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

View file

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

View file

@ -5,37 +5,24 @@ use winit::{
}; };
use zerocopy::AsBytes; use zerocopy::AsBytes;
use nalgebra_glm as glm;
use std::rc::Rc; use std::rc::Rc;
use std::mem; use std::mem;
use crate::temp::*; use crate::{temp::*, vertex::*, render::*, math};
use crate::vertex::*;
pub struct Application pub struct Application
{ {
entities: Vec<Entity>, entities: Vec<Entity>,
lights: Vec<Light>, lights: Vec<Light>,
lights_are_dirty: bool, lights_are_dirty: bool,
shadow_pass: Pass, shadow_pass: ShadowPass,
forward_pass: Pass, forward_pass: ForwardPass,
forward_depth: wgpu::TextureView, camera_position: math::Vec3,
light_uniform_buf: wgpu::Buffer,
camera_position: glm::Vec3,
camera_fov: f32, camera_fov: f32,
} }
impl Application { 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( fn init(
sc_desc: &wgpu::SwapChainDescriptor, sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device, device: &wgpu::Device,
@ -85,7 +72,7 @@ impl Application {
}], }],
}); });
Entity { Entity {
mx_world: glm::identity(), mx_world: math::identity(),
rotation_speed: 0.0, rotation_speed: 0.0,
color: wgpu::Color::WHITE, color: wgpu::Color::WHITE,
vertex_buf: Rc::new(plane_vertex_buf), 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_position = math::vec3(3.0f32, -10.0, 6.0);
let camera_fov = glm::quarter_pi(); let camera_fov = math::quarter_pi();
struct CubeDesc { struct CubeDesc {
offset: glm::Vec3, offset: math::Vec3,
rotation: f32, rotation: f32,
} }
let cube_descs = [ let cube_descs = [
CubeDesc { CubeDesc {
offset: glm::vec3(-2.0, -2.0, 2.0), offset: math::vec3(-2.0, -2.0, 2.0),
rotation: 0.1, rotation: 0.1,
}, },
CubeDesc { CubeDesc {
offset: glm::vec3(2.0, -2.0, 2.0), offset: math::vec3(2.0, -2.0, 2.0),
rotation: 0.2, rotation: 0.2,
}, },
CubeDesc { CubeDesc {
offset: glm::vec3(-2.0, 2.0, 2.0), offset: math::vec3(-2.0, 2.0, 2.0),
rotation: 0.3, rotation: 0.3,
}, },
CubeDesc { CubeDesc {
offset: glm::vec3(2.0, 2.0, 2.0), offset: math::vec3(2.0, 2.0, 2.0),
rotation: 0.4, rotation: 0.4,
}, },
]; ];
@ -128,7 +115,7 @@ impl Application {
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST, usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
}); });
entities.push(Entity { entities.push(Entity {
mx_world: glm::translation(&cube.offset), mx_world: math::translation(&cube.offset),
rotation_speed: cube.rotation, rotation_speed: cube.rotation,
color: wgpu::Color::GREEN, color: wgpu::Color::GREEN,
vertex_buf: Rc::clone(&cube_vertex_buf), 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 { let vb_desc = wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress, stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex, step_mode: wgpu::InputStepMode::Vertex,
@ -237,231 +152,55 @@ impl Application {
], ],
}; };
let shadow_pass = { let shadow_pass = ShadowPass::new(device, vb_desc.clone(), &local_bind_group_layout);
// Create pipeline layout
let bind_group_layout = let mut shadow_target_views = (0 .. 2)
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { .map(|i| {
bindings: &[wgpu::BindGroupLayoutBinding { Some(shadow_pass.shadow_texture.create_view(&wgpu::TextureViewDescriptor {
binding: 0, // global format: ShadowPass::SHADOW_FORMAT,
visibility: wgpu::ShaderStage::VERTEX, dimension: wgpu::TextureViewDimension::D2,
ty: wgpu::BindingType::UniformBuffer { dynamic: false }, aspect: wgpu::TextureAspect::All,
}], base_mip_level: 0,
}); level_count: 1,
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { base_array_layer: i as u32,
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout], array_layer_count: 1,
}); }))
})
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress; .collect::<Vec<_>>();
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor { let lights = vec![
size: uniform_size, Light {
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST, pos: math::vec3(7.0, -5.0, 10.0),
}); color: wgpu::Color {
r: 0.5,
// Create bind group g: 1.0,
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { b: 0.5,
layout: &bind_group_layout, a: 1.0,
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",
}, },
fragment_stage: Some(wgpu::ProgrammableStageDescriptor { fov: f32::to_radians(60.0),
module: &fs_module, depth: 1.0 .. 20.0,
entry_point: "main", target_view: shadow_target_views[0].take().unwrap(),
}),
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,
}, },
array_layer_count: 1, Light {
mip_level_count: 1, pos: math::vec3(-5.0, 7.0, 10.0),
sample_count: 1, color: wgpu::Color {
dimension: wgpu::TextureDimension::D2, r: 1.0,
format: Self::DEPTH_FORMAT, g: 0.5,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT, 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 { let this = Application {
entities, entities,
@ -469,8 +208,6 @@ impl Application {
lights_are_dirty: true, lights_are_dirty: true,
shadow_pass, shadow_pass,
forward_pass, forward_pass,
forward_depth: depth_texture.create_default_view(),
light_uniform_buf,
camera_position, camera_position,
camera_fov camera_fov
}; };
@ -491,24 +228,11 @@ impl Application {
let mut encoder = let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 }); 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() encoder.finish()
}; };
let depth_texture = device.create_texture(&wgpu::TextureDescriptor { self.forward_pass.update_swap_chain_descriptor(device, sc_desc);
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();
Some(command_buf) Some(command_buf)
} }
@ -538,7 +262,7 @@ impl Application {
{ {
if entity.rotation_speed != 0.0 { if entity.rotation_speed != 0.0 {
let rotation = 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; entity.mx_world = entity.mx_world * rotation;
} }
slot.copy_from_slice( slot.copy_from_slice(
@ -584,7 +308,7 @@ impl Application {
encoder.copy_buffer_to_buffer( encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(), &temp_buf_data.finish(),
0, 0,
&self.light_uniform_buf, &self.forward_pass.light_uniform_buffer,
0, 0,
total_size as wgpu::BufferAddress, total_size as wgpu::BufferAddress,
); );
@ -594,7 +318,7 @@ impl Application {
// The light uniform buffer already has the projection, // The light uniform buffer already has the projection,
// let's just copy it over to the shadow uniform buffer. // let's just copy it over to the shadow uniform buffer.
encoder.copy_buffer_to_buffer( encoder.copy_buffer_to_buffer(
&self.light_uniform_buf, &self.forward_pass.light_uniform_buffer,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress, (i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&self.shadow_pass.uniform_buf, &self.shadow_pass.uniform_buf,
0, 0,
@ -640,7 +364,7 @@ impl Application {
}, },
}], }],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor { depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.forward_depth, attachment: &self.forward_pass.depth_texture,
depth_load_op: wgpu::LoadOp::Clear, depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store, depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear, stencil_load_op: wgpu::LoadOp::Clear,

View file

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

193
src/render/forward/mod.rs Normal file
View file

@ -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
View file

@ -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; use std::{rc::Rc, ops::Range};
pub use std::ops::Range;
use zerocopy::{AsBytes, FromBytes}; 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, 1.0, 0.0, 0.0, 0.0,
0.0, -1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 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 struct Entity {
pub mx_world: glm::Mat4, pub mx_world: math::Mat4,
pub rotation_speed: f32, pub rotation_speed: f32,
pub color: wgpu::Color, pub color: wgpu::Color,
pub vertex_buf: Rc<wgpu::Buffer>, pub vertex_buf: Rc<wgpu::Buffer>,
@ -23,7 +23,7 @@ pub struct Entity {
} }
pub struct Light { pub struct Light {
pub pos: glm::Vec3, pub pos: math::Vec3,
pub color: wgpu::Color, pub color: wgpu::Color,
pub fov: f32, pub fov: f32,
pub depth: Range<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)] #[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)] #[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct EntityUniforms { pub struct EntityUniforms {
@ -72,11 +65,11 @@ pub struct ShadowUniforms {
pub proj: [[f32; 4]; 4], pub proj: [[f32; 4]; 4],
} }
pub struct Pass { // pub struct Pass {
pub pipeline: wgpu::RenderPipeline, // pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup, // pub bind_group: wgpu::BindGroup,
pub uniform_buf: wgpu::Buffer, // pub uniform_buf: wgpu::Buffer,
} // }
#[allow(dead_code)] #[allow(dead_code)]
pub enum ShaderStage { 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() 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 { pub fn generate_matrix(eye: &math::Vec3, fov: f32, aspect_ratio: f32, near: f32, far: f32) -> math::Mat4 {
let projection = glm::perspective(aspect_ratio, fov, near, far); let projection = math::perspective(aspect_ratio, fov, near, far);
let view = glm::look_at_rh::<f32>( let view = math::look_at_rh::<f32>(
&eye, &eye,
&glm::vec3(0.0, 0.0, 0.0), &math::vec3(0.0, 0.0, 0.0),
&glm::vec3(0.0, 0.0, 1.0), &math::vec3(0.0, 0.0, 1.0),
); );
opengl_to_wgpu_matrix() * projection * view 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)] #[derive(Clone, Copy, Debug, PartialEq)]
pub struct Transform { pub struct Transform {
pub local: glm::Mat4, pub local: math::Mat4,
pub global: glm::Mat4, pub global: math::Mat4,
} }
impl Transform { impl Transform {
pub fn new() -> Transform { pub fn new() -> Transform {
Transform { Transform {
local: glm::identity(), local: math::identity(),
global: glm::identity(), global: math::identity(),
} }
} }
} }