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https://github.com/bevyengine/bevy
synced 2024-11-10 07:04:33 +00:00
prep flat pipeline
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de9b91eeb5
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8 changed files with 238 additions and 37 deletions
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@ -1,3 +1,5 @@
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extern crate proc_macro;
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use proc_macro::TokenStream;
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use syn::{parse_macro_input, DeriveInput, Data, DataStruct, Fields};
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use quote::quote;
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19
src/render/passes/forward_flat/forward_flat.frag
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19
src/render/passes/forward_flat/forward_flat.frag
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#version 450
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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 = 0) out vec4 o_Target;
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layout(set = 0, binding = 0) uniform Camera {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 1) uniform Material {
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vec4 Albedo;
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};
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void main() {
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// multiply the light by material color
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o_Target = Color;
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}
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26
src/render/passes/forward_flat/forward_flat.vert
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src/render/passes/forward_flat/forward_flat.vert
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#version 450
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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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layout(location = 2) in vec4 a_Uv;
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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(set = 0, binding = 0) uniform Camera {
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mat4 ViewProj;
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};
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layout(set = 1, binding = 0) uniform Object {
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mat4 Model;
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};
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layout(set = 1, binding = 1) uniform Material {
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vec4 Albedo;
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};
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void main() {
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v_Normal = mat3(Model) * vec3(a_Normal.xyz);
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v_Position = Model * vec4(a_Pos);
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gl_Position = ViewProj * v_Position;
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}
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174
src/render/passes/forward_flat/mod.rs
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174
src/render/passes/forward_flat/mod.rs
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use crate::{asset::*, render::*};
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use legion::prelude::*;
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use wgpu::SwapChainOutput;
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pub struct ForwardFlatPipeline {
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pub pipeline: Option<wgpu::RenderPipeline>,
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pub depth_format: wgpu::TextureFormat,
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pub bind_group: Option<wgpu::BindGroup>,
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pub msaa_samples: usize,
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}
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impl ForwardFlatPipeline {
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pub fn new(msaa_samples: usize) -> Self {
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ForwardFlatPipeline {
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pipeline: None,
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bind_group: None,
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msaa_samples,
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depth_format: wgpu::TextureFormat::Depth32Float,
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}
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}
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}
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impl Pipeline for ForwardFlatPipeline {
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fn initialize(&mut self, render_graph: &mut RenderGraphData, _: &mut World) {
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let vs_bytes = shader::glsl_to_spirv(include_str!("forward_flat.vert"), shader::ShaderStage::Vertex);
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let fs_bytes =
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shader::glsl_to_spirv(include_str!("forward_flat.frag"), shader::ShaderStage::Fragment);
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let bind_group_layout =
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render_graph
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.device
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.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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self.bind_group = Some({
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let forward_uniform_buffer = render_graph
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.get_uniform_buffer(render_resources::FORWARD_UNIFORM_BUFFER_NAME)
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.unwrap();
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let light_uniform_buffer = render_graph
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.get_uniform_buffer(render_resources::LIGHT_UNIFORM_BUFFER_NAME)
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.unwrap();
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// Create bind group
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render_graph
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.device
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.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: forward_uniform_buffer.get_binding_resource(),
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},
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wgpu::Binding {
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binding: 1,
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resource: light_uniform_buffer.get_binding_resource(),
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},
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],
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})
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});
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let material_bind_group_layout = render_graph
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.get_bind_group_layout(render_resources::MATERIAL_BIND_GROUP_LAYOUT_NAME)
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.unwrap();
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let pipeline_layout =
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render_graph
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.device
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.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout, material_bind_group_layout],
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});
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let vertex_buffer_descriptor = get_vertex_buffer_descriptor();
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let vs_module = render_graph.device.create_shader_module(&vs_bytes);
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let fs_module = render_graph.device.create_shader_module(&fs_bytes);
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self.pipeline = Some(render_graph.device.create_render_pipeline(
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&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: &[wgpu::ColorStateDescriptor {
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format: render_graph.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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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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format: self.depth_format,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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}),
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[vertex_buffer_descriptor],
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sample_count: self.msaa_samples as u32,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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},
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));
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}
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fn render(
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&mut self,
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render_graph: &RenderGraphData,
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pass: &mut wgpu::RenderPass,
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_: &SwapChainOutput,
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world: &mut World,
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) {
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pass.set_bind_group(0, self.bind_group.as_ref().unwrap(), &[]);
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let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh>>().unwrap();
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let mut last_mesh_id = None;
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let mesh_query =
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<(Read<Material>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
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for (material, mesh) in mesh_query.iter(world) {
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let current_mesh_id = mesh.id;
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let mut should_load_mesh = last_mesh_id == None;
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if let Some(last) = last_mesh_id {
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should_load_mesh = last != current_mesh_id;
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}
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if should_load_mesh {
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if let Some(mesh_asset) = mesh_storage.get(mesh.id) {
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mesh_asset.setup_buffers(&render_graph.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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};
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}
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if let Some(ref mesh_asset) = mesh_storage.get(mesh.id) {
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pass.set_bind_group(1, material.bind_group.as_ref().unwrap(), &[]);
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pass.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
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};
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last_mesh_id = Some(current_mesh_id);
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}
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}
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fn resize(&mut self, _: &RenderGraphData) {}
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fn get_pipeline(&self) -> &wgpu::RenderPipeline {
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self.pipeline.as_ref().unwrap()
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}
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}
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mod forward;
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mod forward_flat;
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mod forward_instanced;
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mod forward_shadow;
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mod shadow;
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mod ui;
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pub use forward::{ForwardPass, ForwardPipeline, ForwardUniforms};
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pub use forward_flat::*;
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pub use forward_instanced::ForwardInstancedPipeline;
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pub use forward_shadow::ForwardShadowPassNew;
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pub use shadow::ShadowPass;
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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 = 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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layout(set = 0, binding = 0) uniform Camera {
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mat4 ViewProj;
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uvec4 NumLights;
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};
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layout(set = 0, binding = 1) uniform Lights {
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Light SceneLights[MAX_LIGHTS];
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};
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layout(set = 1, binding = 0) uniform Entity {
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mat4 World;
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vec4 Color;
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layout(set = 1, binding = 1) uniform Material {
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vec4 Albedo;
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};
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void main() {
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vec3 normal = normalize(v_Normal);
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vec3 ambient = vec3(0.05, 0.05, 0.05);
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// accumulate color
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vec3 color = ambient;
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for (int i=0; i<int(NumLights.x) && i<MAX_LIGHTS; ++i) {
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Light light = SceneLights[i];
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// compute Lambertian diffuse term
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vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
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float diffuse = max(0.0, dot(normal, light_dir));
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// add light contribution
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color += diffuse * light.color.xyz;
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}
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// multiply the light by material color
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o_Target = vec4(color, 1.0) * Color;
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o_Target = Color;
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}
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@ -7,17 +7,20 @@ layout(location = 2) in vec4 a_Uv;
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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(set = 0, binding = 0) uniform Globals {
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layout(set = 0, binding = 0) uniform Camera {
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mat4 ViewProj;
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uvec4 NumLights;
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};
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layout(set = 1, binding = 0) uniform Entity {
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mat4 World;
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vec4 Color;
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layout(set = 1, binding = 0) uniform Object {
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mat4 Model;
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};
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layout(set = 1, binding = 1) uniform Material {
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vec4 Albedo;
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};
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void main() {
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v_Normal = mat3(World) * vec3(a_Normal.xyz);
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v_Position = World * vec4(a_Pos);
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v_Normal = mat3(Model) * vec3(a_Normal.xyz);
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v_Position = Model * vec4(a_Pos);
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gl_Position = ViewProj * v_Position;
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}
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