port shadow pipeline. clean up

This commit is contained in:
Carter Anderson 2020-01-07 22:35:07 -08:00
parent 42236cfe57
commit f27942e961
32 changed files with 834 additions and 1102 deletions

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@ -7,7 +7,7 @@ use winit::{
use legion::prelude::*;
use crate::{render::*, ApplicationStage, Time};
use crate::{render::*, render::passes::*, ApplicationStage, Time};
pub struct Application
{
@ -37,7 +37,7 @@ impl Application {
let depth_format = wgpu::TextureFormat::Depth32Float;
self.render_graph.set_pass("forward", Box::new(ForwardPass::new(depth_format)));
self.render_graph.set_pipeline("forward", "forward", Box::new(ForwardPipelineNew::new()));
self.render_graph.set_pipeline("forward", "forward", Box::new(ForwardPipeline::new()));
self.render_graph.set_pipeline("forward", "forward_instanced", Box::new(ForwardInstancedPipeline::new(depth_format)));
}

18
src/asset/gltf.rs Normal file
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@ -0,0 +1,18 @@
use std::{fs, io};
use std::boxed::Box;
use std::error::Error;
// use crate::render::Mesh;
pub fn load_gltf(path: &str) -> Result<(), Box<dyn Error>> {
let file = fs::File::open(&path)?;
let reader = io::BufReader::new(file);
let gltf = gltf::Gltf::from_reader(reader)?;
for scene in gltf.scenes() {
for mesh in scene.nodes() {
}
}
Ok(())
}

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@ -1,230 +0,0 @@
use crate::{render::*, asset::*, render::mesh::*, math};
use legion::prelude::*;
use std::mem;
use zerocopy::{AsBytes, FromBytes};
use wgpu::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct ForwardUniforms {
pub proj: [[f32; 4]; 4],
pub num_lights: [u32; 4],
}
pub struct ForwardShadowPass {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub forward_uniform_buffer: wgpu::Buffer,
pub depth_texture: wgpu::TextureView,
}
impl Pipeline for ForwardShadowPass {
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 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 (entity, mesh) in mesh_query.iter_immutable(world) {
if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
mesh_asset.setup_buffers(device);
pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]);
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.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. 1);
};
}
}
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 ForwardShadowPass {
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub fn new(device: &Device, world: &World, render_resources: &RenderResources, shadow_pass: &shadow::ShadowPassOld, vertex_buffer_descriptor: VertexBufferDescriptor, swap_chain_descriptor: &SwapChainDescriptor) -> Self {
let vs_bytes = shader::load_glsl(
include_str!("forward_shadow.vert"),
shader::ShaderStage::Vertex,
);
let fs_bytes = shader::load_glsl(
include_str!("forward_shadow.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 },
},
wgpu::BindGroupLayoutBinding {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2Array,
},
},
wgpu::BindGroupLayoutBinding {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
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,
},
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::TextureView(&shadow_pass.shadow_view),
},
wgpu::Binding {
binding: 3,
resource: wgpu::BindingResource::Sampler(&shadow_pass.shadow_sampler),
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, &render_resources.local_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],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
ForwardShadowPass {
pipeline,
bind_group,
forward_uniform_buffer,
depth_texture: Self::get_depth_texture(device, swap_chain_descriptor)
}
}
fn get_depth_texture(device: &Device, swap_chain_descriptor: &SwapChainDescriptor) -> wgpu::TextureView {
let texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: swap_chain_descriptor.width,
height: swap_chain_descriptor.height,
depth: 1,
},
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
});
texture.create_default_view()
}
}

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@ -2,27 +2,18 @@ pub mod camera;
pub mod shader;
pub mod mesh;
pub mod render_resources;
mod forward;
mod forward_shadow;
mod forward_instanced;
mod shadow;
pub mod passes;
mod light;
mod pipeline;
mod pass;
mod render_graph;
mod material;
pub use forward::{ForwardUniforms, ForwardPipelineNew, ForwardPass};
pub use forward_shadow::{ForwardShadowPass};
pub use forward_instanced::ForwardInstancedPipeline;
pub use shadow::ShadowPassOld;
pub use light::*;
pub use shader::*;
pub use pipeline::*;
pub use pass::*;
pub use render_graph::*;
pub use material::*;
pub use mesh::*;
pub use camera::*;
pub use render_resources::RenderResources;
use std::mem;
use crate::vertex::Vertex;

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@ -0,0 +1,84 @@
use crate::render::*;
use legion::prelude::*;
use zerocopy::{AsBytes, FromBytes};
use wgpu::{Device, SwapChainDescriptor};
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct ForwardUniforms {
pub proj: [[f32; 4]; 4],
pub num_lights: [u32; 4],
}
pub struct ForwardPass {
pub depth_format: wgpu::TextureFormat,
}
impl ForwardPass {
pub fn new(depth_format: wgpu::TextureFormat) -> Self {
ForwardPass {
depth_format,
}
}
fn get_depth_texture(&self, 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()
}
}
const DEPTH_TEXTURE_NAME: &str = "forward_depth";
impl Pass for ForwardPass {
fn initialize(&self, render_graph: &mut RenderGraphData) {
let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor);
render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture);
}
fn begin<'a>(&mut self, render_graph: &mut RenderGraphData, _: &mut World, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> Option<wgpu::RenderPass<'a>> {
let depth_texture = render_graph.get_texture(DEPTH_TEXTURE_NAME);
Some(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: depth_texture.unwrap(),
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,
}),
}))
}
fn resize(&self, render_graph: &mut RenderGraphData) {
let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor);
render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture);
}
fn should_repeat(&self) -> bool {
false
}
}

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@ -1,97 +1,16 @@
use crate::{render::*, asset::*, render::mesh::*};
use legion::prelude::*;
use zerocopy::{AsBytes, FromBytes};
use wgpu::{Device, SwapChainDescriptor, SwapChainOutput};
use wgpu::SwapChainOutput;
#[repr(C)]
#[derive(Clone, Copy, AsBytes, FromBytes)]
pub struct ForwardUniforms {
pub proj: [[f32; 4]; 4],
pub num_lights: [u32; 4],
}
pub struct ForwardPipelineNew {
pub struct ForwardPipeline {
pub pipeline: Option<wgpu::RenderPipeline>,
pub depth_format: wgpu::TextureFormat,
pub local_bind_group: Option<wgpu::BindGroup>,
}
pub struct ForwardPass {
pub depth_format: wgpu::TextureFormat,
}
impl ForwardPass {
pub fn new(depth_format: wgpu::TextureFormat) -> Self {
ForwardPass {
depth_format,
}
}
fn get_depth_texture(&self, 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()
}
}
const DEPTH_TEXTURE_NAME: &str = "forward_depth";
impl Pass for ForwardPass {
fn initialize(&self, render_graph: &mut RenderGraphData) {
let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor);
render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture);
}
fn begin<'a>(&mut self, render_graph: &mut RenderGraphData, world: &mut World, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> Option<wgpu::RenderPass<'a>> {
let depth_texture = render_graph.get_texture(DEPTH_TEXTURE_NAME);
Some(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: depth_texture.unwrap(),
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,
}),
}))
}
fn resize(&self, render_graph: &mut RenderGraphData) {
let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor);
render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture);
}
fn should_repeat(&self) -> bool {
false
}
}
impl ForwardPipelineNew {
impl ForwardPipeline {
pub fn new() -> Self {
ForwardPipelineNew {
ForwardPipeline {
pipeline: None,
local_bind_group: None,
depth_format: wgpu::TextureFormat::Depth32Float
@ -99,8 +18,8 @@ impl ForwardPipelineNew {
}
}
impl PipelineNew for ForwardPipelineNew {
fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) {
impl Pipeline for ForwardPipeline {
fn initialize(&mut self, render_graph: &mut RenderGraphData, _: &mut World) {
let vs_bytes = shader::load_glsl(
include_str!("forward.vert"),
shader::ShaderStage::Vertex,
@ -201,7 +120,7 @@ impl PipelineNew for ForwardPipelineNew {
alpha_to_coverage_enabled: false,
}));
}
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, frame: &SwapChainOutput, world: &mut World) {
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, _: &SwapChainOutput, world: &mut 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();
@ -233,9 +152,10 @@ impl PipelineNew for ForwardPipelineNew {
last_mesh_id = Some(current_mesh_id);
}
}
fn resize(&mut self, render_graph: &RenderGraphData) {
fn resize(&mut self, _: &RenderGraphData) {
}
fn get_pipeline(&self) -> &wgpu::RenderPipeline {
self.pipeline.as_ref().unwrap()
}

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@ -0,0 +1,5 @@
mod forward_pipeline;
mod forward_pass;
pub use forward_pipeline::*;
pub use forward_pass::*;

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@ -64,6 +64,7 @@ impl ForwardInstancedPipeline {
instance_buffer_infos
}
#[allow(dead_code)]
fn create_instance_buffer_infos_direct(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();
@ -97,7 +98,7 @@ impl ForwardInstancedPipeline {
}
}
impl PipelineNew for ForwardInstancedPipeline {
impl Pipeline for ForwardInstancedPipeline {
fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) {
let vs_bytes = shader::load_glsl(
include_str!("forward_instanced.vert"),
@ -126,7 +127,6 @@ impl PipelineNew for ForwardInstancedPipeline {
// TODO: this is the same as normal forward pipeline. we can probably reuse
self.local_bind_group = Some({
let forward_uniform_buffer = render_graph.get_uniform_buffer(render_resources::FORWARD_UNIFORM_BUFFER_NAME).unwrap();
let light_uniform_buffer = render_graph.get_uniform_buffer(render_resources::LIGHT_UNIFORM_BUFFER_NAME).unwrap();
@ -218,7 +218,7 @@ impl PipelineNew for ForwardInstancedPipeline {
self.instance_buffer_infos = Some(Self::create_instance_buffer_infos(&render_graph.device, world));
}
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, frame: &SwapChainOutput, world: &mut World) {
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, _: &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(), &[]);
@ -234,7 +234,7 @@ impl PipelineNew for ForwardInstancedPipeline {
}
}
fn resize(&mut self, render_graph: &RenderGraphData) {
fn resize(&mut self, _: &RenderGraphData) {
}

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@ -0,0 +1,167 @@
use crate::{render::*, render::passes::shadow, asset::*, render::mesh::*};
use legion::prelude::*;
use wgpu::SwapChainOutput;
pub struct ForwardShadowPassNew {
pub pipeline: Option<wgpu::RenderPipeline>,
pub bind_group: Option<wgpu::BindGroup>,
pub depth_format: wgpu::TextureFormat,
}
impl ForwardShadowPassNew {
pub fn new() -> Self {
ForwardShadowPassNew {
pipeline: None,
bind_group: None,
depth_format: wgpu::TextureFormat::Depth32Float,
}
}
}
impl Pipeline for ForwardShadowPassNew {
fn initialize(&mut self, render_graph: &mut RenderGraphData, _world: &mut World) {
let vs_bytes = shader::load_glsl(
include_str!("forward_shadow.vert"),
shader::ShaderStage::Vertex,
);
let fs_bytes = shader::load_glsl(
include_str!("forward_shadow.frag"),
shader::ShaderStage::Fragment,
);
let bind_group_layout =
render_graph.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 },
},
wgpu::BindGroupLayoutBinding {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2Array,
},
},
wgpu::BindGroupLayoutBinding {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
self.bind_group = Some({
let forward_uniform_buffer = render_graph.get_uniform_buffer(render_resources::FORWARD_UNIFORM_BUFFER_NAME).unwrap();
let light_uniform_buffer = render_graph.get_uniform_buffer(render_resources::LIGHT_UNIFORM_BUFFER_NAME).unwrap();
let shadow_sampler = render_graph.get_sampler(shadow::SHADOW_SAMPLER_NAME).unwrap();
let shadow_texture = render_graph.get_texture(shadow::SHADOW_TEXTURE_NAME).unwrap();
// Create bind group
render_graph.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: forward_uniform_buffer.get_binding_resource(),
},
wgpu::Binding {
binding: 1,
resource: light_uniform_buffer.get_binding_resource(),
},
wgpu::Binding {
binding: 2,
resource: wgpu::BindingResource::TextureView(shadow_texture),
},
wgpu::Binding {
binding: 3,
resource: wgpu::BindingResource::Sampler(shadow_sampler),
},
],
})
});
let local_bind_group_layout = render_graph.get_bind_group_layout("local").unwrap();
let pipeline_layout = render_graph.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout, local_bind_group_layout],
});
let vs_module = render_graph.device.create_shader_module(&vs_bytes);
let fs_module = render_graph.device.create_shader_module(&fs_bytes);
let vertex_buffer_descriptor = get_vertex_buffer_descriptor();
self.pipeline = Some(render_graph.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: render_graph.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],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
}));
}
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, _swap_chain_output: &SwapChainOutput, world: &mut World) {
let mut mesh_query = <(Read<Material>, Read<Handle<Mesh>>)>::query();
pass.set_bind_group(0, self.bind_group.as_ref().unwrap(), &[]);
let mut mesh_storage = world.resources.get_mut::<AssetStorage<Mesh, MeshType>>().unwrap();
for (entity, mesh) in mesh_query.iter_immutable(world) {
if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
mesh_asset.setup_buffers(&render_graph.device);
pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]);
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.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. 1);
};
}
}
fn resize(&mut self, _render_graph: &RenderGraphData) {
}
fn get_pipeline(&self) -> &wgpu::RenderPipeline {
self.pipeline.as_ref().unwrap()
}
}

10
src/render/passes/mod.rs Normal file
View file

@ -0,0 +1,10 @@
mod forward;
mod forward_shadow;
mod forward_instanced;
mod shadow;
pub use forward::{ForwardUniforms, ForwardPipeline, ForwardPass};
pub use forward_shadow::{ForwardShadowPassNew};
pub use forward_instanced::ForwardInstancedPipeline;
pub use shadow::ShadowPass;

View file

@ -0,0 +1,5 @@
mod shadow_pass;
mod shadow_pipeline;
pub use shadow_pass::*;
pub use shadow_pipeline::*;

View file

@ -0,0 +1,113 @@
use crate::{render::*, render::passes::shadow, LocalToWorld, Translation};
use legion::prelude::*;
use std::mem;
pub struct ShadowPass {
pub shadow_size: wgpu::Extent3d,
light_index: isize,
shadow_texture: Option<wgpu::Texture>,
shadow_format: wgpu::TextureFormat,
pub max_lights: usize,
}
pub const SHADOW_TEXTURE_NAME: &str = "shadow_texture";
impl ShadowPass {
pub fn new(shadow_size: wgpu::Extent3d, shadow_format: wgpu::TextureFormat, max_lights: usize) -> Self {
ShadowPass {
light_index: -1,
shadow_texture: None,
shadow_size,
shadow_format,
max_lights,
}
}
}
impl Pass for ShadowPass {
fn initialize(&self, render_graph: &mut RenderGraphData) {
let shadow_texture = render_graph.device.create_texture(&wgpu::TextureDescriptor {
size: self.shadow_size,
array_layer_count: self.max_lights as u32,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.shadow_format,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
});
let shadow_view = shadow_texture.create_default_view();
render_graph.set_texture(SHADOW_TEXTURE_NAME, shadow_view);
}
fn begin<'a>(
&mut self,
render_graph: &mut RenderGraphData,
world: &mut World,
encoder: &'a mut wgpu::CommandEncoder,
_frame: &'a wgpu::SwapChainOutput,
) -> Option<wgpu::RenderPass<'a>> {
if self.light_index == -1 {
self.light_index = 0;
}
let mut light_query = <(Write<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let light_count = light_query.iter(world).count();
for (i, (mut light, _, _)) in light_query.iter(world).enumerate() {
if i != self.light_index as usize {
continue;
}
if let None = light.target_view {
light.target_view = Some(self.shadow_texture.as_ref().unwrap().create_view(
&wgpu::TextureViewDescriptor {
format: self.shadow_format,
dimension: wgpu::TextureViewDimension::D2,
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
level_count: 1,
base_array_layer: i as u32,
array_layer_count: 1,
},
));
}
// The light uniform buffer already has the projection,
// let's just copy it over to the shadow uniform buffer.
let light_uniform_buffer = render_graph.get_uniform_buffer(render_resources::LIGHT_UNIFORM_BUFFER_NAME).unwrap();
let shadow_pipeline_uniform_buffer = render_graph.get_uniform_buffer(shadow::SHADOW_PIPELINE_UNIFORMS).unwrap();
encoder.copy_buffer_to_buffer(
&light_uniform_buffer.buffer,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&shadow_pipeline_uniform_buffer.buffer,
0,
64,
);
self.light_index += 1;
if self.light_index as usize == light_count {
self.light_index = -1;
}
return Some(encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: light.target_view.as_ref().unwrap(),
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,
}),
}));
}
None
}
fn resize(&self, _render_graph: &mut RenderGraphData) {}
fn should_repeat(&self) -> bool {
return self.light_index != -1;
}
}

View file

@ -0,0 +1,167 @@
use crate::{asset::*, render::*};
use legion::prelude::*;
use std::mem;
use wgpu::SwapChainOutput;
pub const SHADOW_PIPELINE_UNIFORMS: &str = "shadow_pipeline";
pub const SHADOW_SAMPLER_NAME: &str = "shadow_sampler";
#[repr(C)]
pub struct ShadowUniforms {
pub proj: [[f32; 4]; 4],
}
pub struct ShadowPipeline {
pub pipeline: Option<wgpu::RenderPipeline>,
pub bind_group: Option<wgpu::BindGroup>,
pub shadow_format: wgpu::TextureFormat,
}
impl ShadowPipeline {
#[allow(dead_code)]
pub fn new(shadow_format: wgpu::TextureFormat) -> Self {
ShadowPipeline {
bind_group: None,
pipeline: None,
shadow_format,
}
}
}
impl Pipeline for ShadowPipeline {
fn initialize(&mut self, render_graph: &mut RenderGraphData, _: &mut World) {
let bind_group_layout = render_graph.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
// TODO: stop using "local"
let local_bind_group_layout = render_graph.get_bind_group_layout("local").unwrap();
let pipeline_layout = render_graph.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[
&bind_group_layout,
local_bind_group_layout,
],
});
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
let uniform_buf = render_graph.device.create_buffer(&wgpu::BufferDescriptor {
size: uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
// Create bind group
self.bind_group = Some(render_graph.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0..uniform_size,
},
}],
}));
render_graph.set_uniform_buffer(SHADOW_PIPELINE_UNIFORMS, UniformBuffer {
buffer: uniform_buf,
size: uniform_size,
});
// Create other resources
let shadow_sampler = render_graph.device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::LessEqual,
});
render_graph.set_sampler(SHADOW_SAMPLER_NAME, shadow_sampler);
let vertex_buffer_descriptor = get_vertex_buffer_descriptor();
// Create the render pipeline
let vs_bytes =
shader::load_glsl(include_str!("shadow.vert"), shader::ShaderStage::Vertex);
let fs_bytes =
shader::load_glsl(include_str!("shadow.frag"), shader::ShaderStage::Fragment);
let vs_module = render_graph.device.create_shader_module(&vs_bytes);
let fs_module = render_graph.device.create_shader_module(&fs_bytes);
self.pipeline = Some(render_graph.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: 2, // corresponds to bilinear filtering
depth_bias_slope_scale: 2.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: self.shadow_format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
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],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
}));
}
fn render(
&mut self,
render_graph: &RenderGraphData,
pass: &mut wgpu::RenderPass,
_: &SwapChainOutput,
world: &mut World,
) {
let mut mesh_query =
<(Read<Material>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
pass.set_bind_group(0, self.bind_group.as_ref().unwrap(), &[]);
let mut mesh_storage = world
.resources
.get_mut::<AssetStorage<Mesh, MeshType>>()
.unwrap();
for (entity, mesh) in mesh_query.iter_immutable(world) {
if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
mesh_asset.setup_buffers(&render_graph.device);
pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]);
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.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
};
}
}
fn resize(&mut self, _: &RenderGraphData) {}
fn get_pipeline(&self) -> &wgpu::RenderPipeline {
self.pipeline.as_ref().unwrap()
}
}

View file

@ -1,17 +0,0 @@
use legion::world::World;
use wgpu::{Buffer, CommandEncoder, Device, SwapChainDescriptor, SwapChainOutput};
use crate::render::{RenderResources, RenderGraphData};
pub trait Pipeline {
fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, render_resources: &RenderResources);
fn resize(&mut self, device: &Device, frame: &SwapChainDescriptor);
fn get_camera_uniform_buffer(&self) -> Option<&Buffer>;
}
pub trait PipelineNew {
fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World);
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, frame: &SwapChainOutput, world: &mut World);
fn resize(&mut self, render_graph: &RenderGraphData);
fn get_pipeline(&self) -> &wgpu::RenderPipeline;
}

View file

@ -1,24 +1,19 @@
use crate::render::{PipelineNew, UniformBuffer};
mod pass;
mod pipeline;
mod render_resource_manager;
pub use pass::Pass;
pub use pipeline::Pipeline;
pub use render_resource_manager::RenderResourceManager;
use crate::render::UniformBuffer;
use std::collections::HashMap;
use legion::world::World;
pub trait Pass {
fn initialize(&self, render_graph: &mut RenderGraphData);
fn begin<'a>(&mut self, render_graph: &mut RenderGraphData, world: &mut World, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> Option<wgpu::RenderPass<'a>>;
fn should_repeat(&self) -> bool;
fn resize(&self, render_graph: &mut RenderGraphData);
}
pub trait RenderResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, world: &mut World);
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World);
fn resize<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World);
}
pub struct RenderGraph {
pub data: RenderGraphData,
passes: HashMap<String, Box<dyn Pass>>,
pipelines: HashMap<String, Box<dyn PipelineNew>>,
pipelines: HashMap<String, Box<dyn Pipeline>>,
pass_pipelines: HashMap<String, Vec<String>>,
render_resource_managers: Vec<Box<dyn RenderResourceManager>>,
pub swap_chain: wgpu::SwapChain, // TODO: this is weird
@ -30,6 +25,7 @@ pub struct RenderGraphData {
pub queue: wgpu::Queue,
pub surface: wgpu::Surface,
textures: HashMap<String, wgpu::TextureView>,
samplers: HashMap<String, wgpu::Sampler>,
uniform_buffers: HashMap<String, UniformBuffer>,
bind_group_layouts: HashMap<String, wgpu::BindGroupLayout>,
}
@ -37,6 +33,7 @@ impl RenderGraphData {
pub fn new(device: wgpu::Device, swap_chain_descriptor: wgpu::SwapChainDescriptor, queue: wgpu::Queue, surface: wgpu::Surface) -> Self {
RenderGraphData {
textures: HashMap::new(),
samplers: HashMap::new(),
uniform_buffers: HashMap::new(),
bind_group_layouts: HashMap::new(),
device,
@ -69,6 +66,14 @@ impl RenderGraphData {
pub fn get_texture(&self, name: &str) -> Option<&wgpu::TextureView> {
self.textures.get(name)
}
pub fn set_sampler(&mut self, name: &str, sampler: wgpu::Sampler) {
self.samplers.insert(name.to_string(), sampler);
}
pub fn get_sampler(&self, name: &str) -> Option<&wgpu::Sampler> {
self.samplers.get(name)
}
}
impl RenderGraph {
@ -162,10 +167,10 @@ impl RenderGraph {
self.render_resource_managers.push(render_resource_manager);
}
pub fn set_pipeline(&mut self, pass_name: &str, pipeline_name: &str, pipeline: Box<dyn PipelineNew>) {
pub fn set_pipeline(&mut self, pass_name: &str, pipeline_name: &str, pipeline: Box<dyn Pipeline>) {
self.pipelines.insert(pipeline_name.to_string(), pipeline);
if let None = self.pass_pipelines.get_mut(pass_name) {
let mut pipelines = Vec::new();
let pipelines = Vec::new();
self.pass_pipelines.insert(pass_name.to_string(), pipelines);
};

View file

@ -0,0 +1,9 @@
use crate::render::render_graph::RenderGraphData;
use legion::world::World;
pub trait Pass {
fn initialize(&self, render_graph: &mut RenderGraphData);
fn begin<'a>(&mut self, render_graph: &mut RenderGraphData, world: &mut World, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> Option<wgpu::RenderPass<'a>>;
fn should_repeat(&self) -> bool;
fn resize(&self, render_graph: &mut RenderGraphData);
}

View file

@ -0,0 +1,10 @@
use legion::world::World;
use wgpu::SwapChainOutput;
use crate::render::RenderGraphData;
pub trait Pipeline {
fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World);
fn render(&mut self, render_graph: &RenderGraphData, pass: &mut wgpu::RenderPass, frame: &SwapChainOutput, world: &mut World);
fn resize(&mut self, render_graph: &RenderGraphData);
fn get_pipeline(&self) -> &wgpu::RenderPipeline;
}

View file

@ -0,0 +1,8 @@
use legion::world::World;
use crate::render::RenderGraphData;
pub trait RenderResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, world: &mut World);
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World);
fn resize<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World);
}

View file

@ -1,246 +0,0 @@
use crate::{render::*, LocalToWorld, Translation, math};
use legion::prelude::*;
use std::sync::Arc;
use std::rc::Rc;
use std::mem;
use zerocopy::AsBytes;
use wgpu::{BindGroupLayout, CommandEncoder, Device};
pub const LIGHT_UNIFORM_BUFFER_NAME: &str = "lights";
pub const FORWARD_UNIFORM_BUFFER_NAME: &str = "forward";
pub struct LightResourceManager {
pub lights_are_dirty: bool,
pub max_lights: usize,
}
impl LightResourceManager {
pub fn new(max_lights: usize) -> Self {
LightResourceManager {
lights_are_dirty: true,
max_lights: max_lights,
}
}
}
impl RenderResourceManager for LightResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, world: &mut World) {
let light_uniform_size =
(self.max_lights * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let light_uniform_buffer = UniformBuffer {
buffer: render_graph.device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
}),
size: light_uniform_size,
};
render_graph.set_uniform_buffer(LIGHT_UNIFORM_BUFFER_NAME, light_uniform_buffer);
}
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
if self.lights_are_dirty {
let mut light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let light_count = light_query.iter(world).count();
self.lights_are_dirty = false;
let size = mem::size_of::<LightRaw>();
let total_size = size * light_count;
let temp_buf_data =
render_graph.device.create_buffer_mapped(total_size, wgpu::BufferUsage::COPY_SRC);
for ((light, local_to_world, translation), slot) in light_query
.iter(world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(LightRaw::from(&light, &local_to_world.0, &translation).as_bytes());
}
let light_uniform_buffer = render_graph.get_uniform_buffer(LIGHT_UNIFORM_BUFFER_NAME).unwrap();
encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(),
0,
&light_uniform_buffer.buffer,
0,
total_size as wgpu::BufferAddress,
);
}
}
fn resize<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) { }
}
pub struct CameraResourceManager;
impl RenderResourceManager for CameraResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, world: &mut World) {
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 buffer = render_graph.device.create_buffer_with_data(
forward_uniforms.as_bytes(),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
let uniform_buffer = UniformBuffer {
buffer: buffer,
size: uniform_size,
};
render_graph.set_uniform_buffer(FORWARD_UNIFORM_BUFFER_NAME, uniform_buffer);
}
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
}
fn resize<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
for (mut camera, local_to_world) in <(Write<Camera>, Read<LocalToWorld>)>::query().iter(world) {
camera.update(render_graph.swap_chain_descriptor.width, render_graph.swap_chain_descriptor.height);
let camera_matrix: [[f32; 4]; 4] = (camera.view_matrix * local_to_world.0).to_cols_array_2d();
let matrix_size = mem::size_of::<[[f32; 4]; 4]>() as u64;
let temp_camera_buffer =
render_graph.device.create_buffer_with_data(camera_matrix.as_bytes(), wgpu::BufferUsage::COPY_SRC);
let forward_uniform_buffer = render_graph.get_uniform_buffer(FORWARD_UNIFORM_BUFFER_NAME).unwrap();
encoder.copy_buffer_to_buffer(&temp_camera_buffer, 0, &forward_uniform_buffer.buffer, 0, matrix_size);
}
}
}
pub struct MaterialResourceManager;
impl RenderResourceManager for MaterialResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, world: &mut World) {
}
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
let mut entities = <(Write<Material>, Read<LocalToWorld>)>::query()
.filter(!component::<Instanced>());
let entities_count = entities.iter(world).count();
let size = mem::size_of::<MaterialUniforms>();
let temp_buf_data = render_graph.device
.create_buffer_mapped(entities_count * size, wgpu::BufferUsage::COPY_SRC);
for ((material, transform), slot) in entities.iter(world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(
MaterialUniforms {
model: transform.0.to_cols_array_2d(),
color: material.color.into(),
}
.as_bytes(),
);
}
// TODO: dont use inline local
let local_bind_group_layout = render_graph.get_bind_group_layout("local").unwrap();
for mut material in <Write<Material>>::query().filter(!component::<Instanced>()).iter(world) {
if let None = material.bind_group {
let material_uniform_size = mem::size_of::<MaterialUniforms>() as wgpu::BufferAddress;
let uniform_buf = render_graph.device.create_buffer(&wgpu::BufferDescriptor {
size: material_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group = render_graph.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. material_uniform_size,
},
}],
});
material.bind_group = Some(bind_group);
material.uniform_buf = Some(uniform_buf);
}
}
let temp_buf = temp_buf_data.finish();
for (i, (material, _)) in entities.iter(world).enumerate() {
encoder.copy_buffer_to_buffer(
&temp_buf,
(i * size) as wgpu::BufferAddress,
material.uniform_buf.as_ref().unwrap(),
0,
size as wgpu::BufferAddress,
);
}
}
fn resize<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
}
}
pub struct RenderResources {
pub local_bind_group_layout: Rc<BindGroupLayout>,
pub light_uniform_buffer: Arc<UniformBuffer>,
pub lights_are_dirty: bool,
pub max_lights: usize,
}
impl RenderResources {
pub fn new(device: &mut Device, max_lights: usize) -> RenderResources {
let light_uniform_size =
(max_lights * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let local_bind_group_layout =
Rc::new(device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
}));
let light_uniform_buffer = Arc::new(UniformBuffer {
buffer: device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
}),
size: light_uniform_size,
});
RenderResources {
local_bind_group_layout,
light_uniform_buffer,
lights_are_dirty: true,
max_lights
}
}
pub fn update_lights(&mut self, device: &Device, encoder: &mut CommandEncoder, world: &mut World) {
if self.lights_are_dirty {
let mut light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let light_count = light_query.iter(world).count();
self.lights_are_dirty = false;
let size = mem::size_of::<LightRaw>();
let total_size = size * light_count;
let temp_buf_data =
device.create_buffer_mapped(total_size, wgpu::BufferUsage::COPY_SRC);
for ((light, local_to_world, translation), slot) in light_query
.iter(world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(LightRaw::from(&light, &local_to_world.0, &translation).as_bytes());
}
encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(),
0,
&self.light_uniform_buffer.buffer,
0,
total_size as wgpu::BufferAddress,
);
}
}
}

View file

@ -0,0 +1,45 @@
use crate::{render::*, render::passes::ForwardUniforms, LocalToWorld, math};
use legion::prelude::*;
use std::mem;
use zerocopy::AsBytes;
pub const FORWARD_UNIFORM_BUFFER_NAME: &str = "forward";
pub struct CameraResourceManager;
impl RenderResourceManager for CameraResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, world: &mut World) {
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 buffer = render_graph.device.create_buffer_with_data(
forward_uniforms.as_bytes(),
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
);
let uniform_buffer = UniformBuffer {
buffer: buffer,
size: uniform_size,
};
render_graph.set_uniform_buffer(FORWARD_UNIFORM_BUFFER_NAME, uniform_buffer);
}
fn update<'a>(&mut self, _render_graph: &mut RenderGraphData, _encoder: &'a mut wgpu::CommandEncoder, _world: &mut World) {
}
fn resize<'a>(&self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
for (mut camera, local_to_world) in <(Write<Camera>, Read<LocalToWorld>)>::query().iter(world) {
camera.update(render_graph.swap_chain_descriptor.width, render_graph.swap_chain_descriptor.height);
let camera_matrix: [[f32; 4]; 4] = (camera.view_matrix * local_to_world.0).to_cols_array_2d();
let matrix_size = mem::size_of::<[[f32; 4]; 4]>() as u64;
let temp_camera_buffer =
render_graph.device.create_buffer_with_data(camera_matrix.as_bytes(), wgpu::BufferUsage::COPY_SRC);
let forward_uniform_buffer = render_graph.get_uniform_buffer(FORWARD_UNIFORM_BUFFER_NAME).unwrap();
encoder.copy_buffer_to_buffer(&temp_camera_buffer, 0, &forward_uniform_buffer.buffer, 0, matrix_size);
}
}
}

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use crate::{render::*, LocalToWorld, Translation};
use legion::prelude::*;
use std::mem;
use zerocopy::AsBytes;
pub const LIGHT_UNIFORM_BUFFER_NAME: &str = "lights";
pub struct LightResourceManager {
pub lights_are_dirty: bool,
pub max_lights: usize,
}
impl LightResourceManager {
pub fn new(max_lights: usize) -> Self {
LightResourceManager {
lights_are_dirty: true,
max_lights: max_lights,
}
}
}
impl RenderResourceManager for LightResourceManager {
fn initialize(&self, render_graph: &mut RenderGraphData, _world: &mut World) {
let light_uniform_size =
(self.max_lights * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
let light_uniform_buffer = UniformBuffer {
buffer: render_graph.device.create_buffer(&wgpu::BufferDescriptor {
size: light_uniform_size,
usage: wgpu::BufferUsage::UNIFORM
| wgpu::BufferUsage::COPY_SRC
| wgpu::BufferUsage::COPY_DST,
}),
size: light_uniform_size,
};
render_graph.set_uniform_buffer(LIGHT_UNIFORM_BUFFER_NAME, light_uniform_buffer);
}
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
if self.lights_are_dirty {
let mut light_query = <(Read<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let light_count = light_query.iter(world).count();
self.lights_are_dirty = false;
let size = mem::size_of::<LightRaw>();
let total_size = size * light_count;
let temp_buf_data =
render_graph.device.create_buffer_mapped(total_size, wgpu::BufferUsage::COPY_SRC);
for ((light, local_to_world, translation), slot) in light_query
.iter(world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(LightRaw::from(&light, &local_to_world.0, &translation).as_bytes());
}
let light_uniform_buffer = render_graph.get_uniform_buffer(LIGHT_UNIFORM_BUFFER_NAME).unwrap();
encoder.copy_buffer_to_buffer(
&temp_buf_data.finish(),
0,
&light_uniform_buffer.buffer,
0,
total_size as wgpu::BufferAddress,
);
}
}
fn resize<'a>(&self, _render_graph: &mut RenderGraphData, _encoder: &'a mut wgpu::CommandEncoder, _world: &mut World) { }
}

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use crate::{render::*, LocalToWorld};
use legion::prelude::*;
use std::mem;
use zerocopy::AsBytes;
pub struct MaterialResourceManager;
impl RenderResourceManager for MaterialResourceManager {
fn initialize(&self, _render_graph: &mut RenderGraphData, _world: &mut World) {
}
fn update<'a>(&mut self, render_graph: &mut RenderGraphData, encoder: &'a mut wgpu::CommandEncoder, world: &mut World) {
let mut entities = <(Write<Material>, Read<LocalToWorld>)>::query()
.filter(!component::<Instanced>());
let entities_count = entities.iter(world).count();
let size = mem::size_of::<MaterialUniforms>();
let temp_buf_data = render_graph.device
.create_buffer_mapped(entities_count * size, wgpu::BufferUsage::COPY_SRC);
for ((material, transform), slot) in entities.iter(world)
.zip(temp_buf_data.data.chunks_exact_mut(size))
{
slot.copy_from_slice(
MaterialUniforms {
model: transform.0.to_cols_array_2d(),
color: material.color.into(),
}
.as_bytes(),
);
}
// TODO: dont use inline local
let local_bind_group_layout = render_graph.get_bind_group_layout("local").unwrap();
for mut material in <Write<Material>>::query().filter(!component::<Instanced>()).iter(world) {
if let None = material.bind_group {
let material_uniform_size = mem::size_of::<MaterialUniforms>() as wgpu::BufferAddress;
let uniform_buf = render_graph.device.create_buffer(&wgpu::BufferDescriptor {
size: material_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group = render_graph.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: local_bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0 .. material_uniform_size,
},
}],
});
material.bind_group = Some(bind_group);
material.uniform_buf = Some(uniform_buf);
}
}
let temp_buf = temp_buf_data.finish();
for (i, (material, _)) in entities.iter(world).enumerate() {
encoder.copy_buffer_to_buffer(
&temp_buf,
(i * size) as wgpu::BufferAddress,
material.uniform_buf.as_ref().unwrap(),
0,
size as wgpu::BufferAddress,
);
}
}
fn resize<'a>(&self, _render_graph: &mut RenderGraphData, _encoder: &'a mut wgpu::CommandEncoder, _world: &mut World) {
}
}

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mod light_resource_manager;
mod camera_resource_manager;
mod material_resource_manager;
pub use light_resource_manager::*;
pub use camera_resource_manager::*;
pub use material_resource_manager::*;

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@ -1,483 +0,0 @@
use crate::{asset::*, render::*, LocalToWorld, Translation};
use legion::prelude::*;
use std::mem;
use wgpu::{
Buffer, CommandEncoder, Device, SwapChainDescriptor, SwapChainOutput, VertexBufferDescriptor,
};
pub struct ShadowPassOld {
pub pipeline: wgpu::RenderPipeline,
pub bind_group: wgpu::BindGroup,
pub uniform_buf: wgpu::Buffer,
pub shadow_texture: wgpu::Texture,
pub shadow_view: wgpu::TextureView,
pub shadow_sampler: wgpu::Sampler,
pub lights_are_dirty: bool,
}
pub struct ShadowPass {
pub shadow_size: wgpu::Extent3d,
light_index: isize,
shadow_texture: Option<wgpu::Texture>,
shadow_format: wgpu::TextureFormat,
pub max_lights: usize,
}
impl ShadowPass {
pub fn new(shadow_size: wgpu::Extent3d, shadow_format: wgpu::TextureFormat, max_lights: usize) -> Self {
ShadowPass {
light_index: -1,
shadow_texture: None,
shadow_size,
shadow_format,
max_lights,
}
}
}
impl Pass for ShadowPass {
fn initialize(&self, render_graph: &mut RenderGraphData) {
let shadow_texture = render_graph.device.create_texture(&wgpu::TextureDescriptor {
size: self.shadow_size,
array_layer_count: self.max_lights as u32,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: self.shadow_format,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
});
let shadow_view = shadow_texture.create_default_view();
}
fn begin<'a>(
&mut self,
render_graph: &mut RenderGraphData,
world: &mut World,
encoder: &'a mut wgpu::CommandEncoder,
frame: &'a wgpu::SwapChainOutput,
) -> Option<wgpu::RenderPass<'a>> {
if self.light_index == -1 {
self.light_index = 0;
}
let mut light_query = <(Write<Light>, Read<LocalToWorld>, Read<Translation>)>::query();
let light_count = light_query.iter(world).count();
for (i, (mut light, _, _)) in light_query.iter(world).enumerate() {
if i != self.light_index as usize {
continue;
}
if let None = light.target_view {
light.target_view = Some(self.shadow_texture.as_ref().unwrap().create_view(
&wgpu::TextureViewDescriptor {
format: ShadowPassOld::SHADOW_FORMAT,
dimension: wgpu::TextureViewDimension::D2,
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
level_count: 1,
base_array_layer: i as u32,
array_layer_count: 1,
},
));
}
// The light uniform buffer already has the projection,
// let's just copy it over to the shadow uniform buffer.
let light_uniform_buffer = render_graph.get_uniform_buffer(render_resources::LIGHT_UNIFORM_BUFFER_NAME).unwrap();
let shadow_pipeline_uniform_buffer = render_graph.get_uniform_buffer(SHADOW_PIPELINE_UNIFORMS).unwrap();
encoder.copy_buffer_to_buffer(
&light_uniform_buffer.buffer,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&shadow_pipeline_uniform_buffer.buffer,
0,
64,
);
self.light_index += 1;
if self.light_index as usize == light_count {
self.light_index = -1;
}
return Some(encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: light.target_view.as_ref().unwrap(),
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,
}),
}));
}
None
}
fn resize(&self, render_graph: &mut RenderGraphData) {}
fn should_repeat(&self) -> bool {
return self.light_index != -1;
}
}
pub struct ShadowPipeline {
pub pipeline: Option<wgpu::RenderPipeline>,
pub bind_group: Option<wgpu::BindGroup>,
pub shadow_format: wgpu::TextureFormat,
}
pub const SHADOW_PIPELINE_UNIFORMS: &str = "shadow_pipeline";
impl ShadowPipeline {
pub fn new(shadow_format: wgpu::TextureFormat, shadow_size: wgpu::Extent3d, max_lights: usize) -> Self {
ShadowPipeline {
bind_group: None,
pipeline: None,
shadow_format,
}
}
}
impl PipelineNew for ShadowPipeline {
fn initialize(&mut self, render_graph: &mut RenderGraphData, world: &mut World) {
let bind_group_layout = render_graph.device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
// TODO: stop using "local"
let local_bind_group_layout = render_graph.get_bind_group_layout("local").unwrap();
let pipeline_layout = render_graph.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[
&bind_group_layout,
local_bind_group_layout,
],
});
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
let uniform_buf = render_graph.device.create_buffer(&wgpu::BufferDescriptor {
size: uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
// Create bind group
self.bind_group = Some(render_graph.device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf,
range: 0..uniform_size,
},
}],
}));
render_graph.set_uniform_buffer(SHADOW_PIPELINE_UNIFORMS, UniformBuffer {
buffer: uniform_buf,
size: uniform_size,
});
// Create other resources
let shadow_sampler = render_graph.device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::LessEqual,
});
let vertex_buffer_descriptor = get_vertex_buffer_descriptor();
// Create the render pipeline
let vs_bytes = shader::load_glsl(include_str!("shadow.vert"), shader::ShaderStage::Vertex);
let fs_bytes =
shader::load_glsl(include_str!("shadow.frag"), shader::ShaderStage::Fragment);
let vs_module = render_graph.device.create_shader_module(&vs_bytes);
let fs_module = render_graph.device.create_shader_module(&fs_bytes);
self.pipeline = Some(render_graph.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: 2, // corresponds to bilinear filtering
depth_bias_slope_scale: 2.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: self.shadow_format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
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],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
}));
}
fn render(
&mut self,
render_graph: &RenderGraphData,
pass: &mut wgpu::RenderPass,
frame: &SwapChainOutput,
world: &mut World,
) {
let mut mesh_query =
<(Read<Material>, Read<Handle<Mesh>>)>::query().filter(!component::<Instanced>());
pass.set_bind_group(0, self.bind_group.as_ref().unwrap(), &[]);
let mut mesh_storage = world
.resources
.get_mut::<AssetStorage<Mesh, MeshType>>()
.unwrap();
for (entity, mesh) in mesh_query.iter_immutable(world) {
if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
mesh_asset.setup_buffers(&render_graph.device);
pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]);
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.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
};
}
}
fn resize(&mut self, render_graph: &RenderGraphData) {}
fn get_pipeline(&self) -> &wgpu::RenderPipeline {
self.pipeline.as_ref().unwrap()
}
}
#[repr(C)]
pub struct ShadowUniforms {
pub proj: [[f32; 4]; 4],
}
impl Pipeline for ShadowPassOld {
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().filter(!component::<Instanced>());
for (i, (light, _, _)) in light_query.iter_immutable(world).enumerate() {
// if let None = light.target_view {
// light.target_view = Some(self.shadow_texture.create_view(
// &wgpu::TextureViewDescriptor {
// format: ShadowPassOld::SHADOW_FORMAT,
// dimension: wgpu::TextureViewDimension::D2,
// aspect: wgpu::TextureAspect::All,
// base_mip_level: 0,
// level_count: 1,
// base_array_layer: i as u32,
// array_layer_count: 1,
// },
// ));
// }
// The light uniform buffer already has the projection,
// let's just copy it over to the shadow uniform buffer.
encoder.copy_buffer_to_buffer(
&render_resources.light_uniform_buffer.buffer,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&self.uniform_buf,
0,
64,
);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: light.target_view.as_ref().unwrap(),
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 (entity, mesh) in mesh_query.iter_immutable(world) {
if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
mesh_asset.setup_buffers(device);
pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]);
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.draw_indexed(0..mesh_asset.indices.len() as u32, 0, 0..1);
};
}
}
}
fn resize(&mut self, _: &Device, _: &SwapChainDescriptor) {}
fn get_camera_uniform_buffer(&self) -> Option<&Buffer> {
None
}
}
impl ShadowPassOld {
pub const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
pub const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
width: 512,
height: 512,
depth: 1,
};
pub fn new(
device: &Device,
_: &World,
render_resources: &RenderResources,
vertex_buffer_descriptor: VertexBufferDescriptor,
) -> ShadowPassOld {
// Create pipeline layout
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[wgpu::BindGroupLayoutBinding {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer { dynamic: false },
}],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[
&bind_group_layout,
&render_resources.local_bind_group_layout,
],
});
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
size: uniform_size,
usage: 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: &uniform_buf,
range: 0..uniform_size,
},
}],
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
array_layer_count: render_resources.max_lights as u32,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
});
let shadow_view = shadow_texture.create_default_view();
// Create other resources
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::LessEqual,
});
// Create the render pipeline
let vs_bytes = shader::load_glsl(include_str!("shadow.vert"), shader::ShaderStage::Vertex);
let fs_bytes =
shader::load_glsl(include_str!("shadow.frag"), shader::ShaderStage::Fragment);
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: 2, // corresponds to bilinear filtering
depth_bias_slope_scale: 2.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[],
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
format: Self::SHADOW_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
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],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
ShadowPassOld {
pipeline,
bind_group,
uniform_buf,
shadow_texture,
shadow_view,
shadow_sampler,
lights_are_dirty: true,
}
}
}