concinnity_render/uniforms/transparent.rs
1//! What the transparent pass binds: the shared per-frame view block, and the
2//! per-record tunables of its producers -- glass panes, see-through glass
3//! meshes, and water surfaces.
4
5/// Per-frame view inputs shared by every draw in the transparent pass (water,
6/// glass), bound once for the whole pass. Matches `TransparentView` in
7/// `shaders/glass.slang` and `shaders/water.slang`. 160 bytes.
8#[derive(Copy, Clone, bytemuck::NoUninit)]
9#[repr(C)]
10pub struct TransparentView {
11 /// View-projection matrix, column-major.
12 pub vp: [[f32; 4]; 4],
13 /// Inverse view-projection matrix, column-major.
14 pub inv_vp: [[f32; 4]; 4],
15 /// World-space camera position (xyz). `.w` is ignored by the shader.
16 pub camera_pos: [f32; 4],
17 /// Render-target width / height in pixels: the shader uses this to
18 /// turn its fragment position into a normalised screen UV.
19 pub viewport: [f32; 2],
20 /// Wall-clock seconds since startup, fed to the Gerstner sum.
21 pub time: f32,
22 /// Mip count of the bound IBL prefilter cube; 0 signals "no environment map",
23 /// where the glass reflection falls back to a white rim. Per-frame state, so
24 /// it rides the shared view rather than a per-draw params block.
25 pub prefilter_mip_count: f32,
26}
27
28/// Per-panel tunables for a `GlassPanel`, uploaded once per panel per frame.
29/// The vec3-ish fields are `[f32; 4]` so the layout is byte-identical to the
30/// shader's `float4`. Matches `GlassParams` in `shaders/glass.slang`. 64 bytes.
31#[derive(Copy, Clone, bytemuck::NoUninit)]
32#[repr(C)]
33pub struct GlassParams {
34 /// `[x, y, z, _]`: world-space panel centre.
35 pub centre: [f32; 4],
36 /// `[nx, ny, nz, _]`: unit panel normal (facing direction).
37 pub normal: [f32; 4],
38 /// `[r, g, b, _]`: colour multiplied into the refracted scene.
39 pub tint: [f32; 4],
40 /// Base alpha at normal incidence.
41 pub opacity: f32,
42 /// Screen-space refraction offset strength.
43 pub refraction_strength: f32,
44 /// Schlick-Fresnel exponent for the grazing-angle rim.
45 pub fresnel_power: f32,
46 /// Planar reflection strength: `> 0.5` selects the sharp planar reflection
47 /// (the scene re-rendered mirrored across this pane's plane, sampled
48 /// projectively at screen UV) over the probe / sky cube. 0 when planar is off
49 /// (RT on, no planar slot, or the plane overflowed the budget), keeping the
50 /// probe / sky path. Patched per-frame in `collect_glass_transparent_draws`.
51 pub planar: f32,
52}
53
54/// Per-draw tunables for a see-through glass MESH: a `Material` flagged
55/// `see_through` on an RT-capable device, drawn in the transparent pass instead
56/// of the opaque one. Unlike `GlassParams` (a pre-baked world-space pane), a
57/// mesh is LOCAL-space, so this carries the model matrix the vertex stage
58/// applies; the fragment uses the interpolated per-vertex world normal. Matches
59/// `GlassMeshParams` in `shaders/glass_mesh.slang`. 96 bytes (model is the first
60/// field, so its 16-byte GPU alignment is satisfied at offset 0).
61#[derive(Copy, Clone, bytemuck::NoUninit)]
62#[repr(C)]
63pub struct GlassMeshParams {
64 /// Column-major local-to-world model matrix.
65 pub model: [[f32; 4]; 4],
66 /// `[r, g, b, _]`: colour multiplied into the refracted scene (material tint).
67 pub tint: [f32; 4],
68 /// Base alpha at normal incidence (from `Material.opacity`).
69 pub opacity: f32,
70 /// Screen-space refraction offset strength.
71 pub refraction_strength: f32,
72 /// Schlick-Fresnel exponent for the grazing-angle rim.
73 pub fresnel_power: f32,
74 /// Mip count of the bound IBL prefilter cube (ray-miss fallback); 0 = none.
75 pub prefilter_mip_count: f32,
76}
77
78/// Maximum waves summed per `WaterParams`. Mirrors `MAX_WATER_WAVES` in
79/// `shaders/water.slang` and in the `WaterSurface` asset.
80pub const WATER_MAX_WAVES: usize = 4;
81
82/// One Gerstner wave coefficient set, packed into two `float4` lanes so the
83/// layout is identical on every target. Matches `WaterWave` in
84/// `shaders/water.slang`. 32 bytes.
85#[derive(Copy, Clone, Default, bytemuck::Zeroable, bytemuck::Pod)]
86#[repr(C)]
87pub struct WaterWaveGpu {
88 /// `[direction.x, direction.y, amplitude, wavelength]`.
89 pub dir_amp_wave: [f32; 4],
90 /// `[speed, steepness, _, _]`.
91 pub speed_steep_pad: [f32; 4],
92}
93
94/// Per-surface tunables for a `WaterSurface`, uploaded once per surface. The
95/// vec3-ish fields are `[f32; 4]` so the layout is byte-identical to the
96/// shader's `float4`. Matches `WaterParams` in `shaders/water.slang`. 224 bytes.
97#[derive(Copy, Clone, bytemuck::NoUninit)]
98#[repr(C)]
99pub struct WaterParams {
100 /// `[x, y, z, _]`: world-space surface centre.
101 pub centre: [f32; 4],
102 /// `[r, g, b, _]`: water tint at full column depth.
103 pub deep_colour: [f32; 4],
104 /// `[r, g, b, _]`: water tint just above the seabed.
105 pub shallow_colour: [f32; 4],
106 /// Depth over which the tint blends from shallow to deep, in metres.
107 pub depth_falloff: f32,
108 /// Width of the shoreline foam band, in world units.
109 pub foam_width: f32,
110 /// Foam brightness multiplier.
111 pub foam_intensity: f32,
112 /// Exponent of the Fresnel reflectance curve.
113 pub fresnel_power: f32,
114 /// Perceptual roughness in `[0, 1]`; picks the reflection's prefilter mip.
115 pub roughness: f32,
116 /// How far refraction offsets the sampled background.
117 pub refraction_strength: f32,
118 /// Live entries in `waves`.
119 pub wave_count: u32,
120 /// Padding so the field layout matches the shader-side struct.
121 pub _pad: f32,
122 /// Wave coefficients; the first `wave_count` entries are live.
123 pub waves: [WaterWaveGpu; WATER_MAX_WAVES],
124 /// Planar reflection control: `[strength, distortion, _, _]`. `strength >
125 /// 0.5` selects the sharp planar reflection (the scene re-rendered mirrored
126 /// across this surface's rest plane, sampled at screen UV) over the probe /
127 /// sky cube; `distortion` scales the wave-normal ripple offset of that
128 /// lookup. 0 when planar is off (RT on, no planar slot, or the plane
129 /// overflowed the budget), keeping the probe / sky path.
130 pub planar: [f32; 4],
131}
132
133#[cfg(test)]
134mod tests {
135 use super::*;
136 use core::mem::{offset_of, size_of};
137
138 // Every backend binds this block under the same layout, so it is checked
139 // here rather than per backend: a float4x4 model, a float4 tint, then four
140 // scalars. `model` is first, so its 16-byte GPU alignment is satisfied at
141 // offset 0 and the Rust `[[f32; 4]; 4]` matches byte-for-byte.
142 #[test]
143 fn glass_mesh_params_layout_matches_shader() {
144 assert_eq!(size_of::<GlassMeshParams>(), 96);
145 assert_eq!(offset_of!(GlassMeshParams, model), 0);
146 assert_eq!(offset_of!(GlassMeshParams, tint), 64);
147 assert_eq!(offset_of!(GlassMeshParams, opacity), 80);
148 assert_eq!(offset_of!(GlassMeshParams, refraction_strength), 84);
149 assert_eq!(offset_of!(GlassMeshParams, fresnel_power), 88);
150 assert_eq!(offset_of!(GlassMeshParams, prefilter_mip_count), 92);
151 assert_eq!(size_of::<GlassMeshParams>() % 16, 0);
152 }
153
154 // `waves` is an array of float4-carrying structs, so the shader aligns it to
155 // 16 and the seven live scalars ahead of it need `_pad` to reach that
156 // boundary. Nothing else pins the pad, so it is asserted here.
157 #[test]
158 fn water_params_layout_matches_shader() {
159 assert_eq!(size_of::<WaterParams>(), 224);
160 assert_eq!(offset_of!(WaterParams, centre), 0);
161 assert_eq!(offset_of!(WaterParams, deep_colour), 16);
162 assert_eq!(offset_of!(WaterParams, shallow_colour), 32);
163 assert_eq!(offset_of!(WaterParams, depth_falloff), 48);
164 assert_eq!(offset_of!(WaterParams, foam_width), 52);
165 assert_eq!(offset_of!(WaterParams, foam_intensity), 56);
166 assert_eq!(offset_of!(WaterParams, fresnel_power), 60);
167 assert_eq!(offset_of!(WaterParams, roughness), 64);
168 assert_eq!(offset_of!(WaterParams, refraction_strength), 68);
169 assert_eq!(offset_of!(WaterParams, wave_count), 72);
170 assert_eq!(offset_of!(WaterParams, _pad), 76);
171 assert_eq!(offset_of!(WaterParams, waves), 80);
172 assert_eq!(offset_of!(WaterParams, planar), 208);
173 assert_eq!(size_of::<WaterWaveGpu>(), 32);
174 }
175}