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:
@@ -56,8 +56,9 @@ struct Out {
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@location(11) glint_uv: vec2<f32>,
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// 1 drops the quad's back-facing pixels (Vertex::normal w = 1), like a culling render type.
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@location(12) @interpolate(flat) cull: u32,
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// AirDef fork, HD lighting's G-buffer: the camera-relative position.
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// AirDef fork, HD lighting's G-buffer: the camera-relative position, sky and block light.
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@location(13) pos: vec3<f32>,
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@location(14) lm: vec2<f32>,
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}
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// Shipped light.glsl; normals are already transformed and RGBA8_SNORM packed.
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fn entity_light(normal: vec3<f32>, nether: bool) -> f32 {
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@@ -121,6 +122,7 @@ fn entity_vertex(position: vec3<f32>, uv: vec2<f32>,
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out.cylindrical = select(max(length(position.xz), abs(position.y)), 0.0, overlay >= 2u && overlay <= 4u);
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out.overlay = overlay;
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out.pos = position;
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out.lm = vec2(l.y, l.x) / 240.0;
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out.glint_uv = vec2(0.0);
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if overlay == 4u { out.spherical = length(position); }
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return out;
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@@ -269,6 +271,7 @@ fn crumbling_uv(uv: vec2<f32>, packed_origin: vec2<f32>, sprite_size: vec2<f32>,
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struct EntityGBufferOut {
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@location(0) albedo: vec4<f32>,
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@location(1) normal: vec4<f32>,
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@location(2) light: vec4<f32>,
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}
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@fragment fn fs_entity_gbuffer(in: Out, @builtin(front_facing) front: bool) -> EntityGBufferOut {
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let color = textureSample(atlas, atlas_sampler, in.uv) * select(in.back_color, in.color, front);
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@@ -280,8 +283,14 @@ struct EntityGBufferOut {
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var out: EntityGBufferOut;
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out.albedo = vec4(color.rgb, glow);
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out.normal = vec4(n, 1.0);
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out.light = vec4(clamp(in.lm, vec2(0.0), vec2(1.0)), 0.0, 1.0);
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return out;
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}
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// AirDef fork: entities in the sun's shadow map.
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@fragment fn fs_entity_shadow(in: Out) {
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let a = textureSample(atlas, atlas_sampler, in.uv).a * in.color.a;
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if a < 0.1 || in.overlay == 4u || in.overlay == 9u || in.overlay == 10u || in.overlay == 40u { discard; }
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}
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// rendertype_outline.fsh: the vertex colour (the team colour; outline vertices carry no
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// normal, so no cardinal light) wherever the texture is not fully clear.
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@@ -112,10 +112,10 @@ mod mod_browser;
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#[cfg(feature = "mods")]
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mod mod_browser_recipes;
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mod mod_input;
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mod mod_models;
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#[cfg(feature = "mods")]
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mod mod_recipes;
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mod mod_render;
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mod mod_models;
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mod mods;
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mod mount_menu;
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mod mounts;
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@@ -65,7 +65,11 @@ impl Game<'_> {
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pub(super) fn mod_hd(&self) -> Option<horizon_client::gfx::HdSettings> {
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None
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}
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pub(super) fn mod_lights(&self, _camera: glam::DVec3, _alpha: f64) -> Vec<horizon_client::gfx::HdLight> {
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pub(super) fn mod_lights(
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&self,
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_camera: glam::DVec3,
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_alpha: f64,
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) -> Vec<horizon_client::gfx::HdLight> {
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Vec::new()
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}
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}
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@@ -127,7 +131,12 @@ impl Game<'_> {
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let mut lights: HashMap<(usize, u32), (PointLight, PointLight)> = HashMap::new();
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for (owner, l) in self.mods.mods.lights() {
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let key = (owner, l.id);
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let before = self.mods.models.lights.get(&key).map_or(*l, |(_, now)| *now);
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let before = self
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.mods
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.models
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.lights
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.get(&key)
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.map_or(*l, |(_, now)| *now);
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lights.insert(key, (before, *l));
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}
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self.mods.models.lights = lights;
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@@ -136,7 +145,10 @@ impl Game<'_> {
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self.mods.models.views = views
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.into_iter()
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.map(|v| {
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let before = old.iter().find(|(_, o)| o.id == v.id).map_or(v, |(_, o)| *o);
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let before = old
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.iter()
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.find(|(_, o)| o.id == v.id)
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.map_or(v, |(_, o)| *o);
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(before, v)
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})
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.collect();
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@@ -145,12 +157,19 @@ impl Game<'_> {
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/// The HD lighting a mod asked for, if any.
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pub(super) fn mod_hd(&self) -> Option<horizon_client::gfx::HdSettings> {
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let l = self.mods.mods.lighting()?;
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l.hd.then_some(horizon_client::gfx::HdSettings { exposure: l.exposure, bloom: l.bloom })
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l.hd.then_some(horizon_client::gfx::HdSettings {
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exposure: l.exposure,
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bloom: l.bloom,
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})
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}
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/// The mods' lights between their last two settings, relative to the camera; the nearest and
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/// brightest first when there are too many.
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pub(super) fn mod_lights(&self, camera: DVec3, alpha: f64) -> Vec<horizon_client::gfx::HdLight> {
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pub(super) fn mod_lights(
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&self,
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camera: DVec3,
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alpha: f64,
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) -> Vec<horizon_client::gfx::HdLight> {
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let t = alpha.clamp(0.0, 1.0);
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let mut out: Vec<(f32, horizon_client::gfx::HdLight)> = self
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.mods
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@@ -167,7 +186,12 @@ impl Game<'_> {
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}
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let light = horizon_client::gfx::HdLight {
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pos: [at.x as f32, at.y as f32, at.z as f32, radius],
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color: [b.color.0, b.color.1, b.color.2, a.intensity + (b.intensity - a.intensity) * t as f32],
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color: [
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b.color.0,
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b.color.1,
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b.color.2,
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a.intensity + (b.intensity - a.intensity) * t as f32,
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],
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};
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Some((light.color[3] / (1.0 + d * d * 0.001), light))
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})
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@@ -266,7 +290,9 @@ impl Game<'_> {
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None => (0, None, Vec::new()),
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};
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let mut error = None;
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let Some(renderer) = self.renderer.as_mut() else { return };
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let Some(renderer) = self.renderer.as_mut() else {
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return;
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};
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if version != self.mods.models.post {
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self.mods.models.post = version;
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error = renderer.set_mod_post(source.as_deref()).err();
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@@ -484,7 +484,11 @@ impl Game<'_> {
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known_recipes,
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placing: self.mod_recipe_screen(),
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creative: self.creative,
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world: self.player.is_some().then(|| self.mods.world_id.clone()).flatten(),
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world: self
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.player
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.is_some()
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.then(|| self.mods.world_id.clone())
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.flatten(),
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}
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}
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/// The first block along the player's view within
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@@ -71,15 +71,15 @@ mod arena;
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mod cull;
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mod end_sky;
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mod flat;
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mod hd;
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mod hdr;
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pub mod lightning;
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mod lod;
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mod mod_post;
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mod mod_views;
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mod native_material;
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mod native_pack;
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mod native_post;
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mod hd;
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mod mod_post;
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mod mod_views;
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pub use hd::{HdLight, HdSettings};
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pub use mod_views::ModView;
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mod native_sky;
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@@ -563,6 +563,10 @@ pub struct Renderer {
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/// AirDef fork: the HD lighting's G-buffer pipelines (terrain, entities) and its targets.
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gbuffer_terrain: wgpu::RenderPipeline,
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gbuffer_entity: wgpu::RenderPipeline,
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/// The HD sun shadows: depth only, from the light, and the sections in its farther cascade.
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shadow_terrain: wgpu::RenderPipeline,
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shadow_entity: wgpu::RenderPipeline,
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hd_shadow_visible: Vec<resident::Visible>,
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hd: Option<hd::Hd>,
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mod_params: (Vec<f32>, f32),
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/// Time the shader pack's passes on the GPU (F3, or `HORIZON_SHADER_PACK_TIMING`).
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@@ -1347,9 +1351,34 @@ impl Renderer {
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let tri = wgpu::PrimitiveTopology::TriangleList;
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// AirDef fork: the HD lighting's G-buffer (terrain.wgsl's fs_gbuffer): albedo and normal.
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let gbuffer_targets = [
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Some(wgpu::ColorTargetState { format: hd::ALBEDO, blend: None, write_mask: wgpu::ColorWrites::ALL }),
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Some(wgpu::ColorTargetState { format: hd::NORMAL, blend: None, write_mask: wgpu::ColorWrites::ALL }),
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Some(wgpu::ColorTargetState {
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format: hd::ALBEDO,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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}),
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Some(wgpu::ColorTargetState {
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format: hd::NORMAL,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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}),
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Some(wgpu::ColorTargetState {
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format: hd::LIGHT_LEVELS,
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blend: None,
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write_mask: wgpu::ColorWrites::ALL,
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}),
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];
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// The shadow maps: plain depth from the light, biased against acne, both faces.
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let shadow_depth = Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: Some(true),
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depth_compare: Some(wgpu::CompareFunction::Less),
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stencil: Default::default(),
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bias: wgpu::DepthBiasState {
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constant: 2,
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slope_scale: 2.0,
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clamp: 0.0,
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},
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});
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let gbuffer_depth = Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: Some(true),
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@@ -1366,18 +1395,48 @@ impl Renderer {
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compilation_options: Default::default(),
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buffers: &terrain_buffers,
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},
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primitive: wgpu::PrimitiveState { cull_mode: Some(wgpu::Face::Back), ..Default::default() },
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primitive: wgpu::PrimitiveState {
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cull_mode: Some(wgpu::Face::Back),
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..Default::default()
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},
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depth_stencil: gbuffer_depth.clone(),
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multisample: Default::default(),
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_gbuffer"),
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compilation_options: wgpu::PipelineCompilationOptions { constants: &sprite_constants, ..Default::default() },
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compilation_options: wgpu::PipelineCompilationOptions {
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constants: &sprite_constants,
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..Default::default()
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},
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targets: &gbuffer_targets,
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}),
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multiview_mask: None,
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cache: None,
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});
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let shadow_terrain = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("HD shadows terrain"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_terrain"),
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compilation_options: Default::default(),
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buffers: &terrain_buffers,
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},
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primitive: Default::default(),
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depth_stencil: shadow_depth.clone(),
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multisample: Default::default(),
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_shadow"),
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compilation_options: wgpu::PipelineCompilationOptions {
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constants: &sprite_constants,
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..Default::default()
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},
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targets: &[],
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}),
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multiview_mask: None,
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cache: None,
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});
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let solid = pipeline(
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"Terrain solid",
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"vs_terrain",
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@@ -1996,6 +2055,27 @@ impl Renderer {
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multiview_mask: None,
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cache: None,
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});
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let shadow_entity = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("HD shadows entities"),
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layout: Some(&entity_layout),
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vertex: wgpu::VertexState {
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module: &entity_shader,
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entry_point: Some("vs_entity"),
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compilation_options: Default::default(),
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buffers: &entity_vertex,
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},
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primitive: Default::default(),
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depth_stencil: shadow_depth.clone(),
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multisample: Default::default(),
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fragment: Some(wgpu::FragmentState {
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module: &entity_shader,
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entry_point: Some("fs_entity_shadow"),
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compilation_options: Default::default(),
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targets: &[],
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}),
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multiview_mask: None,
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cache: None,
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});
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let entity_pipeline = |label, cull_mode, depth_write, compare, bias, blend, clouds| {
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entity_pipeline_with(
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label,
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@@ -2729,6 +2809,9 @@ impl Renderer {
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mod_views: None,
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gbuffer_terrain,
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gbuffer_entity,
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shadow_terrain,
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shadow_entity,
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hd_shadow_visible: Vec::new(),
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hd: None,
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mod_params: (Vec::new(), 0.0),
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pass_timing: pack_timing::PassTiming::logging(),
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@@ -3112,14 +3195,17 @@ impl Renderer {
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let mut at = range.start;
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if let Some(views) = &self.mod_views {
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for v in batch.views.iter().filter(|v| {
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v.at >= range.start && (v.at < range.end || (v.at == range.end && range.end == last))
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v.at >= range.start
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&& (v.at < range.end || (v.at == range.end && range.end == last))
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}) {
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self.hud.draw_range(encoder, target, &self.depth, batch, size, at..v.at);
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self.hud
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.draw_range(encoder, target, &self.depth, batch, size, at..v.at);
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views.blit(encoder, target, size, v, batch.scale);
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at = v.at;
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}
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}
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self.hud.draw_range(encoder, target, &self.depth, batch, size, at..range.end);
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self.hud
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.draw_range(encoder, target, &self.depth, batch, size, at..range.end);
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}
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/// The mod cameras due this frame, each into its picture: sky, solid
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/// terrain and entities, through the world's own pipelines with the
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@@ -3215,7 +3301,9 @@ impl Renderer {
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pass.draw_indexed(0..s.solid * 6, s.start as i32, instance..instance + 1);
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}
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for (k, v) in d.lods.iter().enumerate() {
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let Some(tile) = self.lods.get(&v.key) else { continue };
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let Some(tile) = self.lods.get(&v.key) else {
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continue;
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};
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let s = &tile.mesh;
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if s.solid == 0 {
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continue;
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@@ -3520,7 +3608,11 @@ impl Renderer {
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}
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Some(source) => {
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// Under the HD lighting it draws into the HD target, else onto the screen.
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let format = if self.mod_post_hdr { hd::HDR } else { self.config.format.remove_srgb_suffix() };
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let format = if self.mod_post_hdr {
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hd::HDR
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} else {
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self.config.format.remove_srgb_suffix()
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};
|
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self.mod_post = Some(mod_post::ModPost::new(&self.device, source, format)?);
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self.mod_post_source = Some(source.to_owned());
|
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}
|
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@@ -3530,7 +3622,9 @@ impl Renderer {
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/// AirDef fork: the mod post pass's parameters for the next frames.
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pub fn set_mod_params(&mut self, params: &[f32], partial: f32) {
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self.mod_params.0.clear();
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self.mod_params.0.extend_from_slice(¶ms[..params.len().min(mod_post::PARAMS)]);
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self.mod_params
|
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.0
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.extend_from_slice(¶ms[..params.len().min(mod_post::PARAMS)]);
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self.mod_params.1 = partial;
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}
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pub fn drop_shader_packs(&mut self) {
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@@ -4049,6 +4143,41 @@ impl Renderer {
|
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});
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}
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self.drawn_sections = visible.len() + visible_lods.len();
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// AirDef fork: the HD sun shadows draw every section in the farther cascade's box.
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let hd_wanted = !frame.title
|
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&& frame.hd.is_some()
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&& !self.pack_post.as_ref().is_some_and(|p| p.1.is_some())
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&& !self.native.as_ref().is_some_and(|n| n.post.is_some());
|
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let hd_scene = hd::HdScene {
|
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view_proj,
|
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camera,
|
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// The world's sun: vanilla turns the sky -90° about Y, so it crosses from east to west.
|
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sun: Vec3::new(-sun_angle.sin(), sun_angle.cos(), 0.0),
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dark: 1.0 - frame.sky.sky_light_factor,
|
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rain: if frame.weather.is_empty() { 0.0 } else { 0.7 },
|
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fog_color,
|
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fog,
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sky: frame.skybox && !frame.end_sky && !frame.nether_lighting && !frame.underwater,
|
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};
|
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let (shadow_dir, shadow_strength, _) = hd::light_of(&hd_scene);
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let hd_cascades = hd::cascades(camera, shadow_dir);
|
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let mut hd_shadow_visible = std::mem::take(&mut self.hd_shadow_visible);
|
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hd_shadow_visible.clear();
|
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if hd_wanted && shadow_strength > 0.0 {
|
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let radius =
|
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((frame.detail_distance / 16.0) as i32).min((hd::CASCADES[1] / 16.0) as i32 + 2);
|
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let light = Frustum {
|
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planes: frustum(hd_cascades[1]),
|
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};
|
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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)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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()
|
||||
})
|
||||
}
|
||||
|
||||
@@ -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 {
|
||||
|
||||
@@ -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,
|
||||
)
|
||||
}
|
||||
|
||||
@@ -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; }
|
||||
|
||||
Reference in New Issue
Block a user