use byteorder::{ByteOrder, LittleEndian}; use std::convert::TryInto; use cgmath::Point3; use crate::app::world::block::WorldBlock; pub const BLOCK_SIZE : usize = 32; // 32x32x32 block size pub const BLOCK_TEX_SIZE : usize = 64; // 64x64 blocks in texture pub const NODE_TEX_SIZE: usize = 48; // 32x32x32 nodes in texture pub struct Content { node_buffer: Box<[u32]>, node_texture: wgpu::Texture, block_freeidx: usize, block_texture: wgpu::Texture, pub bind_layout: wgpu::BindGroupLayout, pub bind_group: wgpu::BindGroup } impl Content { pub fn new(device: &wgpu::Device) -> Self { // Create node buffer let node_buffer = vec![0_u32; (NODE_TEX_SIZE*NODE_TEX_SIZE*NODE_TEX_SIZE) as usize].into_boxed_slice(); // Create textures let node_texture = device.create_texture( &wgpu::TextureDescriptor { mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D3, usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST, label: None, size: wgpu::Extent3d{ width: NODE_TEX_SIZE as u32, height: NODE_TEX_SIZE as u32, depth: NODE_TEX_SIZE as u32 }, format: wgpu::TextureFormat::R32Uint, } ); let block_texture = device.create_texture( &wgpu::TextureDescriptor { mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D3, usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST, label: None, size: wgpu::Extent3d{ width: BLOCK_SIZE as u32, height: (BLOCK_TEX_SIZE * BLOCK_SIZE) as u32, depth: (BLOCK_TEX_SIZE * BLOCK_SIZE) as u32 }, format: wgpu::TextureFormat::R8Uint, } ); // Bind layout let sampler_entry = wgpu::BindGroupLayoutEntry { binding: 0,visibility: wgpu::ShaderStage::FRAGMENT, count: None, ty: wgpu::BindingType::Sampler { comparison: false, filtering: false }, }; let texture_entry = wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStage::FRAGMENT, count: None, ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D3, sample_type: wgpu::TextureSampleType::Uint }, }; let bind_layout = device.create_bind_group_layout( &wgpu::BindGroupLayoutDescriptor { label: None, entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, ..texture_entry }, wgpu::BindGroupLayoutEntry { binding: 1, ..texture_entry }, wgpu::BindGroupLayoutEntry { binding: 2, ..sampler_entry }, wgpu::BindGroupLayoutEntry { binding: 3, ..sampler_entry }, ], } ); // Bind group let bind_group = device.create_bind_group( &wgpu::BindGroupDescriptor { label: None, layout: &bind_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&node_texture.create_view(&wgpu::TextureViewDescriptor::default())) }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(&block_texture.create_view(&wgpu::TextureViewDescriptor::default())) }, wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::Sampler(&device.create_sampler(&Default::default())) }, wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::Sampler(&device.create_sampler(&Default::default())) } ], } ); // Done let block_freeidx = 0; Self { node_buffer, node_texture, block_freeidx, block_texture, bind_layout, bind_group } } #[allow(unused)] pub fn write(&mut self, queue: &wgpu::Queue, block_pos: &Point3, block: &WorldBlock) { // Get node let index = (block_pos.x + NODE_TEX_SIZE as u32 * (block_pos.y + NODE_TEX_SIZE as u32 * block_pos.z)) as usize; let mut value = self.node_buffer[index] as usize; // Allocate new block if value == 0 { value = self.block_freeidx + 1; self.node_buffer[index] = value as u32; self.block_freeidx = value; //println!("Alloc: {}", value); } //println!("Index: {} Value: {}", index, value); // Calculate position in block texture let y = ((value-1) % BLOCK_TEX_SIZE * BLOCK_SIZE) as u32; let z = ((value-1) / BLOCK_TEX_SIZE * BLOCK_SIZE) as u32; let block_origin = wgpu::Origin3d{ x:0, y, z }; let block_size = wgpu::Extent3d{ width: BLOCK_SIZE as u32, height: BLOCK_SIZE as u32, depth: BLOCK_SIZE as u32 }; let block_bytes : [u8;BLOCK_SIZE*BLOCK_SIZE*BLOCK_SIZE] = block.materials.try_into().unwrap(); //println!("Y: {} Z: {}", y, z); // Write block queue.write_texture( wgpu::TextureCopyView { texture: &self.block_texture, mip_level: 0, origin: block_origin }, &block_bytes, wgpu::TextureDataLayout { offset: 0, bytes_per_row: block_size.width, rows_per_image: block_size.height }, block_size ); // Convert u32 node buffer to u8 let node_size = wgpu::Extent3d { width: NODE_TEX_SIZE as u32, height: NODE_TEX_SIZE as u32, depth: NODE_TEX_SIZE as u32 }; let mut node_bytes = [0_u8; NODE_TEX_SIZE*NODE_TEX_SIZE*NODE_TEX_SIZE*4]; LittleEndian::write_u32_into(&self.node_buffer, &mut node_bytes); // Write nodes (TODO: do it max once per frame, and only if smth changed) queue.write_texture( wgpu::TextureCopyView { texture: &self.node_texture, mip_level: 0, origin: wgpu::Origin3d::ZERO }, &node_bytes, wgpu::TextureDataLayout { offset: 0, bytes_per_row: 4*node_size.width, rows_per_image: node_size.height }, node_size ); } }