Refactor structure, implement layers, add Erode/Fill/layer panel
- Restructure folder hierarchy: max 4 .rs per dir using subfolders (ops/operations -> brush/ + shaping/, model/ -> world/, io/* -> subtypes, etc.) - Fix golden_test.rs comment, extract BrushApply helper, add World::with_heightmap - Implement 6 layer data generators (Caves, River, Frost, Trees, Biome, Resources) with noise-based (OpenSimplex) and terrain-derived algorithms - Fix clippy warnings, dead code cleanup, import path fixes - GUI: add Erode&Fill tool modes with radio buttons/sliders/apply_tool - GUI: add Layers panel with 6 checkboxes + CPU viewport overlay rendering
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3d3798136d
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104 changed files with 5184 additions and 3912 deletions
140
gui/src/renderer/pipeline.rs
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140
gui/src/renderer/pipeline.rs
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@ -0,0 +1,140 @@
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use std::sync::Arc;
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#[repr(C)]
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#[derive(Clone, Copy)]
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pub struct Uniforms {
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pub(crate) min_height: i32,
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pub(crate) max_height: i32,
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pub(crate) show_heightmap: u32,
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pub(crate) tile_size: u32,
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}
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pub struct GpuRenderer {
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pub(crate) device: Arc<wgpu::Device>,
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pub(crate) queue: Arc<wgpu::Queue>,
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pub(crate) compute_pipeline: wgpu::ComputePipeline,
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pub(crate) heightmap_buffer: wgpu::Buffer,
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pub(crate) terrain_buffer: wgpu::Buffer,
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pub(crate) uniform_buffer: wgpu::Buffer,
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pub(crate) output_buffer: wgpu::Buffer,
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pub(crate) output_texture: wgpu::Texture,
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pub(crate) output_texture_view: wgpu::TextureView,
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pub(crate) bind_group: wgpu::BindGroup,
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pub texture_id: Option<egui::TextureId>,
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pub width: u32,
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pub height: u32,
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pub(crate) last_heightmap: Vec<i16>,
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pub(crate) last_terrain: Vec<u8>,
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pub(crate) last_show_heightmap: bool,
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pub(crate) needs_upload: bool,
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}
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impl GpuRenderer {
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pub fn new(
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device: Arc<wgpu::Device>,
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queue: Arc<wgpu::Queue>,
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adapter: &wgpu::Adapter,
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width: u32,
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height: u32,
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shader_source: &str,
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) -> Self {
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let limits = adapter.limits();
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let needed_storage: u64 = 65536;
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if limits.max_buffer_size < needed_storage {
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log::warn!(
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"Adapter buffer size limit ({}) < needed ({})",
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limits.max_buffer_size,
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needed_storage,
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);
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}
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("terrain_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::COMPUTE, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None }, count: None },
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wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::COMPUTE, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Storage { read_only: true }, has_dynamic_offset: false, min_binding_size: None }, count: None },
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wgpu::BindGroupLayoutEntry { binding: 2, visibility: wgpu::ShaderStages::COMPUTE, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Storage { read_only: true }, has_dynamic_offset: false, min_binding_size: None }, count: None },
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wgpu::BindGroupLayoutEntry { binding: 3, visibility: wgpu::ShaderStages::COMPUTE, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Storage { read_only: false }, has_dynamic_offset: false, min_binding_size: None }, count: None },
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],
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});
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let shader_module =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("terrain_shader"),
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source: wgpu::ShaderSource::Wgsl(shader_source.into()),
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});
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let pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("terrain_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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let compute_pipeline =
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device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
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label: Some("terrain_compute_pipeline"),
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layout: Some(&pipeline_layout),
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module: &shader_module,
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entry_point: Some("main"),
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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cache: None,
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});
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let heightmap_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("heightmap_buffer"), size: 8192 * 4,
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false,
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});
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let terrain_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("terrain_buffer"), size: 4096 * 4,
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false,
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});
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let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("uniform_buffer"), size: std::mem::size_of::<Uniforms>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false,
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});
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let output_size = (width * height * 4) as u64;
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let output_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("output_buffer"), size: output_size,
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_SRC, mapped_at_creation: false,
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});
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let output_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("output_texture"),
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size: wgpu::Extent3d { width, height, depth_or_array_layers: 1 },
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mip_level_count: 1, sample_count: 1, dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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view_formats: &[wgpu::TextureFormat::Rgba8UnormSrgb],
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usage: wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
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});
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let output_texture_view = output_texture.create_view(&Default::default());
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("terrain_bind_group"),
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding { buffer: &uniform_buffer, offset: 0, size: None }) },
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wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding { buffer: &heightmap_buffer, offset: 0, size: None }) },
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wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding { buffer: &terrain_buffer, offset: 0, size: None }) },
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wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding { buffer: &output_buffer, offset: 0, size: None }) },
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],
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});
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Self {
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device, queue, compute_pipeline, heightmap_buffer, terrain_buffer,
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uniform_buffer, output_buffer, output_texture, output_texture_view, bind_group,
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texture_id: None, width, height,
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last_heightmap: vec![0i16; 16384],
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last_terrain: vec![0u8; 16384],
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last_show_heightmap: false,
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needs_upload: true,
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}
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}
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pub(crate) fn pack_heightmap(heightmap: &[i16; 16384]) -> Vec<u32> {
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heightmap.chunks(2).map(|chunk| {
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let low = chunk[0] as u32 & 0xFFFF;
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let high = chunk[1] as u32 & 0xFFFF;
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low | (high << 16)
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}).collect()
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}
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pub(crate) fn pack_terrain(terrain: &[u8; 16384]) -> Vec<u32> {
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terrain.chunks(4).map(|chunk| {
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chunk[0] as u32 | (chunk[1] as u32) << 8 | (chunk[2] as u32) << 16 | (chunk[3] as u32) << 24
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}).collect()
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}
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}
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