mirror of
https://github.com/bevyengine/bevy
synced 2024-11-24 05:33:04 +00:00
initial instancing support
This commit is contained in:
parent
6a819a1884
commit
7bfafc22bc
10 changed files with 414 additions and 31 deletions
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@ -8,7 +8,7 @@ edition = "2018"
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legion = { git = "https://github.com/TomGillen/legion.git", rev = "8628b227bcbe57582fffb5e80e73c634ec4eebd9" }
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legion_transform = { path = "src/transform" }
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wgpu = { git = "https://github.com/gfx-rs/wgpu-rs.git", rev = "44fa1bc2fa208fa92f80944253e0da56cb7ac1fe"}
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glam = "0.8.3"
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glam = "0.8.4"
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winit = "0.20.0-alpha4"
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glsl-to-spirv = "0.1"
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zerocopy = "0.2"
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@ -179,19 +179,19 @@ fn main() {
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scheduler.add_system(ApplicationStage::Update, build_wander_system());
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scheduler.add_system(ApplicationStage::Update, build_navigate_system());
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scheduler.add_system(ApplicationStage::Update, build_move_system());
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scheduler.add_system(ApplicationStage::Update, build_light_rotator_system());
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scheduler.add_system(ApplicationStage::Update, build_spawner_system(&mut world));
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// scheduler.add_system(ApplicationStage::Update, build_light_rotator_system());
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// scheduler.add_system(ApplicationStage::Update, build_spawner_system(&mut world));
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scheduler.add_system(ApplicationStage::Update, build_print_status_system());
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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::identity(),
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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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// // 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::identity(),
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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 x = *world.insert((), vec![
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// lights
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@ -232,17 +232,17 @@ fn main() {
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// ),
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]).first().unwrap();
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world.insert((), vec![
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(
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Material::new(math::vec4(1.0, 1.0, 1.0, 1.0)),
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_cube_handle.clone(),
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 3.0),
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Scale(1.0),
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Parent(x),
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LocalToParent::identity(),
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)
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]);
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// world.insert((), vec![
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// (
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// Material::new(math::vec4(1.0, 1.0, 1.0, 1.0)),
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// _cube_handle.clone(),
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// LocalToWorld::identity(),
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// Translation::new(0.0, 0.0, 3.0),
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// Scale(1.0),
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// Parent(x),
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// LocalToParent::identity(),
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// )
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// ]);
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world.insert((), vec![
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@ -262,6 +262,12 @@ fn main() {
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)
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]);
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let mut rng = StdRng::from_entropy();
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for _ in 0 .. 70000 {
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create_person(&mut world, _cube_handle.clone(),
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Translation::new(rng.gen_range(-50.0, 50.0), 0.0, rng.gen_range(-50.0, 50.0)));
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}
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Application::run(universe, world, scheduler);
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}
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@ -281,10 +287,36 @@ fn spawn_person(command_buffer: &mut CommandBuffer, mesh_handle: Handle<Mesh>) {
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Velocity {
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value: math::vec3(0.0, 0.0, 0.0),
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},
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Instanced,
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Material::new(math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>()),
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mesh_handle.clone(),
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LocalToWorld::identity(),
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Translation::new(0.0, 0.0, 1.0)
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),
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]);
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}
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}
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fn create_person(world: &mut World, mesh_handle: Handle<Mesh>, translation: Translation) {
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world.insert((), vec![
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(
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Person{},
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Wander {
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duration_bounds: math::vec2(3.0, 10.0),
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distance_bounds: math::vec2(-50.0, 50.0),
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elapsed: 0.0,
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duration: 0.0,
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},
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NavigationPoint {
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target: math::vec3(0.0, 0.0, 0.0),
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},
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Velocity {
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value: math::vec3(0.0, 0.0, 0.0),
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},
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Instanced,
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Material::new(math::vec4(0.5, 0.3, 0.3, 1.0) * random::<f32>()),
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mesh_handle,
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LocalToWorld::identity(),
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translation
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),
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]);
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}
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@ -51,10 +51,12 @@ impl Application {
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// let shadow_pass = ShadowPass::new(&mut self.device, &mut self.world, &self.render_resources, vertex_buffer_descriptor.clone());
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// let forward_shadow_pass = ForwardShadowPass::new(&mut self.device, &self.world, &self.render_resources, &shadow_pass, vertex_buffer_descriptor.clone(), &self.swap_chain_descriptor);
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let forward_pass = ForwardPass::new(&mut self.device, &self.world, &self.render_resources, vertex_buffer_descriptor, &self.swap_chain_descriptor);
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// let forward_pass = ForwardPass::new(&mut self.device, &self.world, &self.render_resources, vertex_buffer_descriptor.clone(), &self.swap_chain_descriptor);
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let forward_instanced_pass = ForwardInstancedPass::new(&mut self.device, &self.world, &self.render_resources, vertex_buffer_descriptor, &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_shadow_pass));
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self.render_passes.push(Box::new(forward_pass));
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// self.render_passes.push(Box::new(forward_pass));
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self.render_passes.push(Box::new(forward_instanced_pass));
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}
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fn update(&mut self) {
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@ -113,7 +115,8 @@ impl Application {
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let mut encoder =
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self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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let mut entities = <(Write<Material>, Read<LocalToWorld>)>::query();
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let mut entities = <(Write<Material>, Read<LocalToWorld>)>::query()
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.filter(!component::<Instanced>());
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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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@ -133,7 +136,7 @@ impl Application {
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self.render_resources.update_lights(&self.device, &mut encoder, &mut self.world);
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for mut material in <Write<Material>>::query().iter(&mut self.world) {
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for mut material in <Write<Material>>::query().filter(!component::<Instanced>()).iter(&mut self.world) {
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if let None = material.bind_group {
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let material_uniform_size = mem::size_of::<MaterialUniforms>() as wgpu::BufferAddress;
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let uniform_buf = self.device.create_buffer(&wgpu::BufferDescriptor {
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@ -20,7 +20,9 @@ pub struct ForwardPass {
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impl Pass for ForwardPass {
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fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, _: &RenderResources) {
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let mut mesh_query = <(Read<Material>, Read<Handle<Mesh>>)>::query();
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let mut mesh_query =
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<(Read<Material>, Read<Handle<Mesh>>)>::query()
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.filter(!component::<Instanced>());
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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40
src/render/forward_instanced/forward_instanced.frag
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40
src/render/forward_instanced/forward_instanced.frag
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@ -0,0 +1,40 @@
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#version 450
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const int MAX_LIGHTS = 10;
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layout(location = 0) in vec3 v_Normal;
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layout(location = 1) in vec4 v_Position;
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layout(location = 2) in vec4 v_Color;
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layout(location = 0) out vec4 o_Target;
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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(set = 0, binding = 0) uniform Globals {
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mat4 u_ViewProj;
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uvec4 u_NumLights;
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};
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layout(set = 0, binding = 1) uniform Lights {
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Light u_Lights[MAX_LIGHTS];
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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(u_NumLights.x) && i<MAX_LIGHTS; ++i) {
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Light light = u_Lights[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(color, 1.0) * v_Color;
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}
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26
src/render/forward_instanced/forward_instanced.vert
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26
src/render/forward_instanced/forward_instanced.vert
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@ -0,0 +1,26 @@
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#version 450
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// vertex attributes
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layout(location = 0) in vec4 a_Pos;
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layout(location = 1) in vec4 a_Normal;
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// Instanced attributes
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layout (location = 2) in vec3 a_instancePos;
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layout (location = 3) in vec4 a_instanceColor;
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layout(location = 0) out vec3 v_Normal;
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layout(location = 1) out vec4 v_Position;
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layout(location = 2) out vec4 v_Color;
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layout(set = 0, binding = 0) uniform Globals {
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mat4 u_ViewProj;
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uvec4 u_NumLights;
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};
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void main() {
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v_Normal = vec3(a_Normal.xyz);
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v_Position = vec4(a_Pos) + vec4(a_instancePos, 1.0);
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v_Color = a_instanceColor;
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gl_Position = u_ViewProj * v_Position;
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}
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267
src/render/forward_instanced/mod.rs
Normal file
267
src/render/forward_instanced/mod.rs
Normal file
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@ -0,0 +1,267 @@
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use crate::{render::*, asset::*, render::mesh::*, math, LocalToWorld};
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use legion::prelude::*;
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use std::mem;
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use zerocopy::AsBytes;
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use wgpu::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
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pub struct InstanceBufferInfo {
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pub buffer: wgpu::Buffer,
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pub instance_count: usize,
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pub mesh_id: usize,
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}
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pub struct ForwardInstancedPass {
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pub pipeline: wgpu::RenderPipeline,
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pub bind_group: wgpu::BindGroup,
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pub forward_uniform_buffer: wgpu::Buffer,
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pub depth_texture: wgpu::TextureView,
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pub instance_buffer_infos: Vec<InstanceBufferInfo>,
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}
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impl Pass for ForwardInstancedPass {
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fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, _: &RenderResources) {
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self.instance_buffer_infos = ForwardInstancedPass::create_instance_buffer_infos(device, world);
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 0.3,
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g: 0.4,
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b: 0.5,
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a: 1.0,
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},
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}],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
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attachment: &self.depth_texture,
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depth_load_op: wgpu::LoadOp::Clear,
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depth_store_op: wgpu::StoreOp::Store,
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stencil_load_op: wgpu::LoadOp::Clear,
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stencil_store_op: wgpu::StoreOp::Store,
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clear_depth: 1.0,
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clear_stencil: 0,
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}),
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});
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.bind_group, &[]);
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
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for instance_buffer_info in self.instance_buffer_infos.iter() {
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if let Some(mesh_asset) = mesh_storage.get(instance_buffer_info.mesh_id) {
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mesh_asset.setup_buffers(device);
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pass.set_index_buffer(mesh_asset.index_buffer.as_ref().unwrap(), 0);
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pass.set_vertex_buffers(0, &[(&mesh_asset.vertex_buffer.as_ref().unwrap(), 0)]);
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pass.set_vertex_buffers(1, &[(&instance_buffer_info.buffer, 0)]);
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pass.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. instance_buffer_info.instance_count as u32);
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};
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}
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}
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fn resize(&mut self, device: &Device, frame: &SwapChainDescriptor) {
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self.depth_texture = Self::get_depth_texture(device, frame);
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}
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fn get_camera_uniform_buffer(&self) -> Option<&Buffer> {
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Some(&self.forward_uniform_buffer)
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}
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}
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impl ForwardInstancedPass {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub fn new(device: &Device, world: &World, render_resources: &RenderResources, vertex_buffer_descriptor: VertexBufferDescriptor, swap_chain_descriptor: &SwapChainDescriptor) -> Self {
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let vs_bytes = shader::load_glsl(
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include_str!("forward_instanced.vert"),
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shader::ShaderStage::Vertex,
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);
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let fs_bytes = shader::load_glsl(
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include_str!("forward_instanced.frag"),
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shader::ShaderStage::Fragment,
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);
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutBinding {
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binding: 1, // lights
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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}
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],
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});
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let light_count = <Read<Light>>::query().iter_immutable(world).count();
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let forward_uniforms = ForwardUniforms {
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proj: math::Mat4::identity().to_cols_array_2d(),
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num_lights: [light_count as u32, 0, 0, 0],
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};
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let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
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let forward_uniform_buffer = device.create_buffer_with_data(
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forward_uniforms.as_bytes(),
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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);
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &forward_uniform_buffer,
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range: 0 .. uniform_size,
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},
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Buffer {
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buffer: &render_resources.light_uniform_buffer.buffer,
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range: 0 .. render_resources.light_uniform_buffer.size,
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},
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}
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],
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});
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let simple_material_uniforms_size = mem::size_of::<SimpleMaterialUniforms>();
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let instance_buffer_descriptor = wgpu::VertexBufferDescriptor {
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stride: simple_material_uniforms_size as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Instance,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Float3,
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offset: 0,
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shader_location: 2,
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},
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Float4,
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offset: 3 * 4,
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shader_location: 3,
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},
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],
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};
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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let vs_module = device.create_shader_module(&vs_bytes);
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let fs_module = device.create_shader_module(&fs_bytes);
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[
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wgpu::ColorStateDescriptor {
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format: swap_chain_descriptor.format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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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()
|
||||
}
|
||||
}
|
||||
|
|
@ -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],
|
||||
}
|
|
@ -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::*;
|
||||
|
|
|
@ -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 {
|
||||
|
|
Loading…
Reference in a new issue