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