mirror of
https://github.com/bevyengine/bevy
synced 2024-11-24 21:53:07 +00:00
refactor pipelines
This commit is contained in:
parent
e204538ad7
commit
07c0fa0704
12 changed files with 423 additions and 377 deletions
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@ -1,8 +1,6 @@
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use bevy::{Application, Transform};
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use legion::prelude::*;
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struct SimpleApp;
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fn main() {
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Application::run();
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// Create a world to store our entities
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@ -14,7 +12,7 @@ fn main() {
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let mut query = Read::<Transform>::query();
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// // Iterate through all entities that match the query in the world
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for mut trans in query.iter(&mut world) {
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for _ in query.iter(&mut world) {
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// println!("{} hi", trans.global);
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}
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}
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@ -87,4 +87,3 @@
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* Dep: CollisionShape2d, PhysicsBody2d, GlobalTransform2d
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* UpdateRigidBodies2d/NCollide
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* Dep: PhysicsBody2d, RigidBody2d, GlobalTransform2d
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@ -5,37 +5,24 @@ use winit::{
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};
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use zerocopy::AsBytes;
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use nalgebra_glm as glm;
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use std::rc::Rc;
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use std::mem;
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use crate::temp::*;
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use crate::vertex::*;
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use crate::{temp::*, vertex::*, render::*, math};
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pub struct Application
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{
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entities: Vec<Entity>,
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lights: Vec<Light>,
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lights_are_dirty: bool,
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shadow_pass: Pass,
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forward_pass: Pass,
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forward_depth: wgpu::TextureView,
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light_uniform_buf: wgpu::Buffer,
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camera_position: glm::Vec3,
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shadow_pass: ShadowPass,
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forward_pass: ForwardPass,
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camera_position: math::Vec3,
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camera_fov: f32,
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}
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impl Application {
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const MAX_LIGHTS: usize = 10;
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const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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width: 512,
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height: 512,
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depth: 1,
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};
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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fn init(
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sc_desc: &wgpu::SwapChainDescriptor,
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device: &wgpu::Device,
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@ -85,7 +72,7 @@ impl Application {
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}],
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});
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Entity {
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mx_world: glm::identity(),
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mx_world: math::identity(),
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rotation_speed: 0.0,
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color: wgpu::Color::WHITE,
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vertex_buf: Rc::new(plane_vertex_buf),
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@ -96,28 +83,28 @@ impl Application {
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}
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}];
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let camera_position = glm::vec3(3.0f32, -10.0, 6.0);
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let camera_fov = glm::quarter_pi();
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let camera_position = math::vec3(3.0f32, -10.0, 6.0);
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let camera_fov = math::quarter_pi();
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struct CubeDesc {
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offset: glm::Vec3,
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offset: math::Vec3,
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rotation: f32,
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}
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let cube_descs = [
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CubeDesc {
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offset: glm::vec3(-2.0, -2.0, 2.0),
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offset: math::vec3(-2.0, -2.0, 2.0),
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rotation: 0.1,
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},
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CubeDesc {
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offset: glm::vec3(2.0, -2.0, 2.0),
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offset: math::vec3(2.0, -2.0, 2.0),
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rotation: 0.2,
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},
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CubeDesc {
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offset: glm::vec3(-2.0, 2.0, 2.0),
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offset: math::vec3(-2.0, 2.0, 2.0),
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rotation: 0.3,
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},
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CubeDesc {
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offset: glm::vec3(2.0, 2.0, 2.0),
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offset: math::vec3(2.0, 2.0, 2.0),
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rotation: 0.4,
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},
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];
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@ -128,7 +115,7 @@ impl Application {
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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entities.push(Entity {
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mx_world: glm::translation(&cube.offset),
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mx_world: math::translation(&cube.offset),
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rotation_speed: cube.rotation,
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color: wgpu::Color::GREEN,
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vertex_buf: Rc::clone(&cube_vertex_buf),
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@ -148,78 +135,6 @@ impl Application {
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});
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}
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// Create other resources
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let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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compare_function: wgpu::CompareFunction::LessEqual,
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});
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let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: Self::SHADOW_SIZE,
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array_layer_count: Self::MAX_LIGHTS as u32,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::SHADOW_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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});
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let shadow_view = shadow_texture.create_default_view();
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let mut shadow_target_views = (0 .. 2)
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.map(|i| {
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Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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format: Self::SHADOW_FORMAT,
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dimension: wgpu::TextureViewDimension::D2,
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: 1,
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base_array_layer: i as u32,
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array_layer_count: 1,
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}))
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})
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.collect::<Vec<_>>();
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let lights = vec![
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Light {
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pos: glm::vec3(7.0, -5.0, 10.0),
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color: wgpu::Color {
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r: 0.5,
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g: 1.0,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(60.0),
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depth: 1.0 .. 20.0,
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target_view: shadow_target_views[0].take().unwrap(),
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},
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Light {
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pos: glm::vec3(-5.0, 7.0, 10.0),
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color: wgpu::Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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fov: f32::to_radians(45.0),
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depth: 1.0 .. 20.0,
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target_view: shadow_target_views[1].take().unwrap(),
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},
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];
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let light_uniform_size =
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(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: light_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM
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| wgpu::BufferUsage::COPY_SRC
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| wgpu::BufferUsage::COPY_DST,
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});
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let vb_desc = wgpu::VertexBufferDescriptor {
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stride: vertex_size as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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@ -237,231 +152,55 @@ impl Application {
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],
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};
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let shadow_pass = {
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// Create pipeline layout
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[wgpu::BindGroupLayoutBinding {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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}],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
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});
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let shadow_pass = ShadowPass::new(device, vb_desc.clone(), &local_bind_group_layout);
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let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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range: 0 .. uniform_size,
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},
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}],
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});
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// Create the render pipeline
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let vs_bytes =
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load_glsl(include_str!("render/bake/bake.vert"), ShaderStage::Vertex);
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let fs_bytes =
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load_glsl(include_str!("render/bake/bake.frag"), ShaderStage::Fragment);
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let vs_module = device.create_shader_module(&vs_bytes);
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let fs_module = device.create_shader_module(&fs_bytes);
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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let mut shadow_target_views = (0 .. 2)
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.map(|i| {
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Some(shadow_pass.shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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format: ShadowPass::SHADOW_FORMAT,
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dimension: wgpu::TextureViewDimension::D2,
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: 1,
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base_array_layer: i as u32,
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array_layer_count: 1,
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}))
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})
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.collect::<Vec<_>>();
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let lights = vec![
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Light {
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pos: math::vec3(7.0, -5.0, 10.0),
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color: wgpu::Color {
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r: 0.5,
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g: 1.0,
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b: 0.5,
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a: 1.0,
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 2, // corresponds to bilinear filtering
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depth_bias_slope_scale: 2.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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format: Self::SHADOW_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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}),
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[vb_desc.clone()],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Pass {
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pipeline,
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bind_group,
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uniform_buf,
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}
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};
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let forward_pass = {
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// Create pipeline layout
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutBinding {
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binding: 1, // lights
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutBinding {
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binding: 2,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D2Array,
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},
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},
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wgpu::BindGroupLayoutBinding {
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binding: 3,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
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});
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let mx_total = generate_matrix(&camera_position, camera_fov, sc_desc.width as f32 / sc_desc.height as f32, 1.0, 20.0);
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let forward_uniforms = ForwardUniforms {
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proj: *mx_total.as_ref(),
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num_lights: [lights.len() as u32, 0, 0, 0],
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};
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let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
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let uniform_buf = device.create_buffer_with_data(
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forward_uniforms.as_bytes(),
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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);
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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range: 0 .. uniform_size,
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},
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Buffer {
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buffer: &light_uniform_buf,
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range: 0 .. light_uniform_size,
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},
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},
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wgpu::Binding {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(&shadow_view),
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},
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wgpu::Binding {
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binding: 3,
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resource: wgpu::BindingResource::Sampler(&shadow_sampler),
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},
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],
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});
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// Create the render pipeline
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let vs_bytes =
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load_glsl(include_str!("render/forward/forward.vert"), ShaderStage::Vertex);
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let fs_bytes =
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load_glsl(include_str!("render/forward/forward.frag"), ShaderStage::Fragment);
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let vs_module = device.create_shader_module(&vs_bytes);
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let fs_module = device.create_shader_module(&fs_bytes);
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: sc_desc.format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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}),
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[vb_desc],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Pass {
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pipeline,
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bind_group,
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uniform_buf,
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}
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};
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let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: sc_desc.width,
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height: sc_desc.height,
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depth: 1,
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fov: f32::to_radians(60.0),
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depth: 1.0 .. 20.0,
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target_view: shadow_target_views[0].take().unwrap(),
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},
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array_layer_count: 1,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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});
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Light {
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pos: math::vec3(-5.0, 7.0, 10.0),
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color: wgpu::Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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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,
|
||||
|
|
|
@ -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 nalgebra_glm as math;
|
193
src/render/forward/mod.rs
Normal file
193
src/render/forward/mod.rs
Normal 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()
|
||||
}
|
||||
}
|
||||
|
5
src/render/mod.rs
Normal file
5
src/render/mod.rs
Normal 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
131
src/render/shadow/mod.rs
Normal 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
|
||||
}
|
||||
}
|
||||
}
|
41
src/temp.rs
41
src/temp.rs
|
@ -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
|
||||
|
|
|
@ -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(),
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue