mirror of
https://github.com/griffi-gh/kubi.git
synced 2024-11-21 14:28:43 -06:00
trans chunks are visible again!
This commit is contained in:
parent
7928745938
commit
1bf61500b3
|
@ -45,3 +45,8 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
}
|
||||
return color;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main_trans(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return textureSample(t_diffuse, s_diffuse, in.uv, in.tex_index);
|
||||
}
|
||||
|
|
|
@ -77,6 +77,7 @@ pub fn render_master(storages: AllStoragesViewMut) {
|
|||
storages.run_with_data(world::draw_world, &mut data);
|
||||
storages.run_with_data(selection_box::draw_selection_box, &mut data);
|
||||
storages.run_with_data(entities::render_entities, &mut data);
|
||||
storages.run_with_data(world::rpass_submit_trans_bundle, &mut data);
|
||||
}
|
||||
storages.run_with_data(kubi_ui_draw, &mut data);
|
||||
|
||||
|
|
|
@ -1,12 +1,12 @@
|
|||
use glam::Vec3;
|
||||
use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, View};
|
||||
use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
|
||||
use kubi_shared::chunk::CHUNK_SIZE;
|
||||
use crate::{
|
||||
camera::Camera,
|
||||
prefabs::GpuPrefabs,
|
||||
world::{ChunkMeshStorage, ChunkStorage},
|
||||
};
|
||||
use super::{camera_uniform::CameraUniformBuffer, depth::DepthTexture, RenderCtx};
|
||||
use super::{camera_uniform::CameraUniformBuffer, depth::DepthTexture, RenderCtx, Renderer};
|
||||
|
||||
mod pipeline;
|
||||
mod vertex;
|
||||
|
@ -15,19 +15,22 @@ pub use vertex::ChunkVertex;
|
|||
#[derive(Unique)]
|
||||
pub struct WorldRenderState {
|
||||
pub pipeline: wgpu::RenderPipeline,
|
||||
//pub trans_chunk_queue: Vec<IVec3>,
|
||||
pub pipeline_trans: wgpu::RenderPipeline,
|
||||
pub trans_bundle: Option<wgpu::RenderBundle>,
|
||||
}
|
||||
|
||||
pub fn init_world_render_state(storages: AllStoragesView) {
|
||||
let (pipeline, pipeline_trans) = storages.run(pipeline::init_world_pipeline);
|
||||
storages.add_unique(WorldRenderState {
|
||||
pipeline: storages.run(pipeline::init_world_pipeline),
|
||||
//trans_chunk_queue: Vec::with_capacity(512),
|
||||
pipeline, pipeline_trans,
|
||||
trans_bundle: None,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn draw_world(
|
||||
ctx: &mut RenderCtx,
|
||||
state: UniqueView<WorldRenderState>,
|
||||
mut state: UniqueViewMut<WorldRenderState>,
|
||||
renderer: UniqueView<Renderer>,
|
||||
camera_ubo: UniqueView<CameraUniformBuffer>,
|
||||
depth: UniqueView<DepthTexture>,
|
||||
textures: UniqueView<GpuPrefabs>,
|
||||
|
@ -63,6 +66,23 @@ pub fn draw_world(
|
|||
render_pass.set_bind_group(0, &textures.block_diffuse_bind_group, &[]);
|
||||
render_pass.set_bind_group(1, &camera_ubo.camera_bind_group, &[]);
|
||||
|
||||
let mut trans_bundle_used = false;
|
||||
let mut trans_bundle = renderer.device().create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor {
|
||||
label: Some("trans_bundle_encoder"),
|
||||
color_formats: &[Some(renderer.surface_config().format)],
|
||||
depth_stencil: Some(wgpu::RenderBundleDepthStencil {
|
||||
format: depth.depth_texture.format(),
|
||||
depth_read_only: true,
|
||||
stencil_read_only: true,
|
||||
}),
|
||||
sample_count: 1,
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
trans_bundle.set_pipeline(&state.pipeline_trans);
|
||||
trans_bundle.set_bind_group(0, &textures.block_diffuse_bind_group, &[]);
|
||||
trans_bundle.set_bind_group(1, &camera_ubo.camera_bind_group, &[]);
|
||||
|
||||
for (&position, chunk) in &chunks.chunks {
|
||||
if let Some(key) = chunk.mesh_index {
|
||||
let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
|
||||
|
@ -81,16 +101,61 @@ pub fn draw_world(
|
|||
}
|
||||
|
||||
//Draw chunk mesh
|
||||
if mesh.main.index.size() > 0 {
|
||||
if mesh.main.index_len > 0 {
|
||||
render_pass.set_index_buffer(mesh.main.index.slice(..), wgpu::IndexFormat::Uint32);
|
||||
render_pass.set_vertex_buffer(0, mesh.main.vertex.slice(..));
|
||||
render_pass.draw_indexed(0..mesh.main.index_len, 0, 0..1);
|
||||
}
|
||||
|
||||
//TODO trans chunks
|
||||
// if mesh.trans_index_buffer.len() > 0 {
|
||||
// trans_queue.0.push(position);
|
||||
// }
|
||||
//Draw transparent chunk mesh
|
||||
if mesh.trans.index_len > 0 {
|
||||
trans_bundle_used = true;
|
||||
trans_bundle.set_index_buffer(mesh.trans.index.slice(..), wgpu::IndexFormat::Uint32);
|
||||
trans_bundle.set_vertex_buffer(0, mesh.trans.vertex.slice(..));
|
||||
trans_bundle.draw_indexed(0..mesh.trans.index_len, 0, 0..1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drop(render_pass);
|
||||
|
||||
if trans_bundle_used {
|
||||
let bundle = trans_bundle.finish(&wgpu::RenderBundleDescriptor {
|
||||
label: Some("trans_bundle"),
|
||||
});
|
||||
state.trans_bundle = Some(bundle);
|
||||
} else {
|
||||
state.trans_bundle = None;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn rpass_submit_trans_bundle(
|
||||
ctx: &mut RenderCtx,
|
||||
state: UniqueView<WorldRenderState>,
|
||||
depth: UniqueView<DepthTexture>,
|
||||
) {
|
||||
let Some(bundle) = state.trans_bundle.as_ref() else {
|
||||
return
|
||||
};
|
||||
let mut rpass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("rpass_submit_trans_bundle"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: ctx.surface_view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &depth.depth_view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
store: wgpu::StoreOp::Store,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
..Default::default()
|
||||
});
|
||||
rpass.execute_bundles(Some(bundle));
|
||||
}
|
||||
|
|
|
@ -9,7 +9,7 @@ pub fn init_world_pipeline(
|
|||
depth: UniqueView<DepthTexture>,
|
||||
textures: UniqueView<GpuPrefabs>,
|
||||
camera_ubo: UniqueView<CameraUniformBuffer>,
|
||||
) -> wgpu::RenderPipeline {
|
||||
) -> (wgpu::RenderPipeline, wgpu::RenderPipeline) {
|
||||
let shader = ren.device().create_shader_module(
|
||||
wgpu::include_wgsl!("../../../shaders/world.wgsl")
|
||||
);
|
||||
|
@ -23,7 +23,7 @@ pub fn init_world_pipeline(
|
|||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
ren.device().create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
let pipeline_main = ren.device().create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("world_pipeline"),
|
||||
layout: Some(&world_pipeline_layout),
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
|
@ -62,5 +62,48 @@ pub fn init_world_pipeline(
|
|||
}),
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
})
|
||||
});
|
||||
|
||||
let pipeline_trans = ren.device().create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("world_pipeline_trans"),
|
||||
layout: Some(&world_pipeline_layout),
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main_trans",
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: ren.surface_config().format,
|
||||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: wgpu::ColorWrites::COLOR,
|
||||
})],
|
||||
}),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader,
|
||||
entry_point: "vs_main",
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
buffers: &[
|
||||
ChunkVertex::LAYOUT,
|
||||
],
|
||||
},
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
cull_mode: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
unclipped_depth: false,
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: depth.depth_texture.format(),
|
||||
depth_write_enabled: false,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
(pipeline_main, pipeline_trans)
|
||||
}
|
||||
|
|
|
@ -362,9 +362,9 @@ fn process_completed_tasks(
|
|||
|
||||
let trans_buffer_pair = BufferPair {
|
||||
vertex: vtx_buffer_trans,
|
||||
vertex_len: vertices.len() as u32,
|
||||
vertex_len: trans_vertices.len() as u32,
|
||||
index: idx_buffer_trans,
|
||||
index_len: indices.len() as u32,
|
||||
index_len: trans_indices.len() as u32,
|
||||
};
|
||||
|
||||
let mesh = ChunkMesh {
|
||||
|
|
|
@ -33,7 +33,7 @@ pub fn generate_mesh(position: IVec3, data: MeshGenData) -> (
|
|||
};
|
||||
|
||||
let mut builder = MeshBuilder::new_with_offset((position * CHUNK_SIZE as i32).as_vec3());
|
||||
let mut trans_builder = MeshBuilder::new();
|
||||
let mut trans_builder = MeshBuilder::new_with_offset((position * CHUNK_SIZE as i32).as_vec3());
|
||||
|
||||
for x in 0..CHUNK_SIZE as i32 {
|
||||
for y in 0..CHUNK_SIZE as i32 {
|
||||
|
|
Loading…
Reference in a new issue