);
out.normal = vec4(n, 1.0);
out.light = vec4(clamp(in.lm, vec2(0.0), vec2(1.0)), 0.0, 1.0);
return out;
}
// AirDef fork: entities in the sun's shadow map.
@fragment fn fs_entity_shadow(in: Out) {
let a = textureSample(atlas, atlas_sampler, in.uv).a * in.color.a;
if a < 0.1 || in.overlay == 4u || in.overlay == 9u || in.overlay == 10u || in.overlay == 40u { discard; }
}
// rendertype_outline.fsh: the vertex colour (the team colour; outline vertices carry no
// normal, so no cardinal light) wherever the texture is not fully clear.
+1 -1
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@@ -112,10 +112,10 @@ mod mod_browser;
#[cfg(feature = "mods")]
mod mod_browser_recipes;
mod mod_input;
mod mod_models;
#[cfg(feature = "mods")]
mod mod_recipes;
mod mod_render;
mod mod_models;
mod mods;
mod mount_menu;
mod mounts;
+33 -7
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@@ -65,7 +65,11 @@ impl Game<'_> {
pub(super) fn mod_hd(&self) -> Option<horizon_client::gfx::HdSettings> {
None
}
pub(super) fn mod_lights(&self, _camera: glam::DVec3, _alpha: f64) -> Vec<horizon_client::gfx::HdLight> {
pub(super) fn mod_lights(
&self,
_camera: glam::DVec3,
_alpha: f64,
) -> Vec<horizon_client::gfx::HdLight> {
Vec::new()
}
}
@@ -127,7 +131,12 @@ impl Game<'_> {
let mut lights: HashMap<(usize, u32), (PointLight, PointLight)> = HashMap::new();
for (owner, l) in self.mods.mods.lights() {
let key = (owner, l.id);
let before = self.mods.models.lights.get(&key).map_or(*l, |(_, now)| *now);
let before = self
.mods
.models
.lights
.get(&key)
.map_or(*l, |(_, now)| *now);
lights.insert(key, (before, *l));
}
self.mods.models.lights = lights;
@@ -136,7 +145,10 @@ impl Game<'_> {
self.mods.models.views = views
.into_iter()
.map(|v| {
let before = old.iter().find(|(_, o)| o.id == v.id).map_or(v, |(_, o)| *o);
let before = old
.iter()
.find(|(_, o)| o.id == v.id)
.map_or(v, |(_, o)| *o);
(before, v)
})
.collect();
@@ -145,12 +157,19 @@ impl Game<'_> {
/// The HD lighting a mod asked for, if any.
pub(super) fn mod_hd(&self) -> Option<horizon_client::gfx::HdSettings> {
let l = self.mods.mods.lighting()?;
l.hd.then_some(horizon_client::gfx::HdSettings { exposure: l.exposure, bloom: l.bloom })
l.hd.then_some(horizon_client::gfx::HdSettings {
exposure: l.exposure,
bloom: l.bloom,
})
}
/// The mods' lights between their last two settings, relative to the camera; the nearest and
/// brightest first when there are too many.
pub(super) fn mod_lights(&self, camera: DVec3, alpha: f64) -> Vec<horizon_client::gfx::HdLight> {
pub(super) fn mod_lights(
&self,
camera: DVec3,
alpha: f64,
) -> Vec<horizon_client::gfx::HdLight> {
let t = alpha.clamp(0.0, 1.0);
let mut out: Vec<(f32, horizon_client::gfx::HdLight)> = self
.mods
@@ -167,7 +186,12 @@ impl Game<'_> {
}
let light = horizon_client::gfx::HdLight {
pos: [at.x as f32, at.y as f32, at.z as f32, radius],
color: [b.color.0, b.color.1, b.color.2, a.intensity + (b.intensity - a.intensity) * t as f32],
color: [
b.color.0,
b.color.1,
b.color.2,
a.intensity + (b.intensity - a.intensity) * t as f32,
],
};
Some((light.color[3] / (1.0 + d * d * 0.001), light))
})
@@ -266,7 +290,9 @@ impl Game<'_> {
None => (0, None, Vec::new()),
};
let mut error = None;
let Some(renderer) = self.renderer.as_mut() else { return };
let Some(renderer) = self.renderer.as_mut() else {
return;
};
if version != self.mods.models.post {
self.mods.models.post = version;
error = renderer.set_mod_post(source.as_deref()).err();
+5 -1
View File
@@ -484,7 +484,11 @@ impl Game<'_> {
known_recipes,
placing: self.mod_recipe_screen(),
creative: self.creative,
world: self.player.is_some().then(|| self.mods.world_id.clone()).flatten(),
world: self
.player
.is_some()
.then(|| self.mods.world_id.clone())
.flatten(),
}
}
/// The first block along the player's view within
+241 -30
View File
@@ -71,15 +71,15 @@ mod arena;
mod cull;
mod end_sky;
mod flat;
mod hd;
mod hdr;
pub mod lightning;
mod lod;
mod mod_post;
mod mod_views;
mod native_material;
mod native_pack;
mod native_post;
mod hd;
mod mod_post;
mod mod_views;
pub use hd::{HdLight, HdSettings};
pub use mod_views::ModView;
mod native_sky;
@@ -563,6 +563,10 @@ pub struct Renderer {
/// AirDef fork: the HD lighting's G-buffer pipelines (terrain, entities) and its targets.
gbuffer_terrain: wgpu::RenderPipeline,
gbuffer_entity: wgpu::RenderPipeline,
/// The HD sun shadows: depth only, from the light, and the sections in its farther cascade.
shadow_terrain: wgpu::RenderPipeline,
shadow_entity: wgpu::RenderPipeline,
hd_shadow_visible: Vec<resident::Visible>,
hd: Option<hd::Hd>,
mod_params: (Vec<f32>, f32),
/// Time the shader pack's passes on the GPU (F3, or `HORIZON_SHADER_PACK_TIMING`).
@@ -1347,9 +1351,34 @@ impl Renderer {
let tri = wgpu::PrimitiveTopology::TriangleList;
// AirDef fork: the HD lighting's G-buffer (terrain.wgsl's fs_gbuffer): albedo and normal.
let gbuffer_targets = [
Some(wgpu::ColorTargetState { format: hd::ALBEDO, blend: None, write_mask: wgpu::ColorWrites::ALL }),
Some(wgpu::ColorTargetState { format: hd::NORMAL, blend: None, write_mask: wgpu::ColorWrites::ALL }),
Some(wgpu::ColorTargetState {
format: hd::ALBEDO,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
}),
Some(wgpu::ColorTargetState {
format: hd::NORMAL,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
}),
Some(wgpu::ColorTargetState {
format: hd::LIGHT_LEVELS,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
}),
];
// The shadow maps: plain depth from the light, biased against acne, both faces.
let shadow_depth = Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(true),
depth_compare: Some(wgpu::CompareFunction::Less),
stencil: Default::default(),
bias: wgpu::DepthBiasState {
constant: 2,
slope_scale: 2.0,
clamp: 0.0,
},
});
let gbuffer_depth = Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
depth_write_enabled: Some(true),
@@ -1366,18 +1395,48 @@ impl Renderer {
compilation_options: Default::default(),
buffers: &terrain_buffers,
},
primitive: wgpu::PrimitiveState { cull_mode: Some(wgpu::Face::Back), ..Default::default() },
primitive: wgpu::PrimitiveState {
cull_mode: Some(wgpu::Face::Back),
..Default::default()
},
depth_stencil: gbuffer_depth.clone(),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_gbuffer"),
compilation_options: wgpu::PipelineCompilationOptions { constants: &sprite_constants, ..Default::default() },
compilation_options: wgpu::PipelineCompilationOptions {
constants: &sprite_constants,
..Default::default()
},
targets: &gbuffer_targets,
}),
multiview_mask: None,
cache: None,
});
let shadow_terrain = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("HD shadows terrain"),
layout: Some(&layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_terrain"),
compilation_options: Default::default(),
buffers: &terrain_buffers,
},
primitive: Default::default(),
depth_stencil: shadow_depth.clone(),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_shadow"),
compilation_options: wgpu::PipelineCompilationOptions {
constants: &sprite_constants,
..Default::default()
},
targets: &[],
}),
multiview_mask: None,
cache: None,
});
let solid = pipeline(
"Terrain solid",
"vs_terrain",
@@ -1996,6 +2055,27 @@ impl Renderer {
multiview_mask: None,
cache: None,
});
let shadow_entity = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("HD shadows entities"),
layout: Some(&entity_layout),
vertex: wgpu::VertexState {
module: &entity_shader,
entry_point: Some("vs_entity"),
compilation_options: Default::default(),
buffers: &entity_vertex,
},
primitive: Default::default(),
depth_stencil: shadow_depth.clone(),
multisample: Default::default(),
fragment: Some(wgpu::FragmentState {
module: &entity_shader,
entry_point: Some("fs_entity_shadow"),
compilation_options: Default::default(),
targets: &[],
}),
multiview_mask: None,
cache: None,
});
let entity_pipeline = |label, cull_mode, depth_write, compare, bias, blend, clouds| {
entity_pipeline_with(
label,
@@ -2729,6 +2809,9 @@ impl Renderer {
mod_views: None,
gbuffer_terrain,
gbuffer_entity,
shadow_terrain,
shadow_entity,
hd_shadow_visible: Vec::new(),
hd: None,
mod_params: (Vec::new(), 0.0),
pass_timing: pack_timing::PassTiming::logging(),
@@ -3112,14 +3195,17 @@ impl Renderer {
let mut at = range.start;
if let Some(views) = &self.mod_views {
for v in batch.views.iter().filter(|v| {
v.at >= range.start && (v.at < range.end || (v.at == range.end && range.end == last))
v.at >= range.start
&& (v.at < range.end || (v.at == range.end && range.end == last))
}) {
self.hud.draw_range(encoder, target, &self.depth, batch, size, at..v.at);
self.hud
.draw_range(encoder, target, &self.depth, batch, size, at..v.at);
views.blit(encoder, target, size, v, batch.scale);
at = v.at;
}
}
self.hud.draw_range(encoder, target, &self.depth, batch, size, at..range.end);
self.hud
.draw_range(encoder, target, &self.depth, batch, size, at..range.end);
}
/// The mod cameras due this frame, each into its picture: sky, solid
/// terrain and entities, through the world's own pipelines with the
@@ -3215,7 +3301,9 @@ impl Renderer {
pass.draw_indexed(0..s.solid * 6, s.start as i32, instance..instance + 1);
}
for (k, v) in d.lods.iter().enumerate() {
let Some(tile) = self.lods.get(&v.key) else { continue };
let Some(tile) = self.lods.get(&v.key) else {
continue;
};
let s = &tile.mesh;
if s.solid == 0 {
continue;
@@ -3520,7 +3608,11 @@ impl Renderer {
}
Some(source) => {
// Under the HD lighting it draws into the HD target, else onto the screen.
let format = if self.mod_post_hdr { hd::HDR } else { self.config.format.remove_srgb_suffix() };
let format = if self.mod_post_hdr {
hd::HDR
} else {
self.config.format.remove_srgb_suffix()
};
self.mod_post = Some(mod_post::ModPost::new(&self.device, source, format)?);
self.mod_post_source = Some(source.to_owned());
}
@@ -3530,7 +3622,9 @@ impl Renderer {
/// AirDef fork: the mod post pass's parameters for the next frames.
pub fn set_mod_params(&mut self, params: &[f32], partial: f32) {
self.mod_params.0.clear();
self.mod_params.0.extend_from_slice(&params[..params.len().min(mod_post::PARAMS)]);
self.mod_params
.0
.extend_from_slice(&params[..params.len().min(mod_post::PARAMS)]);
self.mod_params.1 = partial;
}
pub fn drop_shader_packs(&mut self) {
@@ -4049,6 +4143,41 @@ impl Renderer {
});
}
self.drawn_sections = visible.len() + visible_lods.len();
// AirDef fork: the HD sun shadows draw every section in the farther cascade's box.
let hd_wanted = !frame.title
&& frame.hd.is_some()
&& !self.pack_post.as_ref().is_some_and(|p| p.1.is_some())
&& !self.native.as_ref().is_some_and(|n| n.post.is_some());
let hd_scene = hd::HdScene {
view_proj,
camera,
// The world's sun: vanilla turns the sky -90° about Y, so it crosses from east to west.
sun: Vec3::new(-sun_angle.sin(), sun_angle.cos(), 0.0),
dark: 1.0 - frame.sky.sky_light_factor,
rain: if frame.weather.is_empty() { 0.0 } else { 0.7 },
fog_color,
fog,
sky: frame.skybox && !frame.end_sky && !frame.nether_lighting && !frame.underwater,
};
let (shadow_dir, shadow_strength, _) = hd::light_of(&hd_scene);
let hd_cascades = hd::cascades(camera, shadow_dir);
let mut hd_shadow_visible = std::mem::take(&mut self.hd_shadow_visible);
hd_shadow_visible.clear();
if hd_wanted && shadow_strength > 0.0 {
let radius =
((frame.detail_distance / 16.0) as i32).min((hd::CASCADES[1] / 16.0) as i32 + 2);
let light = Frustum {
planes: frustum(hd_cascades[1]),
};
self.sections.visible(
camera,
radius,
&light,
|_| true,
|_, _| false,
&mut hd_shadow_visible,
);
}
// Mods' cameras: their sections round them, all of them (no occlusion), after the shadow's.
let globals_size = std::mem::size_of::<Globals>() as u64;
let mut views_due = Vec::new();
@@ -4063,7 +4192,9 @@ impl Renderer {
for v in views.choose(device, frame.mod_views, globals_size) {
let (view_proj, view, aspect) = mod_views::matrices(v, camera, frame.depth_far);
let own = world_projection(v.fov, aspect, frame.depth_far) * view;
let planes = Frustum { planes: frustum(own) };
let planes = Frustum {
planes: frustum(own),
};
let mut seen = Vec::new();
// Where distant terrain covers a column, its tile draws instead, as in the world pass.
self.sections.visible(
@@ -4105,8 +4236,13 @@ impl Renderer {
} else if frame.mod_views.is_empty() {
self.mod_views = None;
}
let view_sections: usize = views_due.iter().map(|d| d.visible.len() + d.lods.len()).sum();
let instances = self.drawn_sections + shadow_visible.len() + view_sections;
let view_sections: usize = views_due
.iter()
.map(|d| d.visible.len() + d.lods.len())
.sum();
let instances =
self.drawn_sections + shadow_visible.len() + view_sections + hd_shadow_visible.len();
let hd_shadow_first = (self.drawn_sections + shadow_visible.len() + view_sections) as u32;
if instances as u64 > self.instance_capacity {
self.instance_capacity = (instances as u64).next_power_of_two();
self.instances = self.device.create_buffer(&wgpu::BufferDescriptor {
@@ -4125,14 +4261,13 @@ impl Renderer {
.map(|v| section_instance(v.origin))
.chain(visible_lods.iter().map(|v| lod::instance(v.origin)))
.chain(shadow_visible.iter().map(|v| section_instance(v.origin)))
.chain(
views_due.iter().flat_map(|d| {
d.visible
.iter()
.map(|v| section_instance(v.origin))
.chain(d.lods.iter().map(|v| lod::instance(v.origin)))
}),
),
.chain(views_due.iter().flat_map(|d| {
d.visible
.iter()
.map(|v| section_instance(v.origin))
.chain(d.lods.iter().map(|v| lod::instance(v.origin)))
}))
.chain(hd_shadow_visible.iter().map(|v| section_instance(v.origin))),
);
if !self.origins.is_empty() {
self.uploads.buffer(
@@ -4835,10 +4970,65 @@ impl Renderer {
if hd_on && let Some(size) = self.world_post.size() {
let format = self.config.format.remove_srgb_suffix();
let device = &self.device;
let hd = self.hd.get_or_insert_with(|| hd::Hd::new(device, size, format));
let globals_size = std::mem::size_of::<Globals>() as u64;
let hd = self
.hd
.get_or_insert_with(|| hd::Hd::new(device, size, format, globals_size));
hd.resize(device, size);
if let Some(settings) = frame.hd {
hd.write(&self.queue, view_proj, frame.hd_lights, settings);
hd.write(&self.queue, &hd_scene, frame.hd_lights, settings);
}
// The sun's (or moon's) shadow cascades: the world's globals swapped for the light's.
if shadow_strength > 0.0 {
self.queue
.write_buffer(&hd.main_globals, 0, bytemuck::bytes_of(&globals));
for (c, cascade) in hd_cascades.iter().enumerate() {
let light = Globals {
view_proj: cascade.to_cols_array_2d(),
..globals
};
self.queue
.write_buffer(&hd.shadow_globals[c], 0, bytemuck::bytes_of(&light));
encoder.copy_buffer_to_buffer(
&hd.shadow_globals[c],
0,
&self.globals,
0,
globals_size,
);
let box_ = Frustum {
planes: frustum(*cascade),
};
let mut pass = hd.shadow_pass(&mut encoder, c);
pass.set_bind_group(0, &self.group, &[]);
pass.set_pipeline(&self.shadow_terrain);
pass.set_index_buffer(self.indices.slice(..), wgpu::IndexFormat::Uint32);
pass.set_vertex_buffer(1, self.instances.slice(..));
let mut page = None;
for (k, v) in hd_shadow_visible.iter().enumerate() {
let s = self.sections.get(v.slot);
if s.solid == 0 {
continue;
}
let min = Vec3::from(v.origin);
if c == 0 && !box_.intersects(min, min + Vec3::splat(16.0)) {
continue;
}
if page != Some(s.page) {
pass.set_vertex_buffer(0, self.arena.buffer(s.page).slice(..));
page = Some(s.page);
}
let instance = hd_shadow_first + k as u32;
pass.draw_indexed(0..s.solid * 6, s.start as i32, instance..instance + 1);
}
if entity_quads > 0 {
pass.set_pipeline(&self.shadow_entity);
pass.set_bind_group(0, &self.entity_group, &[]);
pass.set_vertex_buffer(0, self.entity_buffer.slice(..));
pass.draw_indexed(0..entity_quads * 6, 0, 0..1);
}
}
encoder.copy_buffer_to_buffer(&hd.main_globals, 0, &self.globals, 0, globals_size);
}
let mut pass = hd.gbuffer_pass(&mut encoder);
pass.set_bind_group(0, &self.group, &[]);
@@ -4846,7 +5036,10 @@ impl Renderer {
pass.set_index_buffer(self.indices.slice(..), wgpu::IndexFormat::Uint32);
pass.set_vertex_buffer(1, self.instances.slice(..));
let mut page = None;
let sections = visible.iter().enumerate().map(|(k, v)| (k, self.sections.get(v.slot)));
let sections = visible
.iter()
.enumerate()
.map(|(k, v)| (k, self.sections.get(v.slot)));
let tiles = visible_lods
.iter()
.enumerate()
@@ -5397,11 +5590,22 @@ impl Renderer {
{
// AirDef fork: lit by the mods' lights into the HD target, the mod's post pass on
// that, then bloom and the tone curve onto the screen.
hd.light(&self.device, &mut encoder, (color, depth));
hd.light(
&self.device,
&mut encoder,
(color, depth),
(&self.lightmap_view, &self.lightmap_sampler),
);
match &mut self.mod_post {
Some(post) if mod_post => {
let size = self.world_post.size().unwrap_or([1, 1]);
post.write(&self.queue, frame, size, &self.mod_params.0, self.mod_params.1);
post.write(
&self.queue,
frame,
size,
&self.mod_params.0,
self.mod_params.1,
);
post.run(&self.device, &mut encoder, (&hd.lit, depth), &hd.fx);
hd.finish(&self.device, &mut encoder, &hd.fx, &view_target);
}
@@ -5412,7 +5616,13 @@ impl Renderer {
&& let Some(post) = &mut self.mod_post
{
let size = self.world_post.size().unwrap_or([1, 1]);
post.write(&self.queue, frame, size, &self.mod_params.0, self.mod_params.1);
post.write(
&self.queue,
frame,
size,
&self.mod_params.0,
self.mod_params.1,
);
post.run(&self.device, &mut encoder, (color, depth), &view_target);
} else if scaled.is_some() {
self.world_post.finish(&mut encoder, &view_target);
@@ -5635,6 +5845,7 @@ impl Renderer {
self.visible = visible;
self.visible_lods = visible_lods;
self.shadow_visible = shadow_visible;
self.hd_shadow_visible = hd_shadow_visible;
Ok(true)
}
}
+598 -75
View File
@@ -10,6 +10,8 @@ use glam::Mat4;
/// The G-buffer's formats.
pub const ALBEDO: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
pub const NORMAL: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
/// Sky and block light per pixel.
pub const LIGHT_LEVELS: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
/// The lit world and the post pass's output.
pub const HDR: wgpu::TextureFormat = wgpu::TextureFormat::Rgba16Float;
/// The most lights drawn a frame.
@@ -41,15 +43,54 @@ struct HdFrame {
inverse_view_proj: [[f32; 4]; 4],
/// width, height, 1/width, 1/height.
resolution: [f32; 4],
/// lights, exposure, bloom, -.
/// lights, exposure, bloom, a frame counter.
params: [f32; 4],
/// The shadow cascades: camera-relative position to the light's clip space.
cascades: [[[f32; 4]; 4]; 2],
/// xyz: towards the sun (or the moon at night); w: how much it lights (0 set or hidden).
sun: [f32; 4],
sun_color: [f32; 4],
fog_color: [f32; 4],
/// Environmental start, end; render-distance start, end.
fog: [f32; 4],
/// x: sky light kept in the shade; y: blocks' light; z: the air's density (rays, halos).
ambient: [f32; 4],
/// x: shadows on; y, z: the cascades' half sizes.
shadow: [f32; 4],
}
/// What the world around looks like this frame (from the renderer's globals).
#[derive(Clone, Copy, Debug)]
pub struct HdScene {
pub view_proj: Mat4,
/// The camera in the world, for steady shadows.
pub camera: glam::DVec3,
/// Towards the sun, and the sky's darkening (0 day, 1 night).
pub sun: glam::Vec3,
pub dark: f32,
pub rain: f32,
pub fog_color: [f32; 4],
pub fog: [f32; 4],
/// The sky has a sun at all (the Overworld).
pub sky: bool,
}
/// The cascades' half sizes (blocks) and shadow map size.
pub const CASCADES: [f32; 2] = [40.0, 176.0];
pub const SHADOW_SIZE: u32 = 2048;
const COMMON: &str = r#"
struct HdFrame {
inverse_view_proj: mat4x4<f32>,
resolution: vec4<f32>,
params: vec4<f32>,
cascades: array<mat4x4<f32>, 2>,
sun: vec4<f32>,
sun_color: vec4<f32>,
fog_color: vec4<f32>,
fog: vec4<f32>,
ambient: vec4<f32>,
shadow: vec4<f32>,
}
struct FullOut {
@builtin(position) position: vec4<f32>,
@@ -77,38 +118,131 @@ struct Light {
@group(0) @binding(4) var normal_tex: texture_2d<f32>;
@group(0) @binding(5) var gbuffer_depth: texture_depth_2d;
@group(0) @binding(6) var<storage, read> lights: array<Light>;
@group(0) @binding(7) var light_tex: texture_2d<f32>;
@group(0) @binding(8) var shadow_map: texture_depth_2d_array;
@group(0) @binding(9) var shadow_sampler: sampler_comparison;
@group(0) @binding(10) var lightmap: texture_2d<f32>;
@group(0) @binding(11) var linear: sampler;
// Interleaved gradient noise: a different offset each pixel and frame, for the ray march.
fn ign(px: vec2<f32>) -> f32 {
let p = px + vec2<f32>(5.588238 * frame.params.w);
return fract(52.9829189 * fract(dot(p, vec2<f32>(0.06711056, 0.00583715))));
}
// Where a camera-relative point falls in cascade c: uv and depth.
fn cascade_at(p: vec3<f32>, c: i32) -> vec3<f32> {
let s = frame.cascades[c] * vec4<f32>(p, 1.0);
return vec3<f32>(s.x * 0.5 + 0.5, 0.5 - s.y * 0.5, s.z);
}
// The sun's (or moon's) light reaching p: 1 lit, 0 in shadow; soft-edged.
fn shadow(p: vec3<f32>, n: vec3<f32>) -> f32 {
let dist = length(p);
let c = select(1, 0, dist < frame.shadow.y * 0.92);
let texel = select(frame.shadow.z, frame.shadow.y, c == 0) * 2.0 / 2048.0;
let q = p + n * texel * 1.5;
let s = cascade_at(q, c);
if any(s.xy < vec2<f32>(0.0)) || any(s.xy > vec2<f32>(1.0)) || s.z > 1.0 { return 1.0; }
var lit = 0.0;
let step = 1.0 / 2048.0;
for (var y = -1; y <= 1; y++) {
for (var x = -1; x <= 1; x++) {
lit += textureSampleCompareLevel(shadow_map, shadow_sampler, s.xy + vec2<f32>(f32(x), f32(y)) * step, c, s.z - 0.0005);
}
}
let fade = clamp((frame.shadow.z - dist) / 16.0, 0.0, 1.0);
return mix(1.0, lit / 9.0, fade);
}
// One shadow sample, for the rays through the air.
fn lit_at(p: vec3<f32>) -> f32 {
let s = cascade_at(p, 1);
if any(s.xy < vec2<f32>(0.0)) || any(s.xy > vec2<f32>(1.0)) || s.z > 1.0 { return 1.0; }
return textureSampleCompareLevel(shadow_map, shadow_sampler, s.xy, 1, s.z - 0.001);
}
fn linear_fog(d: f32, start: f32, end: f32) -> f32 {
if d <= start { return 0.0; }
if d >= end { return 1.0; }
return (d - start) / (end - start);
}
@fragment
fn fs_light(in: FullOut) -> @location(0) vec4<f32> {
let px = vec2<i32>(in.position.xy);
var c = textureLoad(scene_color, px, 0).rgb;
let scene = textureLoad(scene_color, px, 0).rgb;
let d = textureLoad(scene_depth, px, 0);
let g = textureLoad(gbuffer_depth, px, 0);
// Only where the G-buffer holds what the world shows (not the sky, water, particles).
if d <= 0.0 || abs(d - g) > max(d, g) * 0.002 {
return vec4<f32>(c, 1.0);
}
let ndc = vec4<f32>(in.uv.x * 2.0 - 1.0, 1.0 - in.uv.y * 2.0, d, 1.0);
let ndc = vec4<f32>(in.uv.x * 2.0 - 1.0, 1.0 - in.uv.y * 2.0, max(d, 0.000001), 1.0);
let h = frame.inverse_view_proj * ndc;
let p = h.xyz / h.w;
let n = normalize(textureLoad(normal_tex, px, 0).xyz);
let albedo = textureLoad(albedo_tex, px, 0);
var light = vec3<f32>(0.0);
let view = normalize(p);
let sun = frame.sun.xyz;
let sun_on = frame.sun.w;
let count = u32(frame.params.x);
var c = scene;
let surface = d > 0.0 && abs(d - g) <= max(d, g) * 0.002;
if surface {
let n = normalize(textureLoad(normal_tex, px, 0).xyz);
let albedo = textureLoad(albedo_tex, px, 0);
let lm = textureLoad(light_tex, px, 0).xy;
// Vanilla's light (sky and blocks through the lightmap), shaded where the sun can't reach.
let base = textureSampleLevel(lightmap, linear, clamp(vec2<f32>(lm.y, lm.x) * (15.0 / 16.0) + 0.5 / 16.0, vec2<f32>(0.5 / 16.0), vec2<f32>(15.5 / 16.0)), 0.0).rgb;
let block = textureSampleLevel(lightmap, linear, vec2<f32>(lm.y * (15.0 / 16.0) + 0.5 / 16.0, 0.5 / 16.0), 0.0).rgb;
let sky_reach = smoothstep(0.35, 0.95, lm.x);
var s = 1.0;
let ndl = dot(n, sun);
if sun_on > 0.0 && ndl > 0.0 && sky_reach > 0.0 { s = shadow(p, n); } else { s = 0.0; }
// Shadowed sky light (ambient) keeps vanilla's look, blocks' light stays as is; the sun adds
// direct light by the face's angle.
let direct = frame.sun_color.rgb * sun_on * max(ndl, 0.0) * s * sky_reach;
var light = max(base * frame.ambient.x, block * frame.ambient.y) + direct;
// The mods' lights.
for (var i = 0u; i < count; i++) {
let l = lights[i];
let to = l.pos.xyz - p;
let dist = length(to);
if dist >= l.pos.w { continue; }
let window = pow(clamp(1.0 - pow(dist / l.pos.w, 4.0), 0.0, 1.0), 2.0);
let falloff = l.color.w / (dist * dist + 1.0) * window;
let k = max(dot(n, to / max(dist, 0.001)) * 0.85 + 0.15, 0.0);
light += l.color.rgb * falloff * k;
}
c = albedo.rgb * light + albedo.rgb * albedo.a * 1.5;
// Vanilla's fog over it again.
let sph = length(p);
let cyl = max(length(p.xz), abs(p.y));
let f = max(linear_fog(sph, frame.fog.x, frame.fog.y), linear_fog(cyl, frame.fog.z, frame.fog.w));
c = mix(c, frame.fog_color.rgb, f * frame.fog_color.a);
}
// Light in the air: the sun's rays between the shadows, and halos round the mods' lights.
let far = select(min(length(p), frame.shadow.z), frame.shadow.z, d <= 0.0);
let density = frame.ambient.z;
if sun_on > 0.0 && density > 0.0 {
let steps = 14;
let jitter = ign(in.position.xy);
var acc = 0.0;
for (var i = 0; i < steps; i++) {
let t = (f32(i) + jitter) / f32(steps) * far;
acc += lit_at(view * t);
}
// Henyey-Greenstein, forward scattering: brightest looking towards the sun.
let cos_t = dot(view, sun);
let gk = 0.6;
let phase = (1.0 - gk * gk) / pow(1.0 + gk * gk - 2.0 * gk * cos_t, 1.5) * 0.08;
c += frame.sun_color.rgb * sun_on * (acc / f32(steps)) * phase * (1.0 - exp(-far * density));
}
for (var i = 0u; i < count; i++) {
let l = lights[i];
let to = l.pos.xyz - p;
let dist = length(to);
if dist >= l.pos.w { continue; }
// Inverse square, softened near the light, faded to nothing at its radius.
let window = pow(clamp(1.0 - pow(dist / l.pos.w, 4.0), 0.0, 1.0), 2.0);
let falloff = l.color.w / (dist * dist + 1.0) * window;
let ndl = max(dot(n, to / max(dist, 0.001)) * 0.85 + 0.15, 0.0);
light += l.color.rgb * falloff * ndl;
// Nearest point of the view ray to the light, and the glow along the ray in front of it.
let t0 = dot(l.pos.xyz, view);
let hh = length(l.pos.xyz - view * t0) + 0.5;
if hh > l.pos.w * 0.5 { continue; }
let a0 = atan((0.0 - t0) / hh);
let a1 = atan((far - t0) / hh);
c += l.color.rgb * l.color.w * (a1 - a0) / hh * 0.004 * (0.3 + density * 300.0);
}
c += albedo.rgb * light;
// Glowing parts (flames, flares) shine past white, for the bloom.
c += albedo.rgb * albedo.a * 1.5;
return vec4<f32>(c, 1.0);
}
"#;
@@ -188,6 +322,10 @@ fn fs_tonemap(in: FullOut) -> @location(0) vec4<f32> {
// Very bright light bleaches towards white, as film does.
c = mix(c, vec3<f32>(rolled), clamp((peak - 2.0) / 8.0, 0.0, 0.6));
}
// A light grade: a touch more colour, and a gentle S round the middle grey.
let luma = dot(c, vec3<f32>(0.2126, 0.7152, 0.0722));
c = max(mix(vec3<f32>(luma), c, 1.12), vec3<f32>(0.0));
c = mix(c, c * c * (3.0 - 2.0 * c), 0.18);
return vec4<f32>(c, 1.0);
}
"#;
@@ -196,11 +334,20 @@ struct Target {
view: wgpu::TextureView,
}
fn target(device: &wgpu::Device, label: &str, size: [u32; 2], format: wgpu::TextureFormat) -> Target {
fn target(
device: &wgpu::Device,
label: &str,
size: [u32; 2],
format: wgpu::TextureFormat,
) -> Target {
let view = device
.create_texture(&wgpu::TextureDescriptor {
label: Some(label),
size: wgpu::Extent3d { width: size[0].max(1), height: size[1].max(1), depth_or_array_layers: 1 },
size: wgpu::Extent3d {
width: size[0].max(1),
height: size[1].max(1),
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
@@ -216,6 +363,15 @@ pub struct Hd {
size: [u32; 2],
pub albedo: wgpu::TextureView,
pub normal: wgpu::TextureView,
pub levels: wgpu::TextureView,
/// The shadow cascades: the array to sample, one view per layer to draw.
shadow_array: wgpu::TextureView,
shadow_layers: Vec<wgpu::TextureView>,
shadow_sampler: wgpu::Sampler,
/// The globals the shadow passes draw with (the light's view), and the camera's to put back.
pub shadow_globals: [wgpu::Buffer; 2],
pub main_globals: wgpu::Buffer,
frames: u32,
pub depth: wgpu::TextureView,
/// The lit world, and the post pass's output.
pub lit: wgpu::TextureView,
@@ -258,12 +414,21 @@ fn fullscreen(
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(label),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState { module, entry_point: Some("vs_full"), compilation_options: Default::default(), buffers: &[] },
vertex: wgpu::VertexState {
module,
entry_point: Some("vs_full"),
compilation_options: Default::default(),
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module,
entry_point: Some(entry),
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState { format, blend, write_mask: wgpu::ColorWrites::ALL })],
targets: &[Some(wgpu::ColorTargetState {
format,
blend,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: Default::default(),
depth_stencil: None,
@@ -286,8 +451,11 @@ fn entries(kinds: &[wgpu::BindingType]) -> Vec<wgpu::BindGroupLayoutEntry> {
.collect()
}
const UNIFORM: wgpu::BindingType =
wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None };
const UNIFORM: wgpu::BindingType = wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
};
const FLOAT: wgpu::BindingType = wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
@@ -306,7 +474,12 @@ const DEPTH: wgpu::BindingType = wgpu::BindingType::Texture {
const SAMPLER: wgpu::BindingType = wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering);
impl Hd {
pub fn new(device: &wgpu::Device, size: [u32; 2], screen: wgpu::TextureFormat) -> Self {
pub fn new(
device: &wgpu::Device,
size: [u32; 2],
screen: wgpu::TextureFormat,
globals_size: u64,
) -> Self {
let light_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("HD lighting"),
entries: &entries(&[
@@ -321,6 +494,15 @@ impl Hd {
has_dynamic_offset: false,
min_binding_size: None,
},
UNFILTERED,
wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2Array,
multisampled: false,
},
wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
FLOAT,
SAMPLER,
]),
});
let bloom_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
@@ -335,14 +517,58 @@ impl Hd {
let bloom = module(device, "HD bloom", BLOOM);
let tone = module(device, "HD tone mapping", TONEMAP);
let add = wgpu::BlendState {
color: wgpu::BlendComponent { src_factor: wgpu::BlendFactor::One, dst_factor: wgpu::BlendFactor::One, operation: wgpu::BlendOperation::Add },
color: wgpu::BlendComponent {
src_factor: wgpu::BlendFactor::One,
dst_factor: wgpu::BlendFactor::One,
operation: wgpu::BlendOperation::Add,
},
alpha: wgpu::BlendComponent::REPLACE,
};
let light_pipeline = fullscreen(device, "HD lighting", &light_layout, &light, "fs_light", HDR, None);
let prefilter = fullscreen(device, "HD bloom prefilter", &bloom_layout, &bloom, "fs_prefilter", HDR, None);
let down = fullscreen(device, "HD bloom down", &bloom_layout, &bloom, "fs_down", HDR, None);
let up = fullscreen(device, "HD bloom up", &bloom_layout, &bloom, "fs_up", HDR, Some(add));
let tone = fullscreen(device, "HD tone mapping", &tone_layout, &tone, "fs_tonemap", screen, None);
let light_pipeline = fullscreen(
device,
"HD lighting",
&light_layout,
&light,
"fs_light",
HDR,
None,
);
let prefilter = fullscreen(
device,
"HD bloom prefilter",
&bloom_layout,
&bloom,
"fs_prefilter",
HDR,
None,
);
let down = fullscreen(
device,
"HD bloom down",
&bloom_layout,
&bloom,
"fs_down",
HDR,
None,
);
let up = fullscreen(
device,
"HD bloom up",
&bloom_layout,
&bloom,
"fs_up",
HDR,
Some(add),
);
let tone = fullscreen(
device,
"HD tone mapping",
&tone_layout,
&tone,
"fs_tonemap",
screen,
None,
);
let frame = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("HD frame"),
size: std::mem::size_of::<HdFrame>() as u64,
@@ -363,11 +589,70 @@ impl Hd {
address_mode_v: wgpu::AddressMode::ClampToEdge,
..Default::default()
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
label: Some("HD shadow cascades"),
size: wgpu::Extent3d {
width: SHADOW_SIZE,
height: SHADOW_SIZE,
depth_or_array_layers: 2,
},
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 shadow_array = shadow_texture.create_view(&wgpu::TextureViewDescriptor {
dimension: Some(wgpu::TextureViewDimension::D2Array),
..Default::default()
});
let shadow_layers = (0..2)
.map(|l| {
shadow_texture.create_view(&wgpu::TextureViewDescriptor {
dimension: Some(wgpu::TextureViewDimension::D2),
base_array_layer: l,
array_layer_count: Some(1),
..Default::default()
})
})
.collect();
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("HD shadows"),
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
compare: Some(wgpu::CompareFunction::LessEqual),
..Default::default()
});
let globals = |label| {
device.create_buffer(&wgpu::BufferDescriptor {
label: Some(label),
size: globals_size,
usage: wgpu::BufferUsages::COPY_SRC | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
})
};
let mut hd = Hd {
size: [0, 0],
albedo: target(device, "HD albedo", [1, 1], ALBEDO).view,
normal: target(device, "HD normal", [1, 1], NORMAL).view,
depth: target(device, "HD depth", [1, 1], wgpu::TextureFormat::Depth32Float).view,
levels: target(device, "HD light levels", [1, 1], LIGHT_LEVELS).view,
shadow_array,
shadow_layers,
shadow_sampler,
shadow_globals: [
globals("HD shadow globals 0"),
globals("HD shadow globals 1"),
],
main_globals: globals("HD camera globals"),
frames: 0,
depth: target(
device,
"HD depth",
[1, 1],
wgpu::TextureFormat::Depth32Float,
)
.view,
lit: target(device, "HD lit", [1, 1], HDR).view,
fx: target(device, "HD post", [1, 1], HDR).view,
bloom: Vec::new(),
@@ -395,6 +680,7 @@ impl Hd {
self.size = size;
self.albedo = target(device, "HD albedo", size, ALBEDO).view;
self.normal = target(device, "HD normal", size, NORMAL).view;
self.levels = target(device, "HD light levels", size, LIGHT_LEVELS).view;
self.depth = target(device, "HD depth", size, wgpu::TextureFormat::Depth32Float).view;
self.lit = target(device, "HD lit", size, HDR).view;
self.fx = target(device, "HD post", size, HDR).view;
@@ -406,20 +692,77 @@ impl Hd {
.collect();
}
/// This frame's camera, lights and settings.
pub fn write(&mut self, queue: &wgpu::Queue, view_proj: Mat4, lights: &[HdLight], settings: HdSettings) {
/// This frame's camera, sun, fog, lights and settings.
pub fn write(
&mut self,
queue: &wgpu::Queue,
scene: &HdScene,
lights: &[HdLight],
settings: HdSettings,
) {
let n = lights.len().min(MAX_LIGHTS);
if n > 0 {
queue.write_buffer(&self.lights, 0, bytemuck::cast_slice(&lights[..n]));
}
self.frames = self.frames.wrapping_add(1);
// The sun by day, the moon (opposite) by night, faded out round the horizon.
let (dir, strength, color) = light_of(scene);
let cascades = cascades(scene.camera, dir);
let night = scene.dark.clamp(0.0, 1.0);
let frame = HdFrame {
inverse_view_proj: view_proj.inverse().to_cols_array_2d(),
resolution: [self.size[0] as f32, self.size[1] as f32, 1.0 / self.size[0] as f32, 1.0 / self.size[1] as f32],
params: [n as f32, settings.exposure, settings.bloom, 0.0],
inverse_view_proj: scene.view_proj.inverse().to_cols_array_2d(),
resolution: [
self.size[0] as f32,
self.size[1] as f32,
1.0 / self.size[0] as f32,
1.0 / self.size[1] as f32,
],
params: [
n as f32,
settings.exposure,
settings.bloom,
(self.frames % 64) as f32,
],
cascades: cascades.map(|m| m.to_cols_array_2d()),
sun: [dir.x, dir.y, dir.z, strength],
sun_color: [color.x, color.y, color.z, night],
fog_color: scene.fog_color,
fog: scene.fog,
// In the shade by day a surface keeps half its sky light; at night almost all.
ambient: [0.5 + 0.45 * night, 1.0, 0.0018 + scene.rain * 0.006, 0.0],
shadow: [
if strength > 0.0 { 1.0 } else { 0.0 },
CASCADES[0],
CASCADES[1],
0.0,
],
};
queue.write_buffer(&self.frame, 0, bytemuck::bytes_of(&frame));
}
/// The shadow pass of cascade `c`: its depth layer cleared, nothing else.
pub fn shadow_pass<'e>(
&self,
encoder: &'e mut wgpu::CommandEncoder,
c: usize,
) -> wgpu::RenderPass<'e> {
encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("HD shadow cascade"),
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.shadow_layers[c],
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
})
.forget_lifetime()
}
/// The G-buffer pass's attachments: albedo and normal cleared, its own depth.
pub fn gbuffer_pass<'e>(&self, encoder: &'e mut wgpu::CommandEncoder) -> wgpu::RenderPass<'e> {
let clear = |view| {
@@ -427,23 +770,41 @@ impl Hd {
view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT), store: wgpu::StoreOp::Store },
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})
};
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("HD G-buffer"),
color_attachments: &[clear(&self.albedo), clear(&self.normal)],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth,
depth_ops: Some(wgpu::Operations { load: wgpu::LoadOp::Clear(0.0), store: wgpu::StoreOp::Store }),
stencil_ops: None,
}),
..Default::default()
})
.forget_lifetime()
encoder
.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("HD G-buffer"),
color_attachments: &[
clear(&self.albedo),
clear(&self.normal),
clear(&self.levels),
],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(0.0),
store: wgpu::StoreOp::Store,
}),
stencil_ops: None,
}),
..Default::default()
})
.forget_lifetime()
}
fn draw(encoder: &mut wgpu::CommandEncoder, label: &str, to: &wgpu::TextureView, load: bool, pipeline: &wgpu::RenderPipeline, group: &wgpu::BindGroup) {
fn draw(
encoder: &mut wgpu::CommandEncoder,
label: &str,
to: &wgpu::TextureView,
load: bool,
pipeline: &wgpu::RenderPipeline,
group: &wgpu::BindGroup,
) {
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some(label),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
@@ -451,7 +812,11 @@ impl Hd {
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: if load { wgpu::LoadOp::Load } else { wgpu::LoadOp::Clear(wgpu::Color::BLACK) },
load: if load {
wgpu::LoadOp::Load
} else {
wgpu::LoadOp::Clear(wgpu::Color::BLACK)
},
store: wgpu::StoreOp::Store,
},
})],
@@ -463,21 +828,75 @@ impl Hd {
}
/// Lights the world (its colour and depth) into `lit`.
pub fn light(&self, device: &wgpu::Device, encoder: &mut wgpu::CommandEncoder, world: (&wgpu::TextureView, &wgpu::TextureView)) {
pub fn light(
&self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
world: (&wgpu::TextureView, &wgpu::TextureView),
lightmap: (&wgpu::TextureView, &wgpu::Sampler),
) {
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("HD lighting"),
layout: &self.light_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: self.frame.as_entire_binding() },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(world.0) },
wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::TextureView(world.1) },
wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::TextureView(&self.albedo) },
wgpu::BindGroupEntry { binding: 4, resource: wgpu::BindingResource::TextureView(&self.normal) },
wgpu::BindGroupEntry { binding: 5, resource: wgpu::BindingResource::TextureView(&self.depth) },
wgpu::BindGroupEntry { binding: 6, resource: self.lights.as_entire_binding() },
wgpu::BindGroupEntry {
binding: 0,
resource: self.frame.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(world.0),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(world.1),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::TextureView(&self.albedo),
},
wgpu::BindGroupEntry {
binding: 4,
resource: wgpu::BindingResource::TextureView(&self.normal),
},
wgpu::BindGroupEntry {
binding: 5,
resource: wgpu::BindingResource::TextureView(&self.depth),
},
wgpu::BindGroupEntry {
binding: 6,
resource: self.lights.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 7,
resource: wgpu::BindingResource::TextureView(&self.levels),
},
wgpu::BindGroupEntry {
binding: 8,
resource: wgpu::BindingResource::TextureView(&self.shadow_array),
},
wgpu::BindGroupEntry {
binding: 9,
resource: wgpu::BindingResource::Sampler(&self.shadow_sampler),
},
wgpu::BindGroupEntry {
binding: 10,
resource: wgpu::BindingResource::TextureView(lightmap.0),
},
wgpu::BindGroupEntry {
binding: 11,
resource: wgpu::BindingResource::Sampler(lightmap.1),
},
],
});
Self::draw(encoder, "HD lighting", &self.lit, false, &self.light_pipeline, &group);
Self::draw(
encoder,
"HD lighting",
&self.lit,
false,
&self.light_pipeline,
&group,
);
}
fn bloom_group(&self, device: &wgpu::Device, source: &wgpu::TextureView) -> wgpu::BindGroup {
@@ -485,36 +904,140 @@ impl Hd {
label: Some("HD bloom"),
layout: &self.bloom_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: self.frame.as_entire_binding() },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(source) },
wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::Sampler(&self.sampler) },
wgpu::BindGroupEntry {
binding: 0,
resource: self.frame.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(source),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
})
}
/// Bloom from `source` (the lit world or the post pass's output), then the tone curve onto `screen`.
pub fn finish(&self, device: &wgpu::Device, encoder: &mut wgpu::CommandEncoder, source: &wgpu::TextureView, screen: &wgpu::TextureView) {
pub fn finish(
&self,
device: &wgpu::Device,
encoder: &mut wgpu::CommandEncoder,
source: &wgpu::TextureView,
screen: &wgpu::TextureView,
) {
// Down: the prefilter into the first level, then each level from the one above.
Self::draw(encoder, "HD bloom prefilter", &self.bloom[0].view, false, &self.prefilter, &self.bloom_group(device, source));
Self::draw(
encoder,
"HD bloom prefilter",
&self.bloom[0].view,
false,
&self.prefilter,
&self.bloom_group(device, source),
);
for k in 1..self.bloom.len() {
let g = self.bloom_group(device, &self.bloom[k - 1].view);
Self::draw(encoder, "HD bloom down", &self.bloom[k].view, false, &self.down, &g);
Self::draw(
encoder,
"HD bloom down",
&self.bloom[k].view,
false,
&self.down,
&g,
);
}
// Up: each level added onto the bigger one.
for k in (1..self.bloom.len()).rev() {
let g = self.bloom_group(device, &self.bloom[k].view);
Self::draw(encoder, "HD bloom up", &self.bloom[k - 1].view, true, &self.up, &g);
Self::draw(
encoder,
"HD bloom up",
&self.bloom[k - 1].view,
true,
&self.up,
&g,
);
}
let group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("HD tone mapping"),
layout: &self.tone_layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: self.frame.as_entire_binding() },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(source) },
wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::TextureView(&self.bloom[0].view) },
wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::Sampler(&self.sampler) },
wgpu::BindGroupEntry {
binding: 0,
resource: self.frame.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(source),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(&self.bloom[0].view),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
});
Self::draw(encoder, "HD tone mapping", screen, false, &self.tone, &group);
Self::draw(
encoder,
"HD tone mapping",
screen,
false,
&self.tone,
&group,
);
}
}
/// The light that casts the shadows: towards the sun by day, the moon by night; how strong
/// (0 below the horizon or without a sky) and its colour (warm low, white high, cold moon).
pub fn light_of(scene: &HdScene) -> (glam::Vec3, f32, glam::Vec3) {
if !scene.sky {
return (glam::Vec3::Y, 0.0, glam::Vec3::ZERO);
}
let sun = scene.sun.normalize_or(glam::Vec3::Y);
let clear = 1.0 - scene.rain * 0.85;
if sun.y > -0.02 {
let up = smooth(-0.02, 0.18, sun.y);
let warm = smooth(0.0, 0.45, sun.y);
let color = glam::Vec3::new(1.0, 0.62, 0.38).lerp(glam::Vec3::new(1.0, 0.95, 0.86), warm);
(sun, 0.6 * up * clear, color)
} else {
let moon = -sun;
let up = smooth(-0.02, 0.18, moon.y);
(moon, 0.15 * up * clear, glam::Vec3::new(0.55, 0.66, 1.0))
}
}
fn smooth(a: f32, b: f32, x: f32) -> f32 {
let t = ((x - a) / (b - a)).clamp(0.0, 1.0);
t * t * (3.0 - 2.0 * t)
}
/// The cascades' light view-projections (camera-relative), each square snapped to its texels in
/// the world so the shadows don't crawl as the camera moves.
pub fn cascades(camera: glam::DVec3, light: glam::Vec3) -> [Mat4; 2] {
let l = light.normalize_or(glam::Vec3::Y).as_dvec3();
let forward = -l;
let reference = if l.y.abs() > 0.99 {
glam::DVec3::Z
} else {
glam::DVec3::Y
};
let right = forward.cross(reference).normalize();
let up = right.cross(forward);
CASCADES.map(|r| {
let texel = f64::from(r) * 2.0 / f64::from(SHADOW_SIZE);
let snap = |v: f64| (v / texel).floor() * texel - v;
let centre = right * snap(camera.dot(right)) + up * snap(camera.dot(up));
let eye = centre + l * 400.0;
let view = glam::DMat4::look_at_rh(eye, centre, up);
let r = f64::from(r);
let projection = glam::DMat4::orthographic_rh(-r, r, -r, r, 1.0, 800.0);
(projection * view).as_mat4()
})
}
+52 -12
View File
@@ -121,7 +121,11 @@ fn compile(source: &str) -> Result<naga::Module, String> {
let text = e.emit_to_string(&full);
match e.location(&full) {
Some(l) if l.line_number as usize > prelude_lines => {
format!("line {}: {}", l.line_number as usize - prelude_lines, e.message())
format!(
"line {}: {}",
l.line_number as usize - prelude_lines,
e.message()
)
}
_ => text,
}
@@ -136,7 +140,11 @@ fn compile(source: &str) -> Result<naga::Module, String> {
}
impl ModPost {
pub fn new(device: &wgpu::Device, source: &str, format: wgpu::TextureFormat) -> Result<Self, String> {
pub fn new(
device: &wgpu::Device,
source: &str,
format: wgpu::TextureFormat,
) -> Result<Self, String> {
let module = compile(source)?;
let texture = |binding, sample_type| wgpu::BindGroupLayoutEntry {
binding,
@@ -232,11 +240,19 @@ impl ModPost {
}
/// This frame's camera and the mod's `params`, for a world of `size`.
pub fn write(&self, queue: &wgpu::Queue, frame: &Frame, size: [u32; 2], params: &[f32], partial: f32) {
pub fn write(
&self,
queue: &wgpu::Queue,
frame: &Frame,
size: [u32; 2],
params: &[f32],
partial: f32,
) {
let aspect = size[0] as f32 / size[1].max(1) as f32;
let view = crate::camera::view_matrix(frame.yaw, frame.pitch);
let projection =
super::world_projection(frame.fov_degrees, aspect, frame.depth_far) * frame.bob * frame.spin;
let projection = super::world_projection(frame.fov_degrees, aspect, frame.depth_far)
* frame.bob
* frame.spin;
let a = frame.sky.sun_angle.to_radians();
let sun = [-a.sin(), a.cos(), 0.0, 0.0];
let mut p = [[0.0f32; 4]; PARAMS / 4];
@@ -248,14 +264,24 @@ impl ModPost {
view_proj: m(projection * view),
view_inverse: m(view.inverse()),
projection_inverse: m(projection.inverse()),
camera: [frame.camera.x as f32, frame.camera.y as f32, frame.camera.z as f32, 0.0],
camera: [
frame.camera.x as f32,
frame.camera.y as f32,
frame.camera.z as f32,
0.0,
],
resolution: [
size[0] as f32,
size[1] as f32,
1.0 / size[0].max(1) as f32,
1.0 / size[1].max(1) as f32,
],
time: [self.start.elapsed().as_secs_f32() % 3600.0, partial, sun[1], 0.0],
time: [
self.start.elapsed().as_secs_f32() % 3600.0,
partial,
sun[1],
0.0,
],
sun,
params: p,
};
@@ -279,15 +305,29 @@ impl ModPost {
label: Some("Mod post"),
layout: &self.layout,
entries: &[
wgpu::BindGroupEntry { binding: 0, resource: self.buffer.as_entire_binding() },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(world.0) },
wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::TextureView(world.1) },
wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::Sampler(&self.sampler) },
wgpu::BindGroupEntry {
binding: 0,
resource: self.buffer.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(world.0),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::TextureView(world.1),
},
wgpu::BindGroupEntry {
binding: 3,
resource: wgpu::BindingResource::Sampler(&self.sampler),
},
],
});
self.group = Some(((world.0.clone(), world.1.clone()), group));
}
let Some((_, group)) = &self.group else { return };
let Some((_, group)) = &self.group else {
return;
};
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Mod post"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
+7 -2
View File
@@ -194,7 +194,8 @@ impl Views {
views: &'a [ModView],
globals_size: u64,
) -> Vec<&'a ModView> {
self.targets.retain(|id, _| views.iter().any(|v| v.id == *id));
self.targets
.retain(|id, _| views.iter().any(|v| v.id == *id));
for v in views {
if self.targets.get(&v.id).is_none_or(|t| t.size != v.size) {
let t = self.target(device, v.size, globals_size);
@@ -318,5 +319,9 @@ pub(super) fn matrices(v: &ModView, eye: DVec3, far: f32) -> (Mat4, Mat4, f32) {
let view = crate::camera::view_matrix(v.yaw, v.pitch);
let projection = super::world_projection(v.fov, aspect, far);
let offset = (eye - v.camera).as_vec3();
(projection * view * Mat4::from_translation(offset), view, aspect)
(
projection * view * Mat4::from_translation(offset),
view,
aspect,
)
}
+10
View File
@@ -74,6 +74,8 @@ struct TerrainOut {
// AirDef fork, HD lighting's G-buffer: the camera-relative position and the unlit colour.
@location(6) pos: vec3<f32>,
@location(7) tint: vec4<f32>,
// Sky and block light, 0 to 1.
@location(8) lm: vec2<f32>,
}
// Horizon Extras' dynamic lights (dynamic_light.rs): the block light, in the vertex's units
// (16 per level), a vertex at camera-relative `pos` gets from the frame's light sources, one
@@ -132,6 +134,7 @@ fn terrain_vertex(position: vec3<f32>, uv: vec2<f32>, layer: u32, color: vec4<f3
out.cylindrical = max(length(pos.xz), abs(pos.y));
out.pos = pos;
out.tint = vec4(color.rgb, 1.0);
out.lm = vec2(f32(light.x), block) / 240.0;
return out;
}
fn linear_fog(d: f32, start: f32, end: f32) -> f32 {
@@ -159,6 +162,7 @@ fn apply_fog(color: vec4<f32>, spherical: f32, cylindrical: f32) -> vec4<f32> {
struct GBufferOut {
@location(0) albedo: vec4<f32>,
@location(1) normal: vec4<f32>,
@location(2) light: vec4<f32>,
}
fn face_normal(pos: vec3<f32>) -> vec3<f32> {
var n = normalize(cross(dpdx(pos), dpdy(pos)));
@@ -171,8 +175,14 @@ fn face_normal(pos: vec3<f32>) -> vec3<f32> {
var out: GBufferOut;
out.albedo = vec4(color.rgb, f32(in.emission) / 15.0);
out.normal = vec4(face_normal(in.pos), 1.0);
out.light = vec4(clamp(in.lm, vec2(0.0), vec2(1.0)), 0.0, 1.0);
return out;
}
// AirDef fork: the sun's shadow map — depth only, cut-out leaves leave holes.
@fragment fn fs_shadow(in: TerrainOut) {
let a = sprite(in.uv, in.layer & 0x7fffu).a;
if a < 0.5 && (in.layer & 0x8000u) == 0u { discard; }
}
@fragment fn fs_translucent(in: TerrainOut) -> @location(0) vec4<f32> {
let color = sprite(in.uv, in.layer & 0x7fffu) * in.color;
if color.a < 0.01 { discard; }