Files
maps/frontend/src/pipelines/water.rs
Dongho Kim 45807e3a90 update
2025-12-15 23:10:38 +09:00

147 lines
5.2 KiB
Rust

//! Water render pipelines
use super::common::{Vertex, create_simple_pipeline};
pub fn create_water_pipeline(
device: &wgpu::Device,
format: &wgpu::TextureFormat,
bind_group_layout: &wgpu::BindGroupLayout
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(r#"
struct CameraUniform {
params: vec4<f32>,
theme: vec4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct VertexInput {
@location(0) position: vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
};
@vertex
fn vs_main(
model: VertexInput,
) -> VertexOutput {
var out: VertexOutput;
let world_pos = model.position;
let x = world_pos.x * camera.params.x + camera.params.z;
let y = world_pos.y * camera.params.y + camera.params.w;
// Globe Effect: Spherize
// let r2 = x*x + y*y;
// let w = 1.0 + r2 * 0.5;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
// Water: Light: #9ecaff, Dark: #1a2639
let is_dark = camera.theme.x;
let color = mix(vec3<f32>(0.62, 0.79, 1.0), vec3<f32>(0.1, 0.15, 0.22), is_dark);
return vec4<f32>(color, 1.0);
}
"#)),
});
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Water Pipeline Layout"),
bind_group_layouts: &[bind_group_layout],
push_constant_ranges: &[],
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Water Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
}
],
}
],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: *format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
})
}
pub fn create_water_line_pipeline(
device: &wgpu::Device,
format: &wgpu::TextureFormat,
bind_group_layout: &wgpu::BindGroupLayout
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(r#"
struct CameraUniform {
params: vec4<f32>,
theme: vec4<f32>,
};
@group(0) @binding(0)
var<uniform> camera: CameraUniform;
struct VertexInput {
@location(0) position: vec2<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
};
@vertex
fn vs_main(model: VertexInput) -> VertexOutput {
var out: VertexOutput;
let world_pos = model.position;
let x = world_pos.x * camera.params.x + camera.params.z;
let y = world_pos.y * camera.params.y + camera.params.w;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let is_dark = camera.theme.x;
// Light: #a5bfdd (same/similar to water), Dark: #4a6fa5
let color = mix(vec3<f32>(0.66, 0.82, 0.96), vec3<f32>(0.29, 0.44, 0.65), is_dark);
return vec4<f32>(color, 1.0);
}
"#)),
});
create_simple_pipeline(device, format, bind_group_layout, &shader, "Water Line Pipeline", wgpu::PrimitiveTopology::LineList)
}