refactor pipelines

This commit is contained in:
Carter Anderson 2019-12-01 01:16:15 -08:00
parent e204538ad7
commit 07c0fa0704
12 changed files with 423 additions and 377 deletions

View file

@ -1,8 +1,6 @@
use bevy::{Application, Transform};
use legion::prelude::*;
struct SimpleApp;
fn main() {
Application::run();
// Create a world to store our entities
@ -14,7 +12,7 @@ fn main() {
let mut query = Read::<Transform>::query();
// // Iterate through all entities that match the query in the world
for mut trans in query.iter(&mut world) {
for _ in query.iter(&mut world) {
// println!("{} hi", trans.global);
}
}

View file

@ -86,5 +86,4 @@
* UpdateCollisions2d/NCollide
* Dep: CollisionShape2d, PhysicsBody2d, GlobalTransform2d
* UpdateRigidBodies2d/NCollide
* Dep: PhysicsBody2d, RigidBody2d, GlobalTransform2d
* Dep: PhysicsBody2d, RigidBody2d, GlobalTransform2d

View file

@ -5,37 +5,24 @@ use winit::{
};
use zerocopy::AsBytes;
use nalgebra_glm as glm;
use std::rc::Rc;
use std::mem;
use crate::temp::*;
use crate::vertex::*;
use crate::{temp::*, vertex::*, render::*, math};
pub struct Application
{
entities: Vec<Entity>,
lights: Vec<Light>,
lights_are_dirty: bool,
shadow_pass: Pass,
forward_pass: Pass,
forward_depth: wgpu::TextureView,
light_uniform_buf: wgpu::Buffer,
camera_position: glm::Vec3,
shadow_pass: ShadowPass,
forward_pass: ForwardPass,
camera_position: math::Vec3,
camera_fov: f32,
}
impl Application {
const MAX_LIGHTS: usize = 10;
const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
width: 512,
height: 512,
depth: 1,
};
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
fn init(
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
@ -85,7 +72,7 @@ impl Application {
}],
});
Entity {
mx_world: glm::identity(),
mx_world: math::identity(),
rotation_speed: 0.0,
color: wgpu::Color::WHITE,
vertex_buf: Rc::new(plane_vertex_buf),
@ -96,28 +83,28 @@ impl Application {
}
}];
let camera_position = glm::vec3(3.0f32, -10.0, 6.0);
let camera_fov = glm::quarter_pi();
let camera_position = math::vec3(3.0f32, -10.0, 6.0);
let camera_fov = math::quarter_pi();
struct CubeDesc {
offset: glm::Vec3,
offset: math::Vec3,
rotation: f32,
}
let cube_descs = [
CubeDesc {
offset: glm::vec3(-2.0, -2.0, 2.0),
offset: math::vec3(-2.0, -2.0, 2.0),
rotation: 0.1,
},
CubeDesc {
offset: glm::vec3(2.0, -2.0, 2.0),
offset: math::vec3(2.0, -2.0, 2.0),
rotation: 0.2,
},
CubeDesc {
offset: glm::vec3(-2.0, 2.0, 2.0),
offset: math::vec3(-2.0, 2.0, 2.0),
rotation: 0.3,
},
CubeDesc {
offset: glm::vec3(2.0, 2.0, 2.0),
offset: math::vec3(2.0, 2.0, 2.0),
rotation: 0.4,
},
];
@ -128,7 +115,7 @@ impl Application {
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
entities.push(Entity {
mx_world: glm::translation(&cube.offset),
mx_world: math::translation(&cube.offset),
rotation_speed: cube.rotation,
color: wgpu::Color::GREEN,
vertex_buf: Rc::clone(&cube_vertex_buf),
@ -148,78 +135,6 @@ impl Application {
});
}
// Create other resources
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::LessEqual,
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
array_layer_count: Self::MAX_LIGHTS as u32,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
});
let shadow_view = shadow_texture.create_default_view();
let mut shadow_target_views = (0 .. 2)
.map(|i| {
Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
format: Self::SHADOW_FORMAT,
dimension: wgpu::TextureViewDimension::D2,
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
level_count: 1,
base_array_layer: i as u32,
array_layer_count: 1,
}))
})
.collect::<Vec<_>>();
let lights = vec![
Light {
pos: glm::vec3(7.0, -5.0, 10.0),
color: wgpu::Color {
r: 0.5,
g: 1.0,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(60.0),
depth: 1.0 .. 20.0,
target_view: shadow_target_views[0].take().unwrap(),
},
Light {
pos: glm::vec3(-5.0, 7.0, 10.0),
color: wgpu::Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(45.0),
depth: 1.0 .. 20.0,
target_view: shadow_target_views[1].take().unwrap(),
},
];
let light_uniform_size =
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
});
let vb_desc = wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
@ -237,231 +152,55 @@ impl Application {
],
};
let shadow_pass = {
// Create pipeline layout
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
});
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. uniform_size,
},
}],
});
// Create the render pipeline
let vs_bytes =
load_glsl(include_str!("render/bake/bake.vert"), ShaderStage::Vertex);
let fs_bytes =
load_glsl(include_str!("render/bake/bake.frag"), ShaderStage::Fragment);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
let shadow_pass = ShadowPass::new(device, vb_desc.clone(), &local_bind_group_layout);
let mut shadow_target_views = (0 .. 2)
.map(|i| {
Some(shadow_pass.shadow_texture.create_view(&wgpu::TextureViewDescriptor {
format: ShadowPass::SHADOW_FORMAT,
dimension: wgpu::TextureViewDimension::D2,
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
level_count: 1,
base_array_layer: i as u32,
array_layer_count: 1,
}))
})
.collect::<Vec<_>>();
let lights = vec![
Light {
pos: math::vec3(7.0, -5.0, 10.0),
color: wgpu::Color {
r: 0.5,
g: 1.0,
b: 0.5,
a: 1.0,
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 2, // corresponds to bilinear filtering
depth_bias_slope_scale: 2.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vb_desc.clone()],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pass {
pipeline,
bind_group,
uniform_buf,
}
};
let forward_pass = {
// Create pipeline layout
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 1, // lights
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2Array,
},
},
wgpu::BindGroupLayoutBinding {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
});
let mx_total = generate_matrix(&camera_position, camera_fov, sc_desc.width as f32 / sc_desc.height as f32, 1.0, 20.0);
let forward_uniforms = ForwardUniforms {
proj: *mx_total.as_ref(),
num_lights: [lights.len() as u32, 0, 0, 0],
};
let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
let uniform_buf = device.create_buffer_with_data(
forward_uniforms.as_bytes(),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. uniform_size,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &light_uniform_buf,
range: 0 .. light_uniform_size,
},
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::TextureView(&shadow_view),
},
wgpu::Binding {
binding: 3,
resource: wgpu::BindingResource::Sampler(&shadow_sampler),
},
],
});
// Create the render pipeline
let vs_bytes =
load_glsl(include_str!("render/forward/forward.vert"), ShaderStage::Vertex);
let fs_bytes =
load_glsl(include_str!("render/forward/forward.frag"), ShaderStage::Fragment);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vb_desc],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Pass {
pipeline,
bind_group,
uniform_buf,
}
};
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: sc_desc.width,
height: sc_desc.height,
depth: 1,
fov: f32::to_radians(60.0),
depth: 1.0 .. 20.0,
target_view: shadow_target_views[0].take().unwrap(),
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
Light {
pos: math::vec3(-5.0, 7.0, 10.0),
color: wgpu::Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
fov: f32::to_radians(45.0),
depth: 1.0 .. 20.0,
target_view: shadow_target_views[1].take().unwrap(),
},
];
let matrix = generate_matrix(&camera_position, camera_fov, sc_desc.width as f32 / sc_desc.height as f32, 1.0, 20.0);
let forward_uniforms = ForwardUniforms {
proj: *matrix.as_ref(),
num_lights: [lights.len() as u32, 0, 0, 0],
};
let forward_pass = ForwardPass::new(device, forward_uniforms, &shadow_pass, vb_desc, &local_bind_group_layout, sc_desc);
let this = Application {
entities,
@ -469,8 +208,6 @@ impl Application {
lights_are_dirty: true,
shadow_pass,
forward_pass,
forward_depth: depth_texture.create_default_view(),
light_uniform_buf,
camera_position,
camera_fov
};
@ -491,24 +228,11 @@ impl Application {
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.forward_pass.uniform_buf, 0, 64);
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.forward_pass.forward_uniform_buffer, 0, 64);
encoder.finish()
};
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: sc_desc.width,
height: sc_desc.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
self.forward_depth = depth_texture.create_default_view();
self.forward_pass.update_swap_chain_descriptor(device, sc_desc);
Some(command_buf)
}
@ -538,7 +262,7 @@ impl Application {
{
if entity.rotation_speed != 0.0 {
let rotation =
glm::rotation(entity.rotation_speed, &glm::vec3(0.0, 1.0, 0.0));
math::rotation(entity.rotation_speed, &math::vec3(0.0, 1.0, 0.0));
entity.mx_world = entity.mx_world * rotation;
}
slot.copy_from_slice(
@ -584,7 +308,7 @@ impl Application {
encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(),
0,
&self.light_uniform_buf,
&self.forward_pass.light_uniform_buffer,
0,
total_size as wgpu::BufferAddress,
);
@ -594,7 +318,7 @@ impl Application {
// The light uniform buffer already has the projection,
// let's just copy it over to the shadow uniform buffer.
encoder.copy_buffer_to_buffer(
&self.light_uniform_buf,
&self.forward_pass.light_uniform_buffer,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&self.shadow_pass.uniform_buf,
0,
@ -640,7 +364,7 @@ impl Application {
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.forward_depth,
attachment: &self.forward_pass.depth_texture,
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear,

View file

@ -2,7 +2,10 @@ mod transform;
mod application;
mod vertex;
mod temp;
mod render;
pub use transform::Transform;
pub use application::Application;
pub use legion;
pub use legion;
pub use nalgebra_glm as math;

193
src/render/forward/mod.rs Normal file
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@ -0,0 +1,193 @@
use crate::{temp::*, render::shadow::ShadowPass};
use std::mem;
use zerocopy::{AsBytes, FromBytes};
use wgpu::{Device, BindGroupLayout, VertexBufferDescriptor, SwapChainDescriptor};
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct ForwardUniforms {
pub proj: [[f32; 4]; 4],
pub num_lights: [u32; 4],
}
pub struct ForwardPass {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub forward_uniform_buffer: wgpu::Buffer,
pub light_uniform_buffer: wgpu::Buffer,
pub depth_texture: wgpu::TextureView,
}
impl ForwardPass {
pub const MAX_LIGHTS: usize = 10;
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn new(device: &Device, forward_uniforms: ForwardUniforms, shadow_pass: &ShadowPass, vertex_buffer_descriptor: VertexBufferDescriptor, local_bind_group_layout: &BindGroupLayout, swap_chain_descriptor: &SwapChainDescriptor) -> ForwardPass {
let vs_bytes = load_glsl(
include_str!("forward.vert"),
ShaderStage::Vertex,
);
let fs_bytes = load_glsl(
include_str!("forward.frag"),
ShaderStage::Fragment,
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 1, // lights
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
},
wgpu::BindGroupLayoutBinding {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2Array,
},
},
wgpu::BindGroupLayoutBinding {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
let forward_uniform_buffer = device.create_buffer_with_data(
forward_uniforms.as_bytes(),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
let light_uniform_size =
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let light_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
});
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &forward_uniform_buffer,
range: 0 .. uniform_size,
},
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &light_uniform_buffer,
range: 0 .. light_uniform_size,
},
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::TextureView(&shadow_pass.shadow_view),
},
wgpu::Binding {
binding: 3,
resource: wgpu::BindingResource::Sampler(&shadow_pass.shadow_sampler),
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, local_bind_group_layout],
});
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[
wgpu::ColorStateDescriptor {
format: swap_chain_descriptor.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
},
],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vertex_buffer_descriptor],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
ForwardPass {
pipeline,
bind_group,
forward_uniform_buffer,
light_uniform_buffer,
depth_texture: Self::get_depth_texture(device, swap_chain_descriptor)
}
}
pub fn update_swap_chain_descriptor(&mut self, device: &Device, swap_chain_descriptor: &SwapChainDescriptor) {
self.depth_texture = Self::get_depth_texture(device, swap_chain_descriptor);
}
fn get_depth_texture(device: &Device, swap_chain_descriptor: &SwapChainDescriptor) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: swap_chain_descriptor.width,
height: swap_chain_descriptor.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
texture.create_default_view()
}
}

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5
src/render/mod.rs Normal file
View file

@ -0,0 +1,5 @@
mod forward;
mod shadow;
pub use forward::{ForwardPass, ForwardUniforms};
pub use shadow::ShadowPass;

131
src/render/shadow/mod.rs Normal file
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@ -0,0 +1,131 @@
use crate::{temp::*, render::forward};
use wgpu::{Device, BindGroupLayout, VertexBufferDescriptor};
use std::mem;
pub struct ShadowPass {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub uniform_buf: wgpu::Buffer,
pub shadow_texture: wgpu::Texture,
pub shadow_view: wgpu::TextureView,
pub shadow_sampler: wgpu::Sampler,
}
impl ShadowPass {
pub const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
width: 512,
height: 512,
depth: 1,
};
pub fn new(device: &Device, vertex_buffer_descriptor: VertexBufferDescriptor, local_bind_group_layout: &BindGroupLayout) -> ShadowPass {
// Create pipeline layout
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
});
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. uniform_size,
},
}],
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
array_layer_count: forward::ForwardPass::MAX_LIGHTS as u32,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
});
let shadow_view = shadow_texture.create_default_view();
// Create other resources
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::LessEqual,
});
// Create the render pipeline
let vs_bytes =
load_glsl(include_str!("shadow.vert"), ShaderStage::Vertex);
let fs_bytes =
load_glsl(include_str!("shadow.frag"), ShaderStage::Fragment);
let vs_module = device.create_shader_module(&vs_bytes);
let fs_module = device.create_shader_module(&fs_bytes);
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 2, // corresponds to bilinear filtering
depth_bias_slope_scale: 2.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
stencil_read_mask: 0,
stencil_write_mask: 0,
}),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vertex_buffer_descriptor],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
ShadowPass {
pipeline,
bind_group,
uniform_buf,
shadow_texture,
shadow_view,
shadow_sampler
}
}
}

View file

@ -1,10 +1,10 @@
pub use std::rc::Rc;
pub use std::ops::Range;
use std::{rc::Rc, ops::Range};
use zerocopy::{AsBytes, FromBytes};
use nalgebra_glm as glm;
use crate::math;
pub fn opengl_to_wgpu_matrix() -> glm::Mat4 {
glm::mat4(
pub fn opengl_to_wgpu_matrix() -> math::Mat4 {
math::mat4(
1.0, 0.0, 0.0, 0.0,
0.0, -1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
@ -12,7 +12,7 @@ pub fn opengl_to_wgpu_matrix() -> glm::Mat4 {
)
}
pub struct Entity {
pub mx_world: glm::Mat4,
pub mx_world: math::Mat4,
pub rotation_speed: f32,
pub color: wgpu::Color,
pub vertex_buf: Rc<wgpu::Buffer>,
@ -23,7 +23,7 @@ pub struct Entity {
}
pub struct Light {
pub pos: glm::Vec3,
pub pos: math::Vec3,
pub color: wgpu::Color,
pub fov: f32,
pub depth: Range<f32>,
@ -53,13 +53,6 @@ impl Light {
}
}
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct ForwardUniforms {
pub proj: [[f32; 4]; 4],
pub num_lights: [u32; 4],
}
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct EntityUniforms {
@ -72,11 +65,11 @@ pub struct ShadowUniforms {
pub proj: [[f32; 4]; 4],
}
pub struct Pass {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub uniform_buf: wgpu::Buffer,
}
// pub struct Pass {
// pub pipeline: wgpu::RenderPipeline,
// pub bind_group: wgpu::BindGroup,
// pub uniform_buf: wgpu::Buffer,
// }
#[allow(dead_code)]
pub enum ShaderStage {
@ -95,13 +88,13 @@ pub fn load_glsl(code: &str, stage: ShaderStage) -> Vec<u32> {
wgpu::read_spirv(glsl_to_spirv::compile(&code, ty).unwrap()).unwrap()
}
pub fn generate_matrix(eye: &glm::Vec3, fov: f32, aspect_ratio: f32, near: f32, far: f32) -> glm::Mat4 {
let projection = glm::perspective(aspect_ratio, fov, near, far);
pub fn generate_matrix(eye: &math::Vec3, fov: f32, aspect_ratio: f32, near: f32, far: f32) -> math::Mat4 {
let projection = math::perspective(aspect_ratio, fov, near, far);
let view = glm::look_at_rh::<f32>(
let view = math::look_at_rh::<f32>(
&eye,
&glm::vec3(0.0, 0.0, 0.0),
&glm::vec3(0.0, 0.0, 1.0),
&math::vec3(0.0, 0.0, 0.0),
&math::vec3(0.0, 0.0, 1.0),
);
opengl_to_wgpu_matrix() * projection * view

View file

@ -1,16 +1,16 @@
use nalgebra_glm as glm;
use crate::math;
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Transform {
pub local: glm::Mat4,
pub global: glm::Mat4,
pub local: math::Mat4,
pub global: math::Mat4,
}
impl Transform {
pub fn new() -> Transform {
Transform {
local: glm::identity(),
global: glm::identity(),
local: math::identity(),
global: math::identity(),
}
}
}