piping the texture attachments
This commit is contained in:
@@ -33,7 +33,7 @@ toml = "0.5.8"
|
||||
cgmath = "0.18.0"
|
||||
rapier3d = { version = "0.5.0", features = ["simd-nightly", "parallel"] }
|
||||
nalgebra = "0.24.1"
|
||||
legion = "0.3.1"
|
||||
legion = "0.4.0"
|
||||
wgpu = "0.7.0"
|
||||
imgui = "0.7.0"
|
||||
imgui-wgpu = "0.14.0"
|
||||
|
||||
26
note.md
Normal file
26
note.md
Normal file
@@ -0,0 +1,26 @@
|
||||
# Texture Samplers
|
||||
|GLSL sampler|OpenGL texture enum|Texture type|
|
||||
|---|---|---|
|
||||
gsampler1D | GL_TEXTURE_1D | 1D texture
|
||||
gsampler2D | GL_TEXTURE_2D | 2D texture
|
||||
gsampler3D | GL_TEXTURE_3D | 3D texture
|
||||
gsamplerCube | GL_TEXTURE_CUBE_MAP | Cubemap Texture
|
||||
gsampler2DRect | GL_TEXTURE_RECTANGLE | Rectangle Texture
|
||||
gsampler1DArray | GL_TEXTURE_1D_ARRAY | 1D Array Texture
|
||||
gsampler2DArray | GL_TEXTURE_2D_ARRAY | 2D Array Texture
|
||||
gsamplerCubeArray | GL_TEXTURE_CUBE_MAP_ARRAY | Cubemap Array Texture
|
||||
gsamplerBuffer | GL_TEXTURE_BUFFER | Buffer Texture
|
||||
gsampler2DMS | GL_TEXTURE_2D_MULTISAMPLE | Multisample Texture
|
||||
gsampler2DMSArray | GL_TEXTURE_2D_MULTISAMPLE_ARRAY | Multisample Array Texture
|
||||
|
||||
|
||||
# Shadow Samplers
|
||||
|GLSL sampler|OpenGL texture enum|
|
||||
|---|---|
|
||||
sampler1DShadow | GL_TEXTURE_1D
|
||||
sampler2DShadow | GL_TEXTURE_2D
|
||||
samplerCubeShadow | GL_TEXTURE_CUBE_MAP
|
||||
sampler2DRectShadow | GL_TEXTURE_RECTANGLE
|
||||
sampler1DArrayShadow | GL_TEXTURE_1D_ARRAY
|
||||
sampler2DArrayShadow | GL_TEXTURE_2D_ARRAY
|
||||
samplerCubeArrayShadow | GL_TEXTURE_CUBE_MAP_ARRAY
|
||||
@@ -1,4 +1,22 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec3 v_Normal;
|
||||
layout(location = 1) in vec4 v_Position;
|
||||
layout(location = 2) in vec2 v_Uv;
|
||||
|
||||
layout(location = 0) out vec4 o_Normal;
|
||||
layout(location = 1) out vec4 o_Position;
|
||||
layout(location = 2) out vec4 o_Uv;
|
||||
|
||||
// so I need to have my 3 color attachments and 1? sampler.
|
||||
|
||||
layout(set = 0, binding = 1) uniform texture2DArray t_Uv;
|
||||
layout(set = 0, binding = 2) uniform gsampler2D s_Uv;
|
||||
|
||||
// I also need my 1 depth texture and its sampler
|
||||
layout(set = 0, binding = 3) uniform texture2DArray t_Shadow;
|
||||
layout(set = 0, binding = 4) uniform samplerShadow s_Shadow;
|
||||
|
||||
void main() {
|
||||
|
||||
}
|
||||
|
||||
@@ -2,6 +2,11 @@
|
||||
|
||||
layout(location = 0) in vec4 a_Pos;
|
||||
|
||||
|
||||
layout(location = 0) out vec3 v_Normal;
|
||||
layout(location = 1) out vec4 v_Position;
|
||||
layout(location = 2) out vec2 v_Uv;
|
||||
|
||||
layout(set = 0, binding = 0) uniform Globals {
|
||||
mat4 u_ViewProj;
|
||||
};
|
||||
|
||||
@@ -1,28 +1,28 @@
|
||||
use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
|
||||
use std::cell::RefCell;
|
||||
use std::sync::{Arc, Mutex};
|
||||
use std::thread::current;
|
||||
use std::time::Duration;
|
||||
use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
|
||||
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use bytemuck::__core::mem;
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use cgmath::{
|
||||
Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3, Transform,
|
||||
vec3, Vector3,
|
||||
vec3, Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3,
|
||||
Transform, Vector3,
|
||||
};
|
||||
use futures::executor::LocalPool;
|
||||
use imgui::*;
|
||||
use imgui::sys::ImGuiContext;
|
||||
use imgui::*;
|
||||
use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
|
||||
use legion::*;
|
||||
use legion::world::SubWorld;
|
||||
use legion::*;
|
||||
use rapier3d::parry::motion::RigidMotionComposition;
|
||||
use wgpu::util::DeviceExt;
|
||||
use wgpu::{
|
||||
BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, CommandEncoder, Device,
|
||||
Features, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor,
|
||||
SwapChainFrame, TextureView, VertexState,
|
||||
};
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit_24::dpi::PhysicalSize;
|
||||
use winit_24::platform::unix::x11::ffi::Time;
|
||||
use winit_24::window::Window;
|
||||
@@ -223,7 +223,6 @@ impl RenderState {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Create a render pass with the ability to add external bindings
|
||||
pub fn create_render_pass(
|
||||
device: &Device,
|
||||
@@ -232,8 +231,6 @@ impl RenderState {
|
||||
uniform_size: u64,
|
||||
label: Option<&str>,
|
||||
) -> Option<Pass> {
|
||||
|
||||
|
||||
// The g-buffers camera projection matrix that we stream data to
|
||||
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some(format!("{} uniform-buffer", label.unwrap_or("unnamed")).as_str()),
|
||||
@@ -243,34 +240,31 @@ impl RenderState {
|
||||
});
|
||||
|
||||
// Uniform bind group for the view matrix
|
||||
let bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some(format!("{} bind group layout", label.unwrap_or("unnamed")).as_str()),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0, // global
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
min_binding_size: wgpu::BufferSize::new(uniform_size),
|
||||
has_dynamic_offset: false,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some(format!("{} bind group layout", label.unwrap_or("unnamed")).as_str()),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0, // global
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
min_binding_size: wgpu::BufferSize::new(uniform_size),
|
||||
has_dynamic_offset: false,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some(format!("{} uniform bind group", label.unwrap_or("unnamed")).as_str()),
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buf,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(uniform_size),
|
||||
},
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buf,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(uniform_size),
|
||||
},
|
||||
],
|
||||
}],
|
||||
});
|
||||
|
||||
let vs_module =
|
||||
@@ -316,9 +310,7 @@ impl RenderState {
|
||||
slope_scale: 2.0,
|
||||
clamp: 0.0,
|
||||
},
|
||||
clamp_depth: device.features().contains(
|
||||
wgpu::Features::DEPTH_CLAMPING
|
||||
),
|
||||
clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
});
|
||||
@@ -455,16 +447,37 @@ impl RenderState {
|
||||
let bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("g-buffer input pass bindgroup layout (cam)"),
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0, // global
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
min_binding_size: wgpu::BufferSize::new(uniform_size),
|
||||
has_dynamic_offset: false,
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0, // global
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
min_binding_size: wgpu::BufferSize::new(uniform_size),
|
||||
has_dynamic_offset: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1, // texture2DArray
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
sample_type: wgpu::TextureSampleType::Depth,
|
||||
view_dimension: wgpu::TextureViewDimension::D2Array,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2, // samplerShadow
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
filtering: false,
|
||||
comparison: true,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
//sudo rm /usr/bin/ld
|
||||
@@ -474,16 +487,14 @@ impl RenderState {
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("g-buffers uniform bind group"),
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buf,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(uniform_size),
|
||||
},
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0, // globals
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buf,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(uniform_size),
|
||||
},
|
||||
],
|
||||
}],
|
||||
});
|
||||
|
||||
let vs_module =
|
||||
@@ -529,9 +540,7 @@ impl RenderState {
|
||||
slope_scale: 2.0,
|
||||
clamp: 0.0,
|
||||
},
|
||||
clamp_depth: device.features().contains(
|
||||
wgpu::Features::DEPTH_CLAMPING
|
||||
),
|
||||
clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
});
|
||||
@@ -543,7 +552,6 @@ impl RenderState {
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
let shadow_pass = {
|
||||
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
|
||||
|
||||
@@ -581,16 +589,14 @@ impl RenderState {
|
||||
// Create bind group
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buf,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(uniform_size),
|
||||
},
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buf,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(uniform_size),
|
||||
},
|
||||
],
|
||||
}],
|
||||
label: Some("Shadow uniform bind group"),
|
||||
});
|
||||
|
||||
@@ -704,14 +710,18 @@ impl RenderState {
|
||||
proj: *mx_projection.as_ref(),
|
||||
};
|
||||
|
||||
let g_buffer_camera_projection_uniform = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("g-buffer camera projection uniform buffer"),
|
||||
contents: bytemuck::bytes_of(&g_buffer_camera_projection_matrix),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
let g_buffer_camera_projection_uniform =
|
||||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("g-buffer camera projection uniform buffer"),
|
||||
contents: bytemuck::bytes_of(&g_buffer_camera_projection_matrix),
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
});
|
||||
|
||||
let forward_pass = {
|
||||
// Create pipeline layout
|
||||
let forward_uniform_size =
|
||||
mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
|
||||
|
||||
let bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
@@ -720,10 +730,7 @@ impl RenderState {
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
min_binding_size: wgpu::BufferSize::new(mem::size_of::<
|
||||
ForwardUniforms,
|
||||
>()
|
||||
as _),
|
||||
min_binding_size: wgpu::BufferSize::new(forward_uniform_size),
|
||||
has_dynamic_offset: false,
|
||||
},
|
||||
count: None,
|
||||
@@ -739,7 +746,7 @@ impl RenderState {
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
binding: 2, // texture2DArray
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
@@ -749,7 +756,7 @@ impl RenderState {
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 3,
|
||||
binding: 3, // samplerShadow
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
filtering: false,
|
||||
@@ -903,21 +910,22 @@ impl RenderState {
|
||||
// I need one of these for each of the g-buffer elements I'm calculating
|
||||
let mut g_buffer_depth_texture_views = (0..4)
|
||||
.map(|i| {
|
||||
Arc::new(g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor {
|
||||
label: Some("g-buffer depth texture"),
|
||||
format: None,
|
||||
dimension: Some(wgpu::TextureViewDimension::D2),
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
base_mip_level: 0,
|
||||
level_count: None,
|
||||
base_array_layer: i as u32,
|
||||
array_layer_count: NonZeroU32::new(1),
|
||||
}))
|
||||
Arc::new(
|
||||
g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor {
|
||||
label: Some("g-buffer depth texture"),
|
||||
format: None,
|
||||
dimension: Some(wgpu::TextureViewDimension::D2),
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
base_mip_level: 0,
|
||||
level_count: None,
|
||||
base_array_layer: i as u32,
|
||||
array_layer_count: NonZeroU32::new(1),
|
||||
}),
|
||||
)
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
|
||||
let g_buffer_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
let g_buffer_data_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
@@ -932,18 +940,20 @@ impl RenderState {
|
||||
});
|
||||
|
||||
// I need one of these for each of the g-buffer elements I'm calculating
|
||||
let mut g_buffer_depth_texture_views = (0..4)
|
||||
let mut g_buffer_data_texture_views = (0..4)
|
||||
.map(|i| {
|
||||
Arc::new(g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor {
|
||||
label: Some("g-buffer depth texture"),
|
||||
format: None,
|
||||
dimension: Some(wgpu::TextureViewDimension::D2),
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
base_mip_level: 0,
|
||||
level_count: None,
|
||||
base_array_layer: i as u32,
|
||||
array_layer_count: NonZeroU32::new(1),
|
||||
}))
|
||||
Arc::new(
|
||||
g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor {
|
||||
label: Some("g-buffer depth texture"),
|
||||
format: None,
|
||||
dimension: Some(wgpu::TextureViewDimension::D2),
|
||||
aspect: wgpu::TextureAspect::All,
|
||||
base_mip_level: 0,
|
||||
level_count: None,
|
||||
base_array_layer: i as u32,
|
||||
array_layer_count: NonZeroU32::new(1),
|
||||
}),
|
||||
)
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
@@ -958,8 +968,12 @@ impl RenderState {
|
||||
RenderState {
|
||||
gbuffer_pass: g_buffer_pass,
|
||||
gbuffer_cam_projection_buffer: g_buffer_camera_projection_uniform,
|
||||
gbuffer_depth_texture: g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
|
||||
gbuffer_target_views: g_buffer_depth_texture_views,
|
||||
gbuffer_depth_texture: g_buffer_depth_texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default()),
|
||||
gbuffer_depth_views: g_buffer_depth_texture_views,
|
||||
gbuffer_target_texture: g_buffer_data_texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default()),
|
||||
gbuffer_target_views: g_buffer_data_texture_views,
|
||||
|
||||
swapchain: swap_chain,
|
||||
queue: queue,
|
||||
@@ -968,7 +982,8 @@ impl RenderState {
|
||||
lights_are_dirty: true,
|
||||
shadow_pass,
|
||||
forward_pass,
|
||||
forward_depth: forward_depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
|
||||
forward_depth: forward_depth_texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default()),
|
||||
entity_bind_group_layout: entity_bind_group_layout,
|
||||
shadow_target_views: shadow_target_views,
|
||||
light_uniform_buf,
|
||||
|
||||
Reference in New Issue
Block a user