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use gfx; use gfx_core; use gfx::traits::*; use gfx::format::*; use terrain::tile_cache::LayerType; use super::*; gfx_defines!{ vertex NodeState { position: [f32; 2] = "vPosition", side_length: f32 = "vSideLength", min_distance: f32 = "vMinDistance", heights_origin: [f32; 3] = "heightsOrigin", texture_origin: [f32; 2] ="textureOrigin", colors_layer: f32 = "colorsLayer", normals_layer: f32 = "normalsLayer", water_layer: f32 = "waterLayer", texture_step: f32 = "textureStep", } } gfx_pipeline!( pipe { instances: gfx::InstanceBuffer<NodeState> = (), model_view_projection: gfx::Global<[[f32; 4]; 4]> = "modelViewProjection", resolution: gfx::Global<i32> = "resolution", camera_position: gfx::Global<[f32;3]> = "cameraPosition", heights: gfx::TextureSampler<f32> = "heights", normals: gfx::TextureSampler<[f32; 4]> = "normals", colors: gfx::TextureSampler<[f32; 4]> = "colors", water: gfx::TextureSampler<[f32; 4]> = "water", materials: gfx::TextureSampler<[f32; 4]> = "materials", sky: gfx::TextureSampler<[f32; 4]> = "sky", ocean_surface: gfx::TextureSampler<[f32; 4]> = "oceanSurface", noise: gfx::TextureSampler<[f32; 4]> = "noise", noise_wavelength: gfx::Global<f32> = "noiseWavelength", color_buffer: gfx::RenderTarget<Srgba8> = "OutColor", depth_buffer: gfx::DepthTarget<DepthStencil> = gfx::preset::depth::LESS_EQUAL_WRITE, }); impl<R, F> QuadTree<R, F> where R: gfx::Resources, F: gfx::Factory<R>, { pub(crate) fn make_pso( factory: &mut F, shader: &gfx::ShaderSet<R>, ) -> gfx::PipelineState<R, pipe::Meta> { factory .create_pipeline_state( shader, gfx::Primitive::TriangleList, gfx::state::Rasterizer { front_face: gfx::state::FrontFace::Clockwise, cull_face: gfx::state::CullFace::Nothing, method: gfx::state::RasterMethod::Fill, offset: None, samples: None, }, pipe::new(), ) .unwrap() } pub fn update_shaders(&mut self) { if self.shader.refresh( &mut self.factory, &mut self.shaders_watcher, ) { self.pso = Self::make_pso(&mut self.factory, self.shader.as_shader_set()); } } pub fn render<C: gfx_core::command::Buffer<R>>(&mut self, encoder: &mut gfx::Encoder<R, C>) { assert_eq!(self.tile_cache_layers[LayerType::Colors.index()].resolution(), self.tile_cache_layers[LayerType::Normals.index()].resolution()); assert_eq!(self.tile_cache_layers[LayerType::Colors.index()].border(), self.tile_cache_layers[LayerType::Normals.index()].border()); let resolution = self.tile_cache_layers[LayerType::Heights.index()].resolution() - 1; let texture_resolution = self.tile_cache_layers[LayerType::Normals.index()].resolution(); let texture_border = self.tile_cache_layers[LayerType::Normals.index()].border(); let texture_ratio = (texture_resolution - 2 * texture_border) as f32 / texture_resolution as f32; let texture_step = texture_ratio / resolution as f32; let texture_origin = texture_border as f32 / texture_resolution as f32; fn find_texture_slots<R: gfx::Resources>( nodes: &Vec<Node>, tile_cache_layers: &VecMap<TileCache<R>>, id: NodeId, texture_ratio: f32, ) -> (f32, f32, f32, Vector2<f32>, f32) { let (ancestor, generations, offset) = Node::find_ancestor(&nodes, id, |id| { tile_cache_layers[LayerType::Colors.index()].contains(id) }).unwrap(); let colors_slot = tile_cache_layers[LayerType::Colors.index()] .get_slot(ancestor) .map(|s| s as f32) .unwrap(); let normals_slot = tile_cache_layers[LayerType::Normals.index()] .get_slot(ancestor) .map(|s| s as f32) .unwrap_or(-1.0); let water_slot = tile_cache_layers[LayerType::Water.index()] .get_slot(ancestor) .map(|s| s as f32) .unwrap(); let scale = (0.5f32).powi(generations as i32); let offset = Vector2::new( offset.x as f32 * texture_ratio * scale, offset.y as f32 * texture_ratio * scale, ); (colors_slot, normals_slot, water_slot, offset, scale) }; self.node_states.clear(); for &id in self.visible_nodes.iter() { let heights_slot = self.tile_cache_layers[LayerType::Heights.index()] .get_slot(id) .unwrap() as f32; let (colors_layer, normals_layer, water_layer, texture_offset, texture_step_scale) = find_texture_slots(&self.nodes, &self.tile_cache_layers, id, texture_ratio); self.node_states.push(NodeState { position: [self.nodes[id].bounds.min.x, self.nodes[id].bounds.min.z], side_length: self.nodes[id].side_length, min_distance: self.nodes[id].min_distance, heights_origin: [0.0, 0.0, heights_slot], texture_origin: [ texture_origin + texture_offset.x, texture_origin + texture_offset.y, ], colors_layer, normals_layer, water_layer, texture_step: texture_step * texture_step_scale, }); } for &(id, mask) in self.partially_visible_nodes.iter() { assert!(mask < 15); for i in 0..4u8 { if mask & (1 << i) != 0 { let side_length = self.nodes[id].side_length * 0.5; let offset = ((i % 2) as f32, (i / 2) as f32); let heights_slot = self.tile_cache_layers[LayerType::Heights.index()] .get_slot(id) .unwrap() as f32; let (colors_layer, normals_layer, water_layer, texture_offset, texture_step_scale) = find_texture_slots(&self.nodes, &self.tile_cache_layers, id, texture_ratio); self.node_states.push(NodeState { position: [ self.nodes[id].bounds.min.x + offset.0 * side_length, self.nodes[id].bounds.min.z + offset.1 * side_length, ], side_length, min_distance: self.nodes[id].min_distance, heights_origin: [ offset.0 * (0.5 - 0.5 / (resolution + 1) as f32), offset.1 * (0.5 - 0.5 / (resolution + 1) as f32), heights_slot, ], texture_origin: [ texture_origin + texture_offset.x + offset.0 * (0.5 - texture_origin) * texture_step_scale, texture_origin + texture_offset.y + offset.1 * (0.5 - texture_origin) * texture_step_scale, ], colors_layer, normals_layer, water_layer, texture_step: texture_step * texture_step_scale, }); } } } encoder .update_buffer(&self.pipeline_data.instances, &self.node_states[..], 0) .unwrap(); self.pipeline_data.resolution = resolution as i32; encoder.draw( &gfx::Slice { start: 0, end: (resolution * resolution * 6) as u32, base_vertex: 0, instances: Some((self.visible_nodes.len() as u32, 0)), buffer: gfx::IndexBuffer::Auto, }, &self.pso, &self.pipeline_data, ); self.pipeline_data.resolution = (resolution / 2) as i32; encoder.draw( &gfx::Slice { start: 0, end: ((resolution / 2) * (resolution / 2) * 6) as u32, base_vertex: 0, instances: Some(( (self.node_states.len() - self.visible_nodes.len()) as u32, self.visible_nodes.len() as u32, )), buffer: gfx::IndexBuffer::Auto, }, &self.pso, &self.pipeline_data, ); } }