mirror of
https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
initial instancing support
This commit is contained in:
parent
6a819a1884
commit
7bfafc22bc
10 changed files with 414 additions and 31 deletions
|
@ -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"
|
||||
|
|
|
@ -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
|
||||
),
|
||||
]);
|
||||
}
|
|
@ -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 {
|
||||
|
|
|
@ -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,
|
||||
|
|
40
src/render/forward_instanced/forward_instanced.frag
Normal file
40
src/render/forward_instanced/forward_instanced.frag
Normal 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;
|
||||
}
|
26
src/render/forward_instanced/forward_instanced.vert
Normal file
26
src/render/forward_instanced/forward_instanced.vert
Normal 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;
|
||||
}
|
267
src/render/forward_instanced/mod.rs
Normal file
267
src/render/forward_instanced/mod.rs
Normal file
|
@ -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()
|
||||
}
|
||||
}
|
||||
|
|
@ -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