mirror of
https://github.com/bevyengine/bevy
synced 2024-11-24 21:53:07 +00:00
port forward-instanced to RenderGraph
This commit is contained in:
parent
cb6de5b2bf
commit
aa16023f41
4 changed files with 190 additions and 245 deletions
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@ -35,16 +35,10 @@ impl Application {
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self.render_graph.data.set_bind_group_layout("local", local_bind_group_layout);
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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.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_instanced_pass));
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self.render_graph.set_pass("forward", Box::new(ForwardPass::new()));
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let depth_format = wgpu::TextureFormat::Depth32Float;
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self.render_graph.set_pass("forward", Box::new(ForwardPass::new(depth_format)));
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self.render_graph.set_pipeline("forward", Box::new(ForwardPipelineNew::new()));
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self.render_graph.set_pipeline("forward_instanced", Box::new(ForwardInstancedPipeline::new(depth_format)));
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}
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fn update(&mut self) {
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@ -1,6 +1,5 @@
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use crate::{render::*, asset::*, render::mesh::*, vertex::Vertex};
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use crate::{render::*, asset::*, render::mesh::*};
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use legion::prelude::*;
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use std::mem;
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use zerocopy::{AsBytes, FromBytes};
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use wgpu::{Device, SwapChainDescriptor, SwapChainOutput};
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@ -22,9 +21,9 @@ pub struct ForwardPass {
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}
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impl ForwardPass {
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pub fn new() -> Self {
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pub fn new(depth_format: wgpu::TextureFormat) -> Self {
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ForwardPass {
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depth_format: wgpu::TextureFormat::Depth32Float
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depth_format,
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}
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}
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fn get_depth_texture(&self, device: &Device, swap_chain_descriptor: &SwapChainDescriptor) -> wgpu::TextureView {
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@ -150,23 +149,7 @@ impl PipelineNew for ForwardPipelineNew {
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bind_group_layouts: &[&bind_group_layout, local_bind_group_layout],
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});
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let vertex_size = mem::size_of::<Vertex>();
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let vertex_buffer_descriptor = wgpu::VertexBufferDescriptor {
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stride: vertex_size as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Float4,
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offset: 0,
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shader_location: 0,
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},
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Float4,
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offset: 4 * 4,
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shader_location: 1,
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},
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],
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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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@ -1,9 +1,8 @@
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use crate::{render::*, asset::*, render::mesh::*, math, LocalToWorld};
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use crate::{render::*, asset::*, render::mesh::*, 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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use wgpu::{Device, SwapChainOutput};
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pub struct InstanceBufferInfo {
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pub buffer: wgpu::Buffer,
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@ -11,201 +10,20 @@ pub struct InstanceBufferInfo {
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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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pub struct ForwardInstancedPipeline {
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pub pipeline: Option<wgpu::RenderPipeline>,
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pub depth_format: wgpu::TextureFormat,
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pub local_bind_group: Option<wgpu::BindGroup>,
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pub instance_buffer_infos: Option<Vec<InstanceBufferInfo>>,
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}
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impl Pipeline 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,
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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, instance_buffer_descriptor],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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let instance_buffer_infos = ForwardInstancedPass::create_instance_buffer_infos(device, world);
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ForwardInstancedPass {
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pipeline,
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bind_group,
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forward_uniform_buffer,
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depth_texture: Self::get_depth_texture(device, swap_chain_descriptor),
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instance_buffer_infos
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impl ForwardInstancedPipeline {
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pub fn new(depth_format: wgpu::TextureFormat) -> Self {
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ForwardInstancedPipeline {
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pipeline: None,
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depth_format,
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local_bind_group: None,
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instance_buffer_infos: None,
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}
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}
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@ -277,23 +95,150 @@ impl ForwardInstancedPass {
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instance_buffer_infos
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}
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}
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fn get_depth_texture(device: &Device, swap_chain_descriptor: &SwapChainDescriptor) -> wgpu::TextureView {
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: swap_chain_descriptor.width,
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height: swap_chain_descriptor.height,
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depth: 1,
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impl PipelineNew for ForwardInstancedPipeline {
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fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) {
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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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render_graph.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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array_layer_count: 1,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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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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texture.create_default_view()
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// TODO: this is the same as normal forward pipeline. we can probably reuse
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self.local_bind_group = Some({
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let forward_uniform_buffer = render_graph.get_uniform_buffer(render_resources::FORWARD_UNIFORM_BUFFER_NAME).unwrap();
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let light_uniform_buffer = render_graph.get_uniform_buffer(render_resources::LIGHT_UNIFORM_BUFFER_NAME).unwrap();
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// Create bind group
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render_graph.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: 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 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 vertex_buffer_descriptor = get_vertex_buffer_descriptor();
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let pipeline_layout = render_graph.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 = 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(&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: 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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],
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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, instance_buffer_descriptor],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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}));
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self.instance_buffer_infos = Some(Self::create_instance_buffer_infos(&render_graph.device, world));
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}
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||||
|
||||
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, frame: &SwapChainOutput, world: &mut World) {
|
||||
self.instance_buffer_infos = Some(Self::create_instance_buffer_infos(&render_graph.device, world));
|
||||
pass.set_bind_group(0, self.local_bind_group.as_ref().unwrap(), &[]);
|
||||
|
||||
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
|
||||
for instance_buffer_info in self.instance_buffer_infos.as_ref().unwrap().iter() {
|
||||
if let Some(mesh_asset) = mesh_storage.get(instance_buffer_info.mesh_id) {
|
||||
mesh_asset.setup_buffers(&render_graph.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, render_graph: &RenderGraphData) {
|
||||
|
||||
}
|
||||
|
||||
fn get_pipeline(&self) -> &wgpu::RenderPipeline {
|
||||
self.pipeline.as_ref().unwrap()
|
||||
}
|
||||
}
|
|
@ -13,7 +13,7 @@ mod material;
|
|||
|
||||
pub use forward::{ForwardUniforms, ForwardPipelineNew, ForwardPass};
|
||||
pub use forward_shadow::{ForwardShadowPass};
|
||||
pub use forward_instanced::ForwardInstancedPass;
|
||||
pub use forward_instanced::ForwardInstancedPipeline;
|
||||
pub use shadow::ShadowPass;
|
||||
pub use light::*;
|
||||
pub use shader::*;
|
||||
|
@ -24,6 +24,9 @@ pub use mesh::*;
|
|||
pub use camera::*;
|
||||
pub use render_resources::RenderResources;
|
||||
|
||||
use std::mem;
|
||||
use crate::vertex::Vertex;
|
||||
|
||||
pub struct UniformBuffer {
|
||||
pub buffer: wgpu::Buffer,
|
||||
pub size: u64,
|
||||
|
@ -37,3 +40,23 @@ impl UniformBuffer {
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn get_vertex_buffer_descriptor<'a>() -> wgpu::VertexBufferDescriptor<'a> {
|
||||
let vertex_size = mem::size_of::<Vertex>();
|
||||
wgpu::VertexBufferDescriptor {
|
||||
stride: vertex_size as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Vertex,
|
||||
attributes: &[
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
offset: 0,
|
||||
shader_location: 0,
|
||||
},
|
||||
wgpu::VertexAttributeDescriptor {
|
||||
format: wgpu::VertexFormat::Float4,
|
||||
offset: 4 * 4,
|
||||
shader_location: 1,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue