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https://github.com/griffi-gh/kubi.git
synced 2024-11-14 03:18:41 -06:00
trans chunks are visible again!
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afe9dcf378
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fe25df309e
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@ -45,3 +45,8 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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}
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return color;
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}
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@fragment
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fn fs_main_trans(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.uv, in.tex_index);
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}
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@ -77,6 +77,7 @@ pub fn render_master(storages: AllStoragesViewMut) {
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storages.run_with_data(world::draw_world, &mut data);
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storages.run_with_data(selection_box::draw_selection_box, &mut data);
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storages.run_with_data(entities::render_entities, &mut data);
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storages.run_with_data(world::rpass_submit_trans_bundle, &mut data);
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}
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storages.run_with_data(kubi_ui_draw, &mut data);
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@ -1,12 +1,12 @@
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use glam::Vec3;
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use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, View};
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use shipyard::{AllStoragesView, IntoIter, NonSendSync, Unique, UniqueView, UniqueViewMut, View};
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use kubi_shared::chunk::CHUNK_SIZE;
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use crate::{
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camera::Camera,
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prefabs::GpuPrefabs,
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world::{ChunkMeshStorage, ChunkStorage},
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};
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use super::{camera_uniform::CameraUniformBuffer, depth::DepthTexture, RenderCtx};
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use super::{camera_uniform::CameraUniformBuffer, depth::DepthTexture, RenderCtx, Renderer};
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mod pipeline;
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mod vertex;
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@ -15,19 +15,22 @@ pub use vertex::ChunkVertex;
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#[derive(Unique)]
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pub struct WorldRenderState {
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pub pipeline: wgpu::RenderPipeline,
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//pub trans_chunk_queue: Vec<IVec3>,
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pub pipeline_trans: wgpu::RenderPipeline,
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pub trans_bundle: Option<wgpu::RenderBundle>,
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}
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pub fn init_world_render_state(storages: AllStoragesView) {
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let (pipeline, pipeline_trans) = storages.run(pipeline::init_world_pipeline);
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storages.add_unique(WorldRenderState {
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pipeline: storages.run(pipeline::init_world_pipeline),
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//trans_chunk_queue: Vec::with_capacity(512),
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pipeline, pipeline_trans,
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trans_bundle: None,
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})
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}
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pub fn draw_world(
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ctx: &mut RenderCtx,
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state: UniqueView<WorldRenderState>,
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mut state: UniqueViewMut<WorldRenderState>,
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renderer: UniqueView<Renderer>,
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camera_ubo: UniqueView<CameraUniformBuffer>,
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depth: UniqueView<DepthTexture>,
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textures: UniqueView<GpuPrefabs>,
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@ -63,6 +66,23 @@ pub fn draw_world(
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render_pass.set_bind_group(0, &textures.block_diffuse_bind_group, &[]);
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render_pass.set_bind_group(1, &camera_ubo.camera_bind_group, &[]);
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let mut trans_bundle_used = false;
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let mut trans_bundle = renderer.device().create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor {
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label: Some("trans_bundle_encoder"),
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color_formats: &[Some(renderer.surface_config().format)],
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depth_stencil: Some(wgpu::RenderBundleDepthStencil {
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format: depth.depth_texture.format(),
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depth_read_only: true,
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stencil_read_only: true,
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}),
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sample_count: 1,
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multiview: None,
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});
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trans_bundle.set_pipeline(&state.pipeline_trans);
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trans_bundle.set_bind_group(0, &textures.block_diffuse_bind_group, &[]);
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trans_bundle.set_bind_group(1, &camera_ubo.camera_bind_group, &[]);
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for (&position, chunk) in &chunks.chunks {
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if let Some(key) = chunk.mesh_index {
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let mesh = meshes.get(key).expect("Mesh index pointing to nothing");
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@ -81,16 +101,61 @@ pub fn draw_world(
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}
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//Draw chunk mesh
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if mesh.main.index.size() > 0 {
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if mesh.main.index_len > 0 {
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render_pass.set_index_buffer(mesh.main.index.slice(..), wgpu::IndexFormat::Uint32);
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render_pass.set_vertex_buffer(0, mesh.main.vertex.slice(..));
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render_pass.draw_indexed(0..mesh.main.index_len, 0, 0..1);
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}
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//TODO trans chunks
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// if mesh.trans_index_buffer.len() > 0 {
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// trans_queue.0.push(position);
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// }
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//Draw transparent chunk mesh
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if mesh.trans.index_len > 0 {
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trans_bundle_used = true;
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trans_bundle.set_index_buffer(mesh.trans.index.slice(..), wgpu::IndexFormat::Uint32);
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trans_bundle.set_vertex_buffer(0, mesh.trans.vertex.slice(..));
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trans_bundle.draw_indexed(0..mesh.trans.index_len, 0, 0..1);
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}
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}
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}
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drop(render_pass);
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if trans_bundle_used {
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let bundle = trans_bundle.finish(&wgpu::RenderBundleDescriptor {
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label: Some("trans_bundle"),
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});
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state.trans_bundle = Some(bundle);
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} else {
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state.trans_bundle = None;
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}
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}
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pub fn rpass_submit_trans_bundle(
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ctx: &mut RenderCtx,
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state: UniqueView<WorldRenderState>,
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depth: UniqueView<DepthTexture>,
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) {
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let Some(bundle) = state.trans_bundle.as_ref() else {
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return
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};
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let mut rpass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("rpass_submit_trans_bundle"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: ctx.surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &depth.depth_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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..Default::default()
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});
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rpass.execute_bundles(Some(bundle));
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}
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@ -9,7 +9,7 @@ pub fn init_world_pipeline(
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depth: UniqueView<DepthTexture>,
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textures: UniqueView<GpuPrefabs>,
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camera_ubo: UniqueView<CameraUniformBuffer>,
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) -> wgpu::RenderPipeline {
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) -> (wgpu::RenderPipeline, wgpu::RenderPipeline) {
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let shader = ren.device().create_shader_module(
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wgpu::include_wgsl!("../../../shaders/world.wgsl")
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);
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@ -23,7 +23,7 @@ pub fn init_world_pipeline(
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push_constant_ranges: &[],
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});
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ren.device().create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let pipeline_main = ren.device().create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("world_pipeline"),
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layout: Some(&world_pipeline_layout),
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fragment: Some(wgpu::FragmentState {
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@ -62,5 +62,48 @@ pub fn init_world_pipeline(
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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})
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});
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let pipeline_trans = ren.device().create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("world_pipeline_trans"),
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layout: Some(&world_pipeline_layout),
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main_trans",
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: ren.surface_config().format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::COLOR,
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})],
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}),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[
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ChunkVertex::LAYOUT,
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],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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cull_mode: None,
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front_face: wgpu::FrontFace::Ccw,
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unclipped_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: depth.depth_texture.format(),
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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(pipeline_main, pipeline_trans)
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}
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@ -362,9 +362,9 @@ fn process_completed_tasks(
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let trans_buffer_pair = BufferPair {
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vertex: vtx_buffer_trans,
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vertex_len: vertices.len() as u32,
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vertex_len: trans_vertices.len() as u32,
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index: idx_buffer_trans,
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index_len: indices.len() as u32,
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index_len: trans_indices.len() as u32,
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};
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let mesh = ChunkMesh {
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@ -33,7 +33,7 @@ pub fn generate_mesh(position: IVec3, data: MeshGenData) -> (
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};
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let mut builder = MeshBuilder::new_with_offset((position * CHUNK_SIZE as i32).as_vec3());
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let mut trans_builder = MeshBuilder::new();
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let mut trans_builder = MeshBuilder::new_with_offset((position * CHUNK_SIZE as i32).as_vec3());
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for x in 0..CHUNK_SIZE as i32 {
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for y in 0..CHUNK_SIZE as i32 {
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