trans chunks are visible again!

This commit is contained in:
griffi-gh 2024-05-08 20:13:19 +02:00
parent afe9dcf378
commit fe25df309e
6 changed files with 131 additions and 17 deletions

View file

@ -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);
}

View file

@ -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);

View file

@ -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));
}

View file

@ -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)
}

View file

@ -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 {

View file

@ -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 {