mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
lights and cameras data driven. setup moved to relevant passes
This commit is contained in:
parent
df5c74a0ea
commit
2a27cacba8
10 changed files with 266 additions and 207 deletions
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@ -1,6 +1,11 @@
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use bevy::*;
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use bevy::{render::*, asset::{Asset, AssetStorage}, math};
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// fn build_move_system() -> Box<dyn Scheduleable> {
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// SystemBuilder::new("MoveSystem")
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// .with_query(<>)
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// }
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fn main() {
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let universe = Universe::new();
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let mut world = universe.create_world();
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@ -16,12 +21,14 @@ fn main() {
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world.resources.insert(mesh_storage);
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world.insert((), vec![
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// plane
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(
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Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)),
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plane_handle.clone(),
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LocalToWorld(math::translation(&math::vec3(0.0, 0.0, 0.0))),
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Translation::new(0.0, 0.0, 0.0)
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),
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// cubes
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(
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Material::new(math::vec4(0.1, 0.1, 0.6, 1.0)),
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mesh_handle.clone(),
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@ -35,6 +42,57 @@ fn main() {
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Translation::new(0.0, 0.0, 0.0)
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),
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]);
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world.insert((), vec![
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// lights
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(
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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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fov: f32::to_radians(60.0),
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depth: 1.0 .. 20.0,
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target_view: None,
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},
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LocalToWorld(math::translation(&math::vec3(7.0, -5.0, 10.0))),
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Translation::new(0.0, 0.0, 0.0)
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),
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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,
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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: None,
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},
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LocalToWorld(math::translation(&math::vec3(-1.5, 0.0, 1.0))),
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Translation::new(0.0, 0.0, 0.0)
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),
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]);
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world.insert((), vec![
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// camera
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(
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Camera::new(CameraType::Projection {
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fov: math::quarter_pi(),
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near: 1.0,
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far: 20.0,
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aspect_ratio: 1.0,
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}),
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LocalToWorld(math::look_at_rh(&math::vec3(3.0, -10.0, 6.0),
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&math::vec3(0.0, 0.0, 0.0),
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&math::vec3(0.0, 0.0, 1.0),)),
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Translation::new(0.0, 0.0, 0.0)
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)
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]);
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// let transform_system_bundle = transform_system_bundle::build(&mut world);
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Application::run(universe, world);
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}
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@ -2,6 +2,7 @@ use winit::{
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event,
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event::WindowEvent,
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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};
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use zerocopy::AsBytes;
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@ -10,33 +11,33 @@ use legion::prelude::*;
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use std::sync::Arc;
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use std::mem;
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use wgpu::{Surface, Device, Queue, SwapChain, SwapChainDescriptor};
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use crate::{vertex::*, render::*, math, LocalToWorld, ApplicationStage};
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pub struct Application
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{
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pub universe: Universe,
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pub world: World,
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pub device: Device,
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pub queue: Queue,
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pub surface: Surface,
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pub window: Window,
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pub swap_chain: SwapChain,
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pub swap_chain_descriptor: SwapChainDescriptor,
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pub scheduler: SystemScheduler<ApplicationStage>,
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pub shadow_pass: ShadowPass,
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pub forward_pass: ForwardPass,
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camera_position: math::Vec3,
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camera_fov: f32,
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pub render_passes: Vec<Box<dyn Pass>>,
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}
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impl Application {
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pub const MAX_LIGHTS: usize = 10;
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fn init(
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universe: Universe,
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mut world: World,
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sc_desc: &wgpu::SwapChainDescriptor,
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device: &wgpu::Device,
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) -> (Self, Option<wgpu::CommandBuffer>)
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{
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let vertex_size = mem::size_of::<Vertex>();
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fn add_default_passes(&mut self) {
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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 local_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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self.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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@ -44,16 +45,25 @@ impl Application {
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}],
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});
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let light_uniform_buffer = Arc::new(UniformBuffer {
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buffer: self.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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size: light_uniform_size,
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});
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let mut entities = <Write<Material>>::query();
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for mut entity in entities.iter(&mut world) {
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let mut materials = <Write<Material>>::query();
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for mut material in materials.iter(&mut self.world) {
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let entity_uniform_size = mem::size_of::<MaterialUniforms>() as wgpu::BufferAddress;
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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let uniform_buf = self.device.create_buffer(&wgpu::BufferDescriptor {
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size: entity_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &local_bind_group_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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@ -64,12 +74,17 @@ impl Application {
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}],
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});
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entity.bind_group = Some(bind_group);
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entity.uniform_buf = Some(uniform_buf);
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material.bind_group = Some(bind_group);
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material.uniform_buf = Some(uniform_buf);
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}
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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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let light_count = <Read<Light>>::query().iter(&mut self.world).count();
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let forward_uniforms = ForwardUniforms {
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proj: math::Mat4::identity().into(),
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num_lights: [light_count as u32, 0, 0, 0],
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};
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let vertex_size = mem::size_of::<Vertex>();
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let vb_desc = wgpu::VertexBufferDescriptor {
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stride: vertex_size as wgpu::BufferAddress,
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@ -88,162 +103,94 @@ impl Application {
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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_buffer = Arc::new(UniformBuffer {
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buffer: 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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size: light_uniform_size,
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});
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let shadow_pass = ShadowPass::new(device, light_uniform_buffer.clone(), vb_desc.clone(), &local_bind_group_layout, Self::MAX_LIGHTS as u32);
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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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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: 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,
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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_count = lights.len();
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world.insert((), lights);
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let matrix = camera::get_projection_view_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: *matrix.as_ref(),
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num_lights: [light_count as u32, 0, 0, 0],
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};
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let forward_pass = ForwardPass::new(device, forward_uniforms, light_uniform_buffer.clone(), &shadow_pass, vb_desc, &local_bind_group_layout, sc_desc);
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let this = Application {
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universe,
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world,
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scheduler: SystemScheduler::new(),
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shadow_pass,
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forward_pass,
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camera_position,
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camera_fov
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};
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(this, None)
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let shadow_pass = ShadowPass::new(&mut self.device, &mut self.world, light_uniform_buffer.clone(), vb_desc.clone(), &local_bind_group_layout, Self::MAX_LIGHTS as u32);
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let forward_pass = ForwardPass::new(&mut self.device, forward_uniforms, light_uniform_buffer.clone(), &shadow_pass, vb_desc, &local_bind_group_layout, &self.swap_chain_descriptor);
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self.render_passes.push(Box::new(shadow_pass));
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self.render_passes.push(Box::new(forward_pass));
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}
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fn resize(
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&mut self,
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sc_desc: &wgpu::SwapChainDescriptor,
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device: &wgpu::Device,
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) -> Option<wgpu::CommandBuffer>
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fn resize(&mut self, width: u32, height: u32)
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{
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let command_buf = {
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let mx_total = camera::get_projection_view_matrix(&self.camera_position, self.camera_fov, sc_desc.width as f32 / sc_desc.height as f32, 1.0, 20.0);
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let mx_ref: [[f32; 4]; 4] = mx_total.into();
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self.swap_chain_descriptor.width = width;
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self.swap_chain_descriptor.height = height;
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self.swap_chain = self.device.create_swap_chain(&self.surface, &self.swap_chain_descriptor);
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let mut encoder =
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self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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for (mut camera, local_to_world) in <(Write<Camera>, Read<LocalToWorld>)>::query().iter(&mut self.world) {
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camera.update(self.swap_chain_descriptor.width, self.swap_chain_descriptor.height);
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let camera_matrix: [[f32; 4]; 4] = (camera.view_matrix * local_to_world.0).into();
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let temp_buf =
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device.create_buffer_with_data(mx_ref.as_bytes(), wgpu::BufferUsage::COPY_SRC);
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self.device.create_buffer_with_data(camera_matrix.as_bytes(), wgpu::BufferUsage::COPY_SRC);
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for pass in self.render_passes.iter() {
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if let Some(buffer) = pass.get_camera_uniform_buffer() {
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encoder.copy_buffer_to_buffer(&temp_buf, 0, buffer, 0, 64);
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}
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}
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}
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.forward_pass.forward_uniform_buffer, 0, 64);
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encoder.finish()
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};
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let command_buffer = encoder.finish();
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self.forward_pass.update_swap_chain_descriptor(device, sc_desc);
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Some(command_buf)
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for pass in self.render_passes.iter_mut() {
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pass.resize(&mut self.device, &mut self.swap_chain_descriptor);
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}
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self.queue.submit(&[command_buffer]);
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}
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fn update(&mut self, _: WindowEvent)
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{
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}
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fn render(
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&mut self,
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frame: &wgpu::SwapChainOutput,
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device: &wgpu::Device,
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) -> wgpu::CommandBuffer
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fn render(&mut self)
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{
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let mut frame = self.swap_chain
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.get_next_texture()
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.expect("Timeout when acquiring next swap chain texture");
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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let mut entities = <(Read<Material>, Read<LocalToWorld>)>::query();
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let entities_count = entities.iter(&mut self.world).count();
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let size = mem::size_of::<MaterialUniforms>();
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let temp_buf_data = self.device
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.create_buffer_mapped(entities_count * size, wgpu::BufferUsage::COPY_SRC);
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for ((entity, transform), slot) in entities.iter(&mut self.world)
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.zip(temp_buf_data.data.chunks_exact_mut(size))
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{
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let mut entities = <(Read<Material>, Read<LocalToWorld>)>::query();
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let entities_count = entities.iter(&mut self.world).count();
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let size = mem::size_of::<MaterialUniforms>();
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let temp_buf_data = device
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.create_buffer_mapped(entities_count * size, wgpu::BufferUsage::COPY_SRC);
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for ((entity, transform), slot) in entities.iter(&mut self.world)
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.zip(temp_buf_data.data.chunks_exact_mut(size))
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{
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slot.copy_from_slice(
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MaterialUniforms {
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model: transform.0.into(),
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color: [
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entity.color.x as f32,
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entity.color.y as f32,
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entity.color.z as f32,
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entity.color.w as f32,
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],
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}
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.as_bytes(),
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);
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}
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let temp_buf = temp_buf_data.finish();
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for (i, (entity, _)) in entities.iter(&mut self.world).enumerate() {
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encoder.copy_buffer_to_buffer(
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&temp_buf,
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(i * size) as wgpu::BufferAddress,
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entity.uniform_buf.as_ref().unwrap(),
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0,
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size as wgpu::BufferAddress,
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);
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}
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slot.copy_from_slice(
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MaterialUniforms {
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model: transform.0.into(),
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color: [
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entity.color.x as f32,
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entity.color.y as f32,
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entity.color.z as f32,
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entity.color.w as f32,
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],
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}
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.as_bytes(),
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);
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}
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self.shadow_pass.render(device, frame, &mut encoder, &mut self.world);
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self.forward_pass.render(device, frame, &mut encoder, &mut self.world);
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let temp_buf = temp_buf_data.finish();
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encoder.finish()
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for (i, (entity, _)) in entities.iter(&mut self.world).enumerate() {
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encoder.copy_buffer_to_buffer(
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&temp_buf,
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(i * size) as wgpu::BufferAddress,
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entity.uniform_buf.as_ref().unwrap(),
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0,
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size as wgpu::BufferAddress,
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);
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}
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|
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for pass in self.render_passes.iter_mut() {
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pass.render(&mut self.device, &mut frame, &mut encoder, &mut self.world);
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}
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|
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let command_buffer = encoder.finish();
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self.queue.submit(&[command_buffer]);
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}
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|
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#[allow(dead_code)]
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|
@ -260,14 +207,14 @@ impl Application {
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)
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.unwrap();
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|
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let (device, mut queue) = adapter.request_device(&wgpu::DeviceDescriptor {
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let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
|
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extensions: wgpu::Extensions {
|
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anisotropic_filtering: false,
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},
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limits: wgpu::Limits::default(),
|
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});
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|
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let (_window, hidpi_factor, size, surface) = {
|
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let (window, hidpi_factor, size, surface) = {
|
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let window = winit::window::Window::new(&event_loop).unwrap();
|
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window.set_title("bevy");
|
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let hidpi_factor = window.hidpi_factor();
|
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|
@ -276,20 +223,30 @@ impl Application {
|
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(window, hidpi_factor, size, surface)
|
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};
|
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|
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let mut sc_desc = wgpu::SwapChainDescriptor {
|
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let swap_chain_descriptor = wgpu::SwapChainDescriptor {
|
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width: size.width.round() as u32,
|
||||
height: size.height.round() as u32,
|
||||
present_mode: wgpu::PresentMode::Vsync,
|
||||
};
|
||||
let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
||||
let swap_chain = device.create_swap_chain(&surface, &swap_chain_descriptor);
|
||||
|
||||
log::info!("Initializing the example...");
|
||||
let (mut example, init_command_buf) = Application::init(universe, world, &sc_desc, &device);
|
||||
if let Some(command_buf) = init_command_buf {
|
||||
queue.submit(&[command_buf]);
|
||||
}
|
||||
let mut app = Application {
|
||||
universe,
|
||||
world,
|
||||
device,
|
||||
surface,
|
||||
window,
|
||||
queue,
|
||||
swap_chain,
|
||||
swap_chain_descriptor,
|
||||
scheduler: SystemScheduler::new(),
|
||||
render_passes: Vec::new(),
|
||||
};
|
||||
|
||||
app.add_default_passes();
|
||||
|
||||
log::info!("Entering render loop...");
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
|
@ -305,13 +262,9 @@ impl Application {
|
|||
} => {
|
||||
let physical = size.to_physical(hidpi_factor);
|
||||
log::info!("Resizing to {:?}", physical);
|
||||
sc_desc.width = physical.width.round() as u32;
|
||||
sc_desc.height = physical.height.round() as u32;
|
||||
swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
||||
let command_buf = example.resize(&sc_desc, &device);
|
||||
if let Some(command_buf) = command_buf {
|
||||
queue.submit(&[command_buf]);
|
||||
}
|
||||
let width = physical.width.round() as u32;
|
||||
let height = physical.height.round() as u32;
|
||||
app.resize(width, height);
|
||||
}
|
||||
event::Event::WindowEvent { event, .. } => match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
|
@ -327,16 +280,12 @@ impl Application {
|
|||
*control_flow = ControlFlow::Exit;
|
||||
}
|
||||
_ => {
|
||||
example.update(event);
|
||||
app.update(event);
|
||||
}
|
||||
},
|
||||
event::Event::EventsCleared => {
|
||||
let frame = swap_chain
|
||||
.get_next_texture()
|
||||
.expect("Timeout when acquiring next swap chain texture");
|
||||
example.scheduler.execute(&mut example.world);
|
||||
let command_buf = example.render(&frame, &device);
|
||||
queue.submit(&[command_buf]);
|
||||
app.scheduler.execute(&mut app.world);
|
||||
app.render();
|
||||
}
|
||||
_ => (),
|
||||
}
|
||||
|
|
|
@ -7,7 +7,7 @@ edition = "2018"
|
|||
license = "MIT"
|
||||
|
||||
[dependencies]
|
||||
legion = { git = "https://github.com/TomGillen/legion.git" }
|
||||
legion = { git = "https://github.com/TomGillen/legion.git", rev = "8628b227bcbe57582fffb5e80e73c634ec4eebd9" }
|
||||
#legion = { path = "../legion" }
|
||||
log = "0.4"
|
||||
nalgebra = { version = "0.19.0" }
|
||||
|
|
|
@ -11,5 +11,7 @@ pub use wgpu;
|
|||
pub use legion;
|
||||
pub use legion_transform;
|
||||
pub use legion::prelude::*;
|
||||
pub use legion::schedule::Schedulable;
|
||||
pub use legion_transform::prelude::*;
|
||||
pub use legion_transform::transform_system_bundle;
|
||||
pub use nalgebra_glm as math;
|
|
@ -1,15 +1,41 @@
|
|||
use crate::math;
|
||||
|
||||
pub fn get_projection_view_matrix(eye: &math::Vec3, fov: f32, aspect_ratio: f32, near: f32, far: f32) -> math::Mat4 {
|
||||
pub enum CameraType {
|
||||
Projection {
|
||||
fov: f32,
|
||||
aspect_ratio: f32,
|
||||
near: f32,
|
||||
far: f32
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Camera {
|
||||
pub view_matrix: math::Mat4,
|
||||
pub camera_type: CameraType,
|
||||
}
|
||||
|
||||
impl Camera {
|
||||
pub fn new(camera_type: CameraType) -> Self {
|
||||
Camera {
|
||||
view_matrix: math::identity(),
|
||||
camera_type,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self, width: u32, height: u32) {
|
||||
match &mut self.camera_type {
|
||||
CameraType::Projection { mut aspect_ratio, fov, near, far } => {
|
||||
aspect_ratio = width as f32 / height as f32;
|
||||
self.view_matrix = get_projection_matrix(aspect_ratio, *fov, *near, *far)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_projection_matrix(fov: f32, aspect_ratio: f32, near: f32, far: f32) -> math::Mat4 {
|
||||
let projection = math::perspective(aspect_ratio, fov, near, far);
|
||||
|
||||
let view = math::look_at_rh::<f32>(
|
||||
&eye,
|
||||
&math::vec3(0.0, 0.0, 0.0),
|
||||
&math::vec3(0.0, 0.0, 1.0),
|
||||
);
|
||||
|
||||
opengl_to_wgpu_matrix() * projection * view
|
||||
opengl_to_wgpu_matrix() * projection
|
||||
}
|
||||
|
||||
pub fn opengl_to_wgpu_matrix() -> math::Mat4 {
|
||||
|
|
|
@ -2,7 +2,7 @@ use crate::{render::*, asset::*, render::mesh::*};
|
|||
use legion::prelude::*;
|
||||
use std::{mem, sync::Arc};
|
||||
use zerocopy::{AsBytes, FromBytes};
|
||||
use wgpu::{CommandEncoder, Device, BindGroupLayout, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
|
||||
use wgpu::{Buffer, CommandEncoder, Device, BindGroupLayout, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, AsBytes, FromBytes)]
|
||||
|
@ -60,6 +60,14 @@ impl Pass for ForwardPass {
|
|||
};
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, device: &Device, frame: &SwapChainDescriptor) {
|
||||
self.depth_texture = Self::get_depth_texture(device, frame);
|
||||
}
|
||||
|
||||
fn get_camera_uniform_buffer(&self) -> Option<&Buffer> {
|
||||
Some(&self.forward_uniform_buffer)
|
||||
}
|
||||
}
|
||||
|
||||
impl ForwardPass {
|
||||
|
@ -198,11 +206,6 @@ impl ForwardPass {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
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 {
|
||||
|
|
|
@ -8,7 +8,7 @@ pub struct Light {
|
|||
pub color: wgpu::Color,
|
||||
pub fov: f32,
|
||||
pub depth: Range<f32>,
|
||||
pub target_view: wgpu::TextureView,
|
||||
pub target_view: Option<wgpu::TextureView>,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
|
@ -20,9 +20,10 @@ pub struct LightRaw {
|
|||
}
|
||||
|
||||
impl Light {
|
||||
pub fn to_raw(&self) -> LightRaw {
|
||||
pub fn to_raw(&self, transform: &math::Mat4) -> LightRaw {
|
||||
let proj = camera::get_projection_matrix(self.fov, 1.0, self.depth.start, self.depth.end) * transform;
|
||||
LightRaw {
|
||||
proj: camera::get_projection_view_matrix(&self.pos, self.fov, 1.0, self.depth.start, self.depth.end).into(),
|
||||
proj: proj.into(),
|
||||
pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
|
||||
color: [
|
||||
self.color.r as f32,
|
||||
|
|
|
@ -14,6 +14,7 @@ pub use shader::*;
|
|||
pub use pass::*;
|
||||
pub use material::*;
|
||||
pub use mesh::*;
|
||||
pub use camera::*;
|
||||
|
||||
pub struct UniformBuffer {
|
||||
pub buffer: wgpu::Buffer,
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
use legion::world::World;
|
||||
use wgpu::{CommandEncoder, Device, SwapChainOutput};
|
||||
use wgpu::{Buffer, CommandEncoder, Device, SwapChainDescriptor, SwapChainOutput};
|
||||
|
||||
pub trait Pass {
|
||||
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World);
|
||||
fn resize(&mut self, device: &Device, frame: &SwapChainDescriptor);
|
||||
fn get_camera_uniform_buffer(&self) -> Option<&Buffer>;
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
use crate::{render::*, asset::*};
|
||||
use wgpu::{BindGroupLayout, CommandEncoder, Device, VertexBufferDescriptor, SwapChainOutput};
|
||||
use crate::{render::*, asset::*, LocalToWorld};
|
||||
use wgpu::{BindGroupLayout, Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainOutput, SwapChainDescriptor};
|
||||
use legion::prelude::*;
|
||||
use zerocopy::AsBytes;
|
||||
use std::{mem, sync::Arc};
|
||||
|
@ -22,7 +22,7 @@ pub struct ShadowUniforms {
|
|||
|
||||
impl Pass for ShadowPass {
|
||||
fn render(&mut self, device: &Device, _: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World) {
|
||||
let mut light_query = <Read<Light>>::query();
|
||||
let mut light_query = <(Read<Light>, Read<LocalToWorld>)>::query();
|
||||
let mut mesh_query = <(Read<Material>, Read<Handle<Mesh>>)>::query();
|
||||
let light_count = light_query.iter(world).count();
|
||||
|
||||
|
@ -32,11 +32,11 @@ impl Pass for ShadowPass {
|
|||
let total_size = size * light_count;
|
||||
let temp_buf_data =
|
||||
device.create_buffer_mapped(total_size, wgpu::BufferUsage::COPY_SRC);
|
||||
for (light, slot) in light_query
|
||||
for ((light, local_to_world), slot) in light_query
|
||||
.iter(world)
|
||||
.zip(temp_buf_data.data.chunks_exact_mut(size))
|
||||
{
|
||||
slot.copy_from_slice(light.to_raw().as_bytes());
|
||||
slot.copy_from_slice(light.to_raw(&local_to_world.0).as_bytes());
|
||||
}
|
||||
encoder.copy_buffer_to_buffer(
|
||||
&temp_buf_data.finish(),
|
||||
|
@ -47,7 +47,21 @@ impl Pass for ShadowPass {
|
|||
);
|
||||
}
|
||||
|
||||
for (i, light) in light_query.iter_immutable(world).enumerate() {
|
||||
for (i, (mut light, _)) in <(Write<Light>, Read<LocalToWorld>)>::query().iter(world).enumerate() {
|
||||
if let None = light.target_view {
|
||||
light.target_view = Some(self.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,
|
||||
}));
|
||||
}
|
||||
}
|
||||
|
||||
for (i, (light, _)) in light_query.iter_immutable(world).enumerate() {
|
||||
// The light uniform buffer already has the projection,
|
||||
// let's just copy it over to the shadow uniform buffer.
|
||||
encoder.copy_buffer_to_buffer(
|
||||
|
@ -61,7 +75,7 @@ impl Pass for ShadowPass {
|
|||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: &light.target_view,
|
||||
attachment: light.target_view.as_ref().unwrap(),
|
||||
depth_load_op: wgpu::LoadOp::Clear,
|
||||
depth_store_op: wgpu::StoreOp::Store,
|
||||
stencil_load_op: wgpu::LoadOp::Clear,
|
||||
|
@ -87,6 +101,9 @@ impl Pass for ShadowPass {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn resize(&mut self, _: &Device, _: &SwapChainDescriptor) { }
|
||||
fn get_camera_uniform_buffer(&self) -> Option<&Buffer> { None }
|
||||
}
|
||||
|
||||
impl ShadowPass {
|
||||
|
@ -97,7 +114,7 @@ impl ShadowPass {
|
|||
depth: 1,
|
||||
};
|
||||
|
||||
pub fn new(device: &Device, light_uniform_buffer: Arc::<UniformBuffer>, vertex_buffer_descriptor: VertexBufferDescriptor, local_bind_group_layout: &BindGroupLayout, max_lights: u32) -> ShadowPass {
|
||||
pub fn new(device: &Device, _: &World, light_uniform_buffer: Arc::<UniformBuffer>, vertex_buffer_descriptor: VertexBufferDescriptor, local_bind_group_layout: &BindGroupLayout, max_lights: u32) -> ShadowPass {
|
||||
// Create pipeline layout
|
||||
let bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
|
|
Loading…
Reference in a new issue