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https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
port forward lighting and add struct + array uniforms
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parent
380e59ee23
commit
489580f688
6 changed files with 102 additions and 29 deletions
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@ -103,22 +103,22 @@ fn setup(world: &mut World) {
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translation: Translation::new(-2.0, 0.0, 1.0),
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})
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// light
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// .add_archetype(LightEntity {
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// light: Light {
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// color: wgpu::Color {
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// r: 0.8,
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// g: 0.8,
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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: 0.1..50.0,
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// target_view: None,
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// },
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// local_to_world: LocalToWorld::identity(),
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// translation: Translation::new(4.0, -4.0, 5.0),
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// rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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// })
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.add_archetype(LightEntity {
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light: Light {
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color: wgpu::Color {
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r: 0.8,
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g: 0.8,
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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: 0.1..50.0,
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target_view: None,
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},
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local_to_world: LocalToWorld::identity(),
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translation: Translation::new(4.0, -4.0, 5.0),
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rotation: Rotation::from_euler_angles(0.0, 0.0, 0.0),
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})
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// camera
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.add_archetype(CameraEntity {
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camera: Camera::new(CameraType::Projection {
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@ -1,5 +1,5 @@
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use std::{
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collections::{hash_map::DefaultHasher},
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collections::hash_map::DefaultHasher,
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hash::{Hash, Hasher},
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};
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pub struct PipelineLayout {
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@ -50,7 +50,7 @@ pub struct Binding {
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pub enum BindType {
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Uniform {
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dynamic: bool,
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properties: Vec<UniformProperty>
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properties: Vec<UniformProperty>,
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},
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Buffer {
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dynamic: bool,
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@ -70,9 +70,11 @@ impl BindType {
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pub fn get_uniform_size(&self) -> Option<u64> {
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match self {
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BindType::Uniform { properties, .. } => {
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Some(properties.iter().fold(0, |total, property| total + property.property_type.get_size()))
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},
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_ => None
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Some(properties.iter().fold(0, |total, property| {
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total + property.property_type.get_size()
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}))
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}
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_ => None,
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}
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}
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}
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@ -92,8 +94,8 @@ pub enum UniformPropertyType {
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Vec3,
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Vec4,
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Mat4,
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// Struct(Vec<UniformPropertyType>),
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// Array(Box<UniformPropertyType>, usize),
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Struct(Vec<UniformPropertyType>),
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Array(Box<UniformPropertyType>, usize),
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}
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impl UniformPropertyType {
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@ -105,6 +107,11 @@ impl UniformPropertyType {
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UniformPropertyType::Vec3 => 4 * 3,
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UniformPropertyType::Vec4 => 4 * 4,
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UniformPropertyType::Mat4 => 4 * 4 * 4,
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UniformPropertyType::Struct(properties) => properties
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.iter()
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.map(|p| p.get_size())
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.fold(0, |total, size| total + size),
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UniformPropertyType::Array(property, length) => property.get_size() * *length as u64,
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}
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}
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}
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@ -1,5 +1,13 @@
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#version 450
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const int MAX_LIGHTS = 10;
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struct Light {
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mat4 proj;
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vec4 pos;
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vec4 color;
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};
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layout(location = 0) in vec4 v_Position;
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layout(location = 1) in vec3 v_Normal;
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layout(location = 2) in vec2 v_Uv;
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@ -10,12 +18,29 @@ layout(set = 0, binding = 0) uniform Camera {
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mat4 ViewProj;
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};
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layout(set = 0, binding = 1) uniform Lights {
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uvec4 NumLights;
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Light SceneLights[MAX_LIGHTS];
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};
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layout(set = 1, binding = 1) uniform StandardMaterial {
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vec4 Albedo;
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};
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void main() {
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vec3 normal = normalize(v_Normal);
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vec3 ambient = vec3(0.05, 0.05, 0.05);
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// accumulate color
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vec3 color = ambient;
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for (int i=0; i<int(NumLights.x) && i<MAX_LIGHTS; ++i) {
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Light light = SceneLights[i];
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// compute Lambertian diffuse term
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vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
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float diffuse = max(0.0, dot(normal, light_dir));
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// add light contribution
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color += diffuse * light.color.xyz;
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}
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// multiply the light by material color
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o_Target = vec4(1.0, 0.0, 0.0, 1.0);
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o_Target = Albedo;
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o_Target = vec4(color, 1.0) * Albedo;
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}
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@ -23,7 +23,6 @@ layout(set = 1, binding = 1) uniform StandardMaterial {
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void main() {
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v_Normal = mat3(Model) * vec3(a_Normal.xyz);
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v_Position = Model * vec4(a_Pos);
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// v_Normal = vec3(a_Normal.xyz);
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// v_Position = vec4(a_Pos);
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v_Uv = a_Uv;
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gl_Position = ViewProj * v_Position;
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}
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@ -38,6 +38,29 @@ impl ForwardPipelineBuilder for RenderGraphBuilder {
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]
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}
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},
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Binding {
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name: "Lights".to_string(),
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bind_type: BindType::Uniform {
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dynamic: false,
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properties: vec![
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UniformProperty {
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name: "NumLights".to_string(),
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property_type: UniformPropertyType::UVec4,
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},
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UniformProperty {
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name: "SceneLights".to_string(),
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property_type: UniformPropertyType::Array(
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Box::new(UniformPropertyType::Struct(vec![
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UniformPropertyType::Mat4, // proj
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UniformPropertyType::Vec4, // pos
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UniformPropertyType::Vec4, // color
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])),
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10, // max lights
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),
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},
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]
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}
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},
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]
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))
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.add_bind_group(BindGroup::new(
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@ -58,6 +58,12 @@ pub struct LightResourceProvider {
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pub max_lights: usize,
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}
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#[repr(C)]
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#[derive(Clone, Copy, AsBytes)]
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pub struct LightCount {
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pub num_lights: [u32; 4],
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}
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impl LightResourceProvider {
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pub fn new(max_lights: usize) -> Self {
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LightResourceProvider {
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@ -70,7 +76,7 @@ impl LightResourceProvider {
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impl ResourceProvider for LightResourceProvider {
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fn initialize(&mut self, renderer: &mut dyn Renderer, _world: &mut World) {
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let light_uniform_size =
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(self.max_lights * std::mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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(std::mem::size_of::<LightCount>() + self.max_lights * std::mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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renderer.create_buffer(
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resource_name::uniform::LIGHTS,
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@ -91,6 +97,7 @@ impl ResourceProvider for LightResourceProvider {
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self.lights_are_dirty = false;
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let size = std::mem::size_of::<LightRaw>();
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let total_size = size * light_count;
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let light_count_size = std::mem::size_of::<LightCount>();
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renderer
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.create_buffer_mapped("LIGHT_TMP", total_size, wgpu::BufferUsage::COPY_SRC, &mut |data| {
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for ((light, local_to_world, translation), slot) in light_query
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@ -102,10 +109,22 @@ impl ResourceProvider for LightResourceProvider {
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);
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}
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});
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renderer
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.create_buffer_mapped("LIGHT_COUNT_TMP", light_count_size, wgpu::BufferUsage::COPY_SRC, &mut |data| {
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data.copy_from_slice([light_count as u32, 0, 0, 0].as_bytes());
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});
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renderer.copy_buffer_to_buffer(
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"LIGHT_COUNT_TMP",
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0,
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resource_name::uniform::LIGHTS,
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0,
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light_count_size as wgpu::BufferAddress,
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);
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renderer.copy_buffer_to_buffer(
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"LIGHT_TMP",
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0,
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light_count_size as u64,
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resource_name::uniform::LIGHTS,
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0,
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total_size as wgpu::BufferAddress,
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