mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 12:13:25 +00:00
port shadow pipeline. clean up
This commit is contained in:
parent
42236cfe57
commit
f27942e961
32 changed files with 834 additions and 1102 deletions
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@ -7,7 +7,7 @@ use winit::{
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use legion::prelude::*;
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use crate::{render::*, ApplicationStage, Time};
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use crate::{render::*, render::passes::*, ApplicationStage, Time};
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pub struct Application
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{
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@ -37,7 +37,7 @@ impl Application {
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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", "forward", Box::new(ForwardPipelineNew::new()));
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self.render_graph.set_pipeline("forward", "forward", Box::new(ForwardPipeline::new()));
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self.render_graph.set_pipeline("forward", "forward_instanced", Box::new(ForwardInstancedPipeline::new(depth_format)));
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}
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18
src/asset/gltf.rs
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18
src/asset/gltf.rs
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@ -0,0 +1,18 @@
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use std::{fs, io};
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use std::boxed::Box;
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use std::error::Error;
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// use crate::render::Mesh;
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pub fn load_gltf(path: &str) -> Result<(), Box<dyn Error>> {
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let file = fs::File::open(&path)?;
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let reader = io::BufReader::new(file);
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let gltf = gltf::Gltf::from_reader(reader)?;
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for scene in gltf.scenes() {
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for mesh in scene.nodes() {
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}
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}
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Ok(())
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}
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@ -1,230 +0,0 @@
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use crate::{render::*, asset::*, render::mesh::*, math};
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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::{Buffer, CommandEncoder, Device, VertexBufferDescriptor, SwapChainDescriptor, SwapChainOutput};
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#[repr(C)]
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#[derive(Clone, Copy, AsBytes, FromBytes)]
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pub struct ForwardUniforms {
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pub proj: [[f32; 4]; 4],
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pub num_lights: [u32; 4],
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}
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pub struct ForwardShadowPass {
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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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}
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impl Pipeline for ForwardShadowPass {
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fn render(&mut self, device: &Device, frame: &SwapChainOutput, encoder: &mut CommandEncoder, world: &mut World, _: &RenderResources) {
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let mut mesh_query = <(Read<Material>, Read<Handle<Mesh>>)>::query();
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let mut 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 (entity, mesh) in mesh_query.iter_immutable(world) {
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if let Some(mesh_asset) = mesh_storage.get(*mesh.id.read().unwrap()) {
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mesh_asset.setup_buffers(device);
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pass.set_bind_group(1, entity.bind_group.as_ref().unwrap(), &[]);
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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.draw_indexed(0 .. mesh_asset.indices.len() as u32, 0, 0 .. 1);
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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 ForwardShadowPass {
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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, shadow_pass: &shadow::ShadowPassOld, 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_shadow.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_shadow.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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wgpu::BindGroupLayoutBinding {
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binding: 2,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D2Array,
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},
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},
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wgpu::BindGroupLayoutBinding {
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binding: 3,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler,
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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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wgpu::Binding {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(&shadow_pass.shadow_view),
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},
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wgpu::Binding {
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binding: 3,
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resource: wgpu::BindingResource::Sampler(&shadow_pass.shadow_sampler),
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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, &render_resources.local_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],
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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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ForwardShadowPass {
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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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}
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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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},
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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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});
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texture.create_default_view()
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}
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}
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@ -2,27 +2,18 @@ pub mod camera;
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pub mod shader;
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pub mod mesh;
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pub mod render_resources;
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mod forward;
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mod forward_shadow;
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mod forward_instanced;
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mod shadow;
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pub mod passes;
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mod light;
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mod pipeline;
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mod pass;
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mod render_graph;
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mod material;
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pub use forward::{ForwardUniforms, ForwardPipelineNew, ForwardPass};
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pub use forward_shadow::{ForwardShadowPass};
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pub use forward_instanced::ForwardInstancedPipeline;
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pub use shadow::ShadowPassOld;
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pub use light::*;
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pub use shader::*;
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pub use pipeline::*;
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pub use pass::*;
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pub use render_graph::*;
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pub use material::*;
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pub use mesh::*;
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pub use camera::*;
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pub use render_resources::RenderResources;
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use std::mem;
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use crate::vertex::Vertex;
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84
src/render/passes/forward/forward_pass.rs
Normal file
84
src/render/passes/forward/forward_pass.rs
Normal file
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@ -0,0 +1,84 @@
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use crate::render::*;
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use legion::prelude::*;
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use zerocopy::{AsBytes, FromBytes};
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use wgpu::{Device, SwapChainDescriptor};
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#[repr(C)]
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#[derive(Clone, Copy, AsBytes, FromBytes)]
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pub struct ForwardUniforms {
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pub proj: [[f32; 4]; 4],
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pub num_lights: [u32; 4],
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}
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pub struct ForwardPass {
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pub depth_format: wgpu::TextureFormat,
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}
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impl ForwardPass {
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pub fn new(depth_format: wgpu::TextureFormat) -> Self {
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ForwardPass {
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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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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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},
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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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});
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texture.create_default_view()
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}
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}
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const DEPTH_TEXTURE_NAME: &str = "forward_depth";
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impl Pass for ForwardPass {
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fn initialize(&self, render_graph: &mut RenderGraphData) {
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let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor);
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render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture);
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}
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fn begin<'a>(&mut self, render_graph: &mut RenderGraphData, _: &mut World, encoder: &'a mut wgpu::CommandEncoder, frame: &'a wgpu::SwapChainOutput) -> Option<wgpu::RenderPass<'a>> {
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let depth_texture = render_graph.get_texture(DEPTH_TEXTURE_NAME);
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Some(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: depth_texture.unwrap(),
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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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}
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fn resize(&self, render_graph: &mut RenderGraphData) {
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let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor);
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render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture);
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}
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fn should_repeat(&self) -> bool {
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false
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}
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}
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@ -1,97 +1,16 @@
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use crate::{render::*, asset::*, render::mesh::*};
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use legion::prelude::*;
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use zerocopy::{AsBytes, FromBytes};
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use wgpu::{Device, SwapChainDescriptor, SwapChainOutput};
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use wgpu::SwapChainOutput;
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#[repr(C)]
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#[derive(Clone, Copy, AsBytes, FromBytes)]
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pub struct ForwardUniforms {
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pub proj: [[f32; 4]; 4],
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pub num_lights: [u32; 4],
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}
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pub struct ForwardPipelineNew {
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pub struct ForwardPipeline {
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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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}
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pub struct ForwardPass {
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pub depth_format: wgpu::TextureFormat,
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}
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impl ForwardPass {
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pub fn new(depth_format: wgpu::TextureFormat) -> Self {
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ForwardPass {
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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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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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},
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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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});
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texture.create_default_view()
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}
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}
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const DEPTH_TEXTURE_NAME: &str = "forward_depth";
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impl Pass for ForwardPass {
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fn initialize(&self, render_graph: &mut RenderGraphData) {
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let depth_texture = self.get_depth_texture(&render_graph.device, &render_graph.swap_chain_descriptor);
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render_graph.set_texture(DEPTH_TEXTURE_NAME, depth_texture);
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}
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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>> {
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let depth_texture = render_graph.get_texture(DEPTH_TEXTURE_NAME);
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Some(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,
|
||||
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()
|
||||
}
|
5
src/render/passes/forward/mod.rs
Normal file
5
src/render/passes/forward/mod.rs
Normal file
|
@ -0,0 +1,5 @@
|
|||
mod forward_pipeline;
|
||||
mod forward_pass;
|
||||
|
||||
pub use forward_pipeline::*;
|
||||
pub use forward_pass::*;
|
|
@ -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) {
|
||||
|
||||
}
|
||||
|
167
src/render/passes/forward_shadow/mod.rs
Normal file
167
src/render/passes/forward_shadow/mod.rs
Normal file
|
@ -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
10
src/render/passes/mod.rs
Normal 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;
|
5
src/render/passes/shadow/mod.rs
Normal file
5
src/render/passes/shadow/mod.rs
Normal file
|
@ -0,0 +1,5 @@
|
|||
mod shadow_pass;
|
||||
mod shadow_pipeline;
|
||||
|
||||
pub use shadow_pass::*;
|
||||
pub use shadow_pipeline::*;
|
113
src/render/passes/shadow/shadow_pass.rs
Normal file
113
src/render/passes/shadow/shadow_pass.rs
Normal 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;
|
||||
}
|
||||
}
|
167
src/render/passes/shadow/shadow_pipeline.rs
Normal file
167
src/render/passes/shadow/shadow_pipeline.rs
Normal 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()
|
||||
}
|
||||
}
|
|
@ -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;
|
||||
}
|
|
@ -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);
|
||||
};
|
||||
|
9
src/render/render_graph/pass.rs
Normal file
9
src/render/render_graph/pass.rs
Normal 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);
|
||||
}
|
10
src/render/render_graph/pipeline.rs
Normal file
10
src/render/render_graph/pipeline.rs
Normal 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;
|
||||
}
|
8
src/render/render_graph/render_resource_manager.rs
Normal file
8
src/render/render_graph/render_resource_manager.rs
Normal 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);
|
||||
}
|
|
@ -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,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
45
src/render/render_resources/camera_resource_manager.rs
Normal file
45
src/render/render_resources/camera_resource_manager.rs
Normal 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);
|
||||
}
|
||||
}
|
||||
}
|
69
src/render/render_resources/light_resource_manager.rs
Normal file
69
src/render/render_resources/light_resource_manager.rs
Normal file
|
@ -0,0 +1,69 @@
|
|||
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) { }
|
||||
}
|
75
src/render/render_resources/material_resource_manager.rs
Normal file
75
src/render/render_resources/material_resource_manager.rs
Normal file
|
@ -0,0 +1,75 @@
|
|||
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) {
|
||||
|
||||
}
|
||||
}
|
7
src/render/render_resources/mod.rs
Normal file
7
src/render/render_resources/mod.rs
Normal file
|
@ -0,0 +1,7 @@
|
|||
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::*;
|
|
@ -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,
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in a new issue