render resources refactor and normal forward rendering

This commit is contained in:
Carter Anderson 2019-12-23 18:13:05 -06:00
parent c0f8ded062
commit 6a819a1884
12 changed files with 479 additions and 156 deletions

View file

@ -15,3 +15,6 @@ zerocopy = "0.2"
log = "0.4"
env_logger = "0.7"
rand = "0.7.2"
[profile.release]
debug = true

View file

@ -109,9 +109,9 @@ fn build_spawner_system(world: &mut World) -> Box<dyn Schedulable> {
mesh_storage.get_named("cube").unwrap()
};
let duration = 10000.0;
let duration = 0.5;
let mut elapsed = duration;
let batch_size = 5;
let batch_size = 100;
SystemBuilder::new("Spawner")
.read_resource::<Time>()

View file

@ -8,8 +8,6 @@ use winit::{
use zerocopy::AsBytes;
use legion::prelude::*;
use std::sync::Arc;
use std::rc::Rc;
use std::mem;
use wgpu::{Surface, Device, Queue, SwapChain, SwapChainDescriptor};
@ -27,37 +25,14 @@ pub struct Application
pub swap_chain: SwapChain,
pub swap_chain_descriptor: SwapChainDescriptor,
pub scheduler: SystemScheduler<ApplicationStage>,
pub render_resources: RenderResources,
pub render_passes: Vec<Box<dyn Pass>>,
}
impl Application {
pub const MAX_LIGHTS: usize = 10;
fn add_default_passes(&mut self) {
let light_uniform_size =
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let local_bind_group_layout =
Rc::new(self.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
}));
let light_uniform_buffer = Arc::new(UniformBuffer {
buffer: self.device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
}),
size: light_uniform_size,
});
let vertex_size = mem::size_of::<Vertex>();
let vb_desc = wgpu::VertexBufferDescriptor {
let vertex_buffer_descriptor = wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
@ -74,9 +49,11 @@ impl Application {
],
};
let shadow_pass = ShadowPass::new(&mut self.device, &mut self.world, light_uniform_buffer.clone(), vb_desc.clone(), local_bind_group_layout.clone(), Self::MAX_LIGHTS as u32);
let forward_pass = ForwardPass::new(&mut self.device, &self.world, light_uniform_buffer.clone(), &shadow_pass, vb_desc, &local_bind_group_layout, &self.swap_chain_descriptor);
self.render_passes.push(Box::new(shadow_pass));
// let shadow_pass = ShadowPass::new(&mut self.device, &mut self.world, &self.render_resources, vertex_buffer_descriptor.clone());
// let forward_shadow_pass = ForwardShadowPass::new(&mut self.device, &self.world, &self.render_resources, &shadow_pass, vertex_buffer_descriptor.clone(), &self.swap_chain_descriptor);
let forward_pass = ForwardPass::new(&mut self.device, &self.world, &self.render_resources, vertex_buffer_descriptor, &self.swap_chain_descriptor);
// self.render_passes.push(Box::new(shadow_pass));
// self.render_passes.push(Box::new(forward_shadow_pass));
self.render_passes.push(Box::new(forward_pass));
}
@ -154,18 +131,44 @@ impl Application {
);
}
self.render_resources.update_lights(&self.device, &mut encoder, &mut self.world);
for mut material in <Write<Material>>::query().iter(&mut self.world) {
if let None = material.bind_group {
let material_uniform_size = mem::size_of::<MaterialUniforms>() as wgpu::BufferAddress;
let uniform_buf = self.device.create_buffer(&wgpu::BufferDescriptor {
size: material_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.render_resources.local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. material_uniform_size,
},
}],
});
material.bind_group = Some(bind_group);
material.uniform_buf = Some(uniform_buf);
}
}
let temp_buf = temp_buf_data.finish();
for pass in self.render_passes.iter_mut() {
pass.render(&mut self.device, &mut frame, &mut encoder, &mut self.world);
pass.render(&mut self.device, &mut frame, &mut encoder, &mut self.world, &self.render_resources);
}
// TODO: this should happen before rendering
for (i, (entity, _)) in entities.iter(&mut self.world).enumerate() {
for (i, (material, _)) in entities.iter(&mut self.world).enumerate() {
encoder.copy_buffer_to_buffer(
&temp_buf,
(i * size) as wgpu::BufferAddress,
entity.uniform_buf.as_ref().unwrap(),
material.uniform_buf.as_ref().unwrap(),
0,
size as wgpu::BufferAddress,
);
@ -189,7 +192,7 @@ impl Application {
)
.unwrap();
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
let (mut device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions {
anisotropic_filtering: false,
},
@ -217,6 +220,8 @@ impl Application {
world.resources.insert(Time::new());
let render_resources = RenderResources::new(&mut device, 10);
log::info!("Initializing the example...");
let mut app = Application {
universe,
@ -227,6 +232,7 @@ impl Application {
queue,
swap_chain,
swap_chain_descriptor,
render_resources,
scheduler: system_scheduler,
render_passes: Vec::new(),
};

View file

@ -20,28 +20,12 @@ layout(set = 0, binding = 0) uniform Globals {
layout(set = 0, binding = 1) uniform Lights {
Light u_Lights[MAX_LIGHTS];
};
layout(set = 0, binding = 2) uniform texture2DArray t_Shadow;
layout(set = 0, binding = 3) uniform samplerShadow s_Shadow;
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
float fetch_shadow(int light_id, vec4 homogeneous_coords) {
if (homogeneous_coords.w <= 0.0) {
return 1.0;
}
// compute texture coordinates for shadow lookup
vec4 light_local = vec4(
(homogeneous_coords.xy/homogeneous_coords.w + 1.0) / 2.0,
light_id,
homogeneous_coords.z / homogeneous_coords.w
);
// do the lookup, using HW PCF and comparison
return texture(sampler2DArrayShadow(t_Shadow, s_Shadow), light_local);
}
void main() {
vec3 normal = normalize(v_Normal);
vec3 ambient = vec3(0.05, 0.05, 0.05);
@ -49,13 +33,11 @@ void main() {
vec3 color = ambient;
for (int i=0; i<int(u_NumLights.x) && i<MAX_LIGHTS; ++i) {
Light light = u_Lights[i];
// project into the light space
float shadow = fetch_shadow(i, light.proj * v_Position);
// compute Lambertian diffuse term
vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
float diffuse = max(0.0, dot(normal, light_dir));
// add light contribution
color += shadow * diffuse * light.color.xyz;
color += diffuse * light.color.xyz;
}
// multiply the light by material color
o_Target = vec4(color, 1.0) * u_Color;

View file

@ -1,8 +1,8 @@
use crate::{render::*, asset::*, render::mesh::*, math};
use legion::prelude::*;
use std::{mem, sync::Arc};
use std::mem;
use zerocopy::{AsBytes, FromBytes};
use wgpu::{Buffer, CommandEncoder, Device, BindGroupLayout, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
use wgpu::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
@ -15,12 +15,11 @@ pub struct ForwardPass {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub forward_uniform_buffer: wgpu::Buffer,
pub light_uniform_buffer: Arc::<UniformBuffer>,
pub depth_texture: wgpu::TextureView,
}
impl Pass for ForwardPass {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World) {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, _: &RenderResources) {
let mut mesh_query = <(Read<Material>, Read<Handle<Mesh>>)>::query();
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
@ -49,16 +48,30 @@ impl Pass for ForwardPass {
pass.set_bind_group(0, &self.bind_group, &[]);
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
let mut last_mesh_id = None;
for (entity, mesh) in mesh_query.iter_immutable(world) {
let current_mesh_id = *mesh.id.read().unwrap();
let mut should_load_mesh = last_mesh_id == None;
if let Some(last) = last_mesh_id {
should_load_mesh = last != current_mesh_id;
}
if should_load_mesh {
if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
mesh_asset.setup_buffers(device);
pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]);
pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
pass.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. 1);
};
}
if let Some(ref mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]);
pass.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. 1);
};
last_mesh_id = Some(current_mesh_id);
}
}
fn resize(&mut self, device: &Device, frame: &SwapChainDescriptor) {
@ -73,7 +86,7 @@ impl Pass for ForwardPass {
impl ForwardPass {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn new(device: &Device, world: &World, light_uniform_buffer: Arc::<UniformBuffer>, shadow_pass: &shadow::ShadowPass, vertex_buffer_descriptor: VertexBufferDescriptor, local_bind_group_layout: &BindGroupLayout, swap_chain_descriptor: &SwapChainDescriptor) -> ForwardPass {
pub fn new(device: &Device, world: &World, render_resources: &RenderResources, vertex_buffer_descriptor: VertexBufferDescriptor, swap_chain_descriptor: &SwapChainDescriptor) -> Self {
let vs_bytes = shader::load_glsl(
include_str!("forward.vert"),
shader::ShaderStage::Vertex,
@ -95,20 +108,7 @@ impl ForwardPass {
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,
},
}
],
});
@ -138,24 +138,15 @@ impl ForwardPass {
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &light_uniform_buffer.buffer,
range: 0 .. light_uniform_buffer.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),
buffer: &render_resources.light_uniform_buffer.buffer,
range: 0 .. render_resources.light_uniform_buffer.size,
},
}
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, local_bind_group_layout],
bind_group_layouts: &[&bind_group_layout, &render_resources.local_bind_group_layout],
});
let vs_module = device.create_shader_module(&vs_bytes);
@ -207,7 +198,6 @@ impl ForwardPass {
pipeline,
bind_group,
forward_uniform_buffer,
light_uniform_buffer,
depth_texture: Self::get_depth_texture(device, swap_chain_descriptor)
}
}

View file

@ -0,0 +1,62 @@
#version 450
const int MAX_LIGHTS = 10;
layout(location = 0) in vec3 v_Normal;
layout(location = 1) in vec4 v_Position;
layout(location = 0) out vec4 o_Target;
struct Light {
mat4 proj;
vec4 pos;
vec4 color;
};
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
uvec4 u_NumLights;
};
layout(set = 0, binding = 1) uniform Lights {
Light u_Lights[MAX_LIGHTS];
};
layout(set = 0, binding = 2) uniform texture2DArray t_Shadow;
layout(set = 0, binding = 3) uniform samplerShadow s_Shadow;
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
float fetch_shadow(int light_id, vec4 homogeneous_coords) {
if (homogeneous_coords.w <= 0.0) {
return 1.0;
}
// compute texture coordinates for shadow lookup
vec4 light_local = vec4(
(homogeneous_coords.xy/homogeneous_coords.w + 1.0) / 2.0,
light_id,
homogeneous_coords.z / homogeneous_coords.w
);
// do the lookup, using HW PCF and comparison
return texture(sampler2DArrayShadow(t_Shadow, s_Shadow), light_local);
}
void main() {
vec3 normal = normalize(v_Normal);
vec3 ambient = vec3(0.05, 0.05, 0.05);
// accumulate color
vec3 color = ambient;
for (int i=0; i<int(u_NumLights.x) && i<MAX_LIGHTS; ++i) {
Light light = u_Lights[i];
// project into the light space
float shadow = fetch_shadow(i, light.proj * v_Position);
// compute Lambertian diffuse term
vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
float diffuse = max(0.0, dot(normal, light_dir));
// add light contribution
color += shadow * diffuse * light.color.xyz;
}
// multiply the light by material color
o_Target = vec4(color, 1.0) * u_Color;
}

View file

@ -0,0 +1,22 @@
#version 450
layout(location = 0) in vec4 a_Pos;
layout(location = 1) in vec4 a_Normal;
layout(location = 0) out vec3 v_Normal;
layout(location = 1) out vec4 v_Position;
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
uvec4 u_NumLights;
};
layout(set = 1, binding = 0) uniform Entity {
mat4 u_World;
vec4 u_Color;
};
void main() {
v_Normal = mat3(u_World) * vec3(a_Normal.xyz);
v_Position = u_World * vec4(a_Pos);
gl_Position = u_ViewProj * v_Position;
}

View file

@ -0,0 +1,230 @@
use crate::{render::*, asset::*, render::mesh::*, math};
use legion::prelude::*;
use std::mem;
use zerocopy::{AsBytes, FromBytes};
use wgpu::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct ForwardUniforms {
pub proj: [[f32; 4]; 4],
pub num_lights: [u32; 4],
}
pub struct ForwardShadowPass {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub forward_uniform_buffer: wgpu::Buffer,
pub depth_texture: wgpu::TextureView,
}
impl Pass for ForwardShadowPass {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, _: &RenderResources) {
let mut mesh_query = <(Read<Material>, Read<Handle<Mesh>>)>::query();
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.3,
g: 0.4,
b: 0.5,
a: 1.0,
},
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture,
depth_load_op: wgpu::LoadOp::Clear,
depth_store_op: wgpu::StoreOp::Store,
stencil_load_op: wgpu::LoadOp::Clear,
stencil_store_op: wgpu::StoreOp::Store,
clear_depth: 1.0,
clear_stencil: 0,
}),
});
pass.set_pipeline(&self.pipeline);
pass.set_bind_group(0, &self.bind_group, &[]);
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
for (entity, mesh) in mesh_query.iter_immutable(world) {
if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
mesh_asset.setup_buffers(device);
pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]);
pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
pass.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. 1);
};
}
}
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 ForwardShadowPass {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn new(device: &Device, world: &World, render_resources: &RenderResources, shadow_pass: &shadow::ShadowPass, vertex_buffer_descriptor: VertexBufferDescriptor, swap_chain_descriptor: &SwapChainDescriptor) -> Self {
let vs_bytes = shader::load_glsl(
include_str!("forward_shadow.vert"),
shader::ShaderStage::Vertex,
);
let fs_bytes = shader::load_glsl(
include_str!("forward_shadow.frag"),
shader::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 light_count = <Read<Light>>::query().iter_immutable(world).count();
let forward_uniforms = ForwardUniforms {
proj: math::Mat4::identity().to_cols_array_2d(),
num_lights: [light_count as u32, 0, 0, 0],
};
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,
);
// 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: &render_resources.light_uniform_buffer.buffer,
range: 0 .. render_resources.light_uniform_buffer.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, &render_resources.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,
});
ForwardShadowPass {
pipeline,
bind_group,
forward_uniform_buffer,
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()
}
}

View file

@ -2,11 +2,14 @@ pub mod camera;
pub mod shader;
pub mod mesh;
mod forward;
mod forward_shadow;
mod shadow;
mod light;
mod pass;
mod material;
mod render_resources;
pub use forward_shadow::{ForwardShadowPass};
pub use forward::{ForwardPass, ForwardUniforms};
pub use shadow::ShadowPass;
pub use light::*;
@ -15,6 +18,7 @@ pub use pass::*;
pub use material::*;
pub use mesh::*;
pub use camera::*;
pub use render_resources::RenderResources;
pub struct UniformBuffer {
pub buffer: wgpu::Buffer,

View file

@ -1,8 +1,9 @@
use legion::world::World;
use wgpu::{Buffer, CommandEncoder, Device, SwapChainDescriptor, SwapChainOutput};
use crate::render::RenderResources;
pub trait Pass {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World);
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, render_resources: &RenderResources);
fn resize(&mut self, device: &Device, frame: &SwapChainDescriptor);
fn get_camera_uniform_buffer(&self) -> Option<&Buffer>;
}

View file

@ -0,0 +1,74 @@
use crate::{render::*, LocalToWorld, Translation};
use legion::prelude::*;
use std::sync::Arc;
use std::rc::Rc;
use std::mem;
use zerocopy::AsBytes;
use wgpu::{BindGroupLayout, CommandEncoder, Device};
pub struct RenderResources {
pub local_bind_group_layout: Rc<BindGroupLayout>,
pub light_uniform_buffer: Arc<UniformBuffer>,
pub lights_are_dirty: bool,
pub max_lights: usize,
}
impl RenderResources {
pub fn new(device: &mut Device, max_lights: usize) -> RenderResources {
let light_uniform_size =
(max_lights * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let local_bind_group_layout =
Rc::new(device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
}));
let light_uniform_buffer = Arc::new(UniformBuffer {
buffer: device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
}),
size: light_uniform_size,
});
RenderResources {
local_bind_group_layout,
light_uniform_buffer,
lights_are_dirty: true,
max_lights
}
}
pub fn update_lights(&mut self, device: &Device, encoder: &mut CommandEncoder, world: &mut World) {
if self.lights_are_dirty {
let mut light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let light_count = light_query.iter(world).count();
self.lights_are_dirty = false;
let size = mem::size_of::<LightRaw>();
let total_size = size * light_count;
let temp_buf_data =
device.create_buffer_mapped(total_size, wgpu::BufferUsage::COPY_SRC);
for ((light, local_to_world, translation), slot) in light_query
.iter(world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(LightRaw::from(&light, &local_to_world.0, &translation).as_bytes());
}
encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(),
0,
&self.light_uniform_buffer.buffer,
0,
total_size as wgpu::BufferAddress,
);
}
}
}

View file

@ -1,8 +1,7 @@
use crate::{render::*, asset::*, LocalToWorld, Translation};
use wgpu::{BindGroupLayout, Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainOutput, SwapChainDescriptor};
use wgpu::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainOutput, SwapChainDescriptor};
use legion::prelude::*;
use zerocopy::AsBytes;
use std::{mem, sync::Arc, rc::Rc};
use std::mem;
pub struct ShadowPass {
pub pipeline: wgpu::RenderPipeline,
@ -11,8 +10,6 @@ pub struct ShadowPass {
pub shadow_texture: wgpu::Texture,
pub shadow_view: wgpu::TextureView,
pub shadow_sampler: wgpu::Sampler,
pub local_bind_group_layout: Rc<BindGroupLayout>,
pub light_uniform_buffer: Arc::<UniformBuffer>,
pub lights_are_dirty: bool,
}
@ -22,55 +19,9 @@ pub struct ShadowUniforms {
}
impl Pass for ShadowPass {
fn render(&mut self, device: &Device, _: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World) {
fn render(&mut self, device: &Device, _: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, render_resources: &RenderResources) {
let mut light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let mut mesh_query = <(Read<Material>, Read<Handle<Mesh>>)>::query();
let light_count = light_query.iter(world).count();
if self.lights_are_dirty {
self.lights_are_dirty = false;
let size = mem::size_of::<LightRaw>();
let total_size = size * light_count;
let temp_buf_data =
device.create_buffer_mapped(total_size, wgpu::BufferUsage::COPY_SRC);
for ((light, local_to_world, translation), slot) in light_query
.iter(world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(LightRaw::from(&light, &local_to_world.0, &translation).as_bytes());
}
encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(),
0,
&self.light_uniform_buffer.buffer,
0,
total_size as wgpu::BufferAddress,
);
}
for mut material in <Write<Material>>::query().iter(world) {
if let None = material.bind_group {
let entity_uniform_size = mem::size_of::<MaterialUniforms>() as wgpu::BufferAddress;
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: entity_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &self.local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. entity_uniform_size,
},
}],
});
material.bind_group = Some(bind_group);
material.uniform_buf = Some(uniform_buf);
}
}
for (i, (mut light, _)) in <(Write<Light>, Read<LocalToWorld>)>::query().iter(world).enumerate() {
if let None = light.target_view {
@ -90,7 +41,7 @@ impl Pass for ShadowPass {
// 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_buffer.buffer,
&render_resources.light_uniform_buffer.buffer,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&self.uniform_buf,
0,
@ -139,7 +90,7 @@ impl ShadowPass {
depth: 1,
};
pub fn new(device: &Device, _: &World, light_uniform_buffer: Arc::<UniformBuffer>, vertex_buffer_descriptor: VertexBufferDescriptor, local_bind_group_layout: Rc<BindGroupLayout>, max_lights: u32) -> ShadowPass {
pub fn new(device: &Device, _: &World, render_resources: &RenderResources, vertex_buffer_descriptor: VertexBufferDescriptor) -> ShadowPass {
// Create pipeline layout
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
@ -150,7 +101,7 @@ impl ShadowPass {
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
bind_group_layouts: &[&bind_group_layout, &render_resources.local_bind_group_layout],
});
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
@ -173,7 +124,7 @@ impl ShadowPass {
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
array_layer_count: max_lights,
array_layer_count: render_resources.max_lights as u32,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
@ -246,8 +197,6 @@ impl ShadowPass {
shadow_texture,
shadow_view,
shadow_sampler,
light_uniform_buffer,
local_bind_group_layout,
lights_are_dirty: true,
}
}