initial instancing support

This commit is contained in:
Carter Anderson 2019-12-27 15:35:07 -06:00
parent 6a819a1884
commit 7bfafc22bc
10 changed files with 414 additions and 31 deletions

View file

@ -8,7 +8,7 @@ edition = "2018"
legion = { git = "https://github.com/TomGillen/legion.git", rev = "8628b227bcbe57582fffb5e80e73c634ec4eebd9" }
legion_transform = { path = "src/transform" }
wgpu = { git = "https://github.com/gfx-rs/wgpu-rs.git", rev = "44fa1bc2fa208fa92f80944253e0da56cb7ac1fe"}
glam = "0.8.3"
glam = "0.8.4"
winit = "0.20.0-alpha4"
glsl-to-spirv = "0.1"
zerocopy = "0.2"

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@ -179,19 +179,19 @@ fn main() {
scheduler.add_system(ApplicationStage::Update, build_wander_system());
scheduler.add_system(ApplicationStage::Update, build_navigate_system());
scheduler.add_system(ApplicationStage::Update, build_move_system());
scheduler.add_system(ApplicationStage::Update, build_light_rotator_system());
scheduler.add_system(ApplicationStage::Update, build_spawner_system(&mut world));
// scheduler.add_system(ApplicationStage::Update, build_light_rotator_system());
// scheduler.add_system(ApplicationStage::Update, build_spawner_system(&mut world));
scheduler.add_system(ApplicationStage::Update, build_print_status_system());
world.insert((), vec![
// plane
(
Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)),
plane_handle.clone(),
LocalToWorld::identity(),
Translation::new(0.0, 0.0, 0.0)
),
]);
// world.insert((), vec![
// // plane
// (
// Material::new(math::vec4(0.1, 0.2, 0.1, 1.0)),
// plane_handle.clone(),
// LocalToWorld::identity(),
// Translation::new(0.0, 0.0, 0.0)
// ),
// ]);
let x = *world.insert((), vec![
// lights
@ -232,17 +232,17 @@ fn main() {
// ),
]).first().unwrap();
world.insert((), vec![
(
Material::new(math::vec4(1.0, 1.0, 1.0, 1.0)),
_cube_handle.clone(),
LocalToWorld::identity(),
Translation::new(0.0, 0.0, 3.0),
Scale(1.0),
Parent(x),
LocalToParent::identity(),
)
]);
// world.insert((), vec![
// (
// Material::new(math::vec4(1.0, 1.0, 1.0, 1.0)),
// _cube_handle.clone(),
// LocalToWorld::identity(),
// Translation::new(0.0, 0.0, 3.0),
// Scale(1.0),
// Parent(x),
// LocalToParent::identity(),
// )
// ]);
world.insert((), vec![
@ -262,6 +262,12 @@ fn main() {
)
]);
let mut rng = StdRng::from_entropy();
for _ in 0 .. 70000 {
create_person(&mut world, _cube_handle.clone(),
Translation::new(rng.gen_range(-50.0, 50.0), 0.0, rng.gen_range(-50.0, 50.0)));
}
Application::run(universe, world, scheduler);
}
@ -281,10 +287,36 @@ fn spawn_person(command_buffer: &mut CommandBuffer, mesh_handle: Handle<Mesh>) {
Velocity {
value: math::vec3(0.0, 0.0, 0.0),
},
Instanced,
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>()),
mesh_handle.clone(),
LocalToWorld::identity(),
Translation::new(0.0, 0.0, 1.0)
),
]);
}
}
fn create_person(world: &mut World, mesh_handle: Handle<Mesh>, translation: Translation) {
world.insert((), vec![
(
Person{},
Wander {
duration_bounds: math::vec2(3.0, 10.0),
distance_bounds: math::vec2(-50.0, 50.0),
elapsed: 0.0,
duration: 0.0,
},
NavigationPoint {
target: math::vec3(0.0, 0.0, 0.0),
},
Velocity {
value: math::vec3(0.0, 0.0, 0.0),
},
Instanced,
Material::new(math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>()),
mesh_handle,
LocalToWorld::identity(),
translation
),
]);
}

View file

@ -51,10 +51,12 @@ impl Application {
// 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);
// let forward_pass = ForwardPass::new(&mut self.device, &self.world, &self.render_resources, vertex_buffer_descriptor.clone(), &self.swap_chain_descriptor);
let forward_instanced_pass = ForwardInstancedPass::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));
// self.render_passes.push(Box::new(forward_pass));
self.render_passes.push(Box::new(forward_instanced_pass));
}
fn update(&mut self) {
@ -113,7 +115,8 @@ impl Application {
let mut encoder =
self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
let mut entities = <(Write<Material>, Read<LocalToWorld>)>::query();
let mut entities = <(Write<Material>, Read<LocalToWorld>)>::query()
.filter(!component::<Instanced>());
let entities_count = entities.iter(&mut self.world).count();
let size = mem::size_of::<MaterialUniforms>();
let temp_buf_data = self.device
@ -133,7 +136,7 @@ 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) {
for mut material in <Write<Material>>::query().filter(!component::<Instanced>()).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 {

View file

@ -20,7 +20,9 @@ pub struct ForwardPass {
impl Pass for ForwardPass {
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 mesh_query =
<(Read<Material>, Read<Handle<Mesh>>)>::query()
.filter(!component::<Instanced>());
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,

View file

@ -0,0 +1,40 @@
#version 450
const int MAX_LIGHTS = 10;
layout(location = 0) in vec3 v_Normal;
layout(location = 1) in vec4 v_Position;
layout(location = 2) in vec4 v_Color;
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];
};
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];
// 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 += diffuse * light.color.xyz;
}
// multiply the light by material color
o_Target = vec4(color, 1.0) * v_Color;
}

View file

@ -0,0 +1,26 @@
#version 450
// vertex attributes
layout(location = 0) in vec4 a_Pos;
layout(location = 1) in vec4 a_Normal;
// Instanced attributes
layout (location = 2) in vec3 a_instancePos;
layout (location = 3) in vec4 a_instanceColor;
layout(location = 0) out vec3 v_Normal;
layout(location = 1) out vec4 v_Position;
layout(location = 2) out vec4 v_Color;
layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj;
uvec4 u_NumLights;
};
void main() {
v_Normal = vec3(a_Normal.xyz);
v_Position = vec4(a_Pos) + vec4(a_instancePos, 1.0);
v_Color = a_instanceColor;
gl_Position = u_ViewProj * v_Position;
}

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@ -0,0 +1,267 @@
use crate::{render::*, asset::*, render::mesh::*, math, LocalToWorld};
use legion::prelude::*;
use std::mem;
use zerocopy::AsBytes;
use wgpu::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
pub struct InstanceBufferInfo {
pub buffer: wgpu::Buffer,
pub instance_count: usize,
pub mesh_id: usize,
}
pub struct ForwardInstancedPass {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub forward_uniform_buffer: wgpu::Buffer,
pub depth_texture: wgpu::TextureView,
pub instance_buffer_infos: Vec<InstanceBufferInfo>,
}
impl Pass for ForwardInstancedPass {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, _: &RenderResources) {
self.instance_buffer_infos = ForwardInstancedPass::create_instance_buffer_infos(device, world);
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 instance_buffer_info in self.instance_buffer_infos.iter() {
if let Some(mesh_asset) = mesh_storage.get(instance_buffer_info.mesh_id) {
mesh_asset.setup_buffers(device);
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.set_vertex_buffers(1, &[(&instance_buffer_info.buffer, 0)]);
pass.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. instance_buffer_info.instance_count as u32);
};
}
}
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 ForwardInstancedPass {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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_instanced.vert"),
shader::ShaderStage::Vertex,
);
let fs_bytes = shader::load_glsl(
include_str!("forward_instanced.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 },
}
],
});
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,
},
}
],
});
let simple_material_uniforms_size = mem::size_of::<SimpleMaterialUniforms>();
let instance_buffer_descriptor = wgpu::VertexBufferDescriptor {
stride: simple_material_uniforms_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Instance,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float3,
offset: 0,
shader_location: 2,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 3 * 4,
shader_location: 3,
},
],
};
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&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, instance_buffer_descriptor],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
let instance_buffer_infos = ForwardInstancedPass::create_instance_buffer_infos(device, world);
ForwardInstancedPass {
pipeline,
bind_group,
forward_uniform_buffer,
depth_texture: Self::get_depth_texture(device, swap_chain_descriptor),
instance_buffer_infos
}
}
fn create_instance_buffer_infos(device: &Device, world: &World) -> Vec<InstanceBufferInfo> {
let mut entities = <(Read<Material>, Read<LocalToWorld>, Read<Handle<Mesh>>, Read<Instanced>)>::query();
let entities_count = entities.iter_immutable(world).count();
let size = mem::size_of::<SimpleMaterialUniforms>();
// TODO: use a staging buffer for more efficient gpu reads
let temp_buf_data = device
.create_buffer_mapped(entities_count * size, wgpu::BufferUsage::COPY_SRC | wgpu::BufferUsage::VERTEX);
// TODO: generate these buffers for multiple meshes
let mut last_mesh_id = None;
for ((material, transform, mesh, _), slot) in entities.iter_immutable(world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
last_mesh_id = Some(*mesh.id.read().unwrap());
let (_, _, translation) = transform.0.to_scale_rotation_translation();
slot.copy_from_slice(
SimpleMaterialUniforms {
position: translation.into(),
color: material.color.into(),
}
.as_bytes(),
);
}
let mut instance_buffer_infos = Vec::new();
instance_buffer_infos.push(InstanceBufferInfo {
mesh_id: last_mesh_id.unwrap(),
buffer: temp_buf_data.finish(),
instance_count: entities_count,
});
instance_buffer_infos
}
fn get_depth_texture(device: &Device, swap_chain_descriptor: &SwapChainDescriptor) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: swap_chain_descriptor.width,
height: swap_chain_descriptor.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
texture.create_default_view()
}
}

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@ -7,6 +7,8 @@ pub struct Material {
pub uniform_buf: Option<wgpu::Buffer>,
}
pub struct Instanced;
impl Material {
pub fn new(color: math::Vec4) -> Self {
Material {
@ -28,4 +30,11 @@ pub struct RenderedUniforms {
pub struct MaterialUniforms {
pub model: [[f32; 4]; 4],
pub color: [f32; 4],
}
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct SimpleMaterialUniforms {
pub position: [f32; 3],
pub color: [f32; 4],
}

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@ -3,14 +3,16 @@ pub mod shader;
pub mod mesh;
mod forward;
mod forward_shadow;
mod forward_instanced;
mod shadow;
mod light;
mod pass;
mod material;
mod render_resources;
pub use forward_shadow::{ForwardShadowPass};
pub use forward::{ForwardPass, ForwardUniforms};
pub use forward_shadow::{ForwardShadowPass};
pub use forward_instanced::ForwardInstancedPass;
pub use shadow::ShadowPass;
pub use light::*;
pub use shader::*;

View file

@ -21,7 +21,9 @@ pub struct ShadowUniforms {
impl Pass for ShadowPass {
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 mut mesh_query =
<(Read<Material>, Read<Handle<Mesh>>)>::query()
.filter(!component::<Instanced>());
for (i, (mut light, _)) in <(Write<Light>, Read<LocalToWorld>)>::query().iter(world).enumerate() {
if let None = light.target_view {