tweaks
This commit is contained in:
@@ -1,28 +1,28 @@
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use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
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use std::cell::RefCell;
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use std::sync::{Arc, Mutex};
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use std::thread::current;
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use std::time::Duration;
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use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
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use bytemuck::__core::mem;
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use bytemuck::{Pod, Zeroable};
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use bytemuck::__core::mem;
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use cgmath::{
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vec3, Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3,
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Transform, Vector3,
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Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3, Transform,
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vec3, Vector3,
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};
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use futures::executor::LocalPool;
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use imgui::sys::ImGuiContext;
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use imgui::*;
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use imgui::sys::ImGuiContext;
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use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
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use legion::world::SubWorld;
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use legion::*;
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use legion::world::SubWorld;
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use rapier3d::parry::motion::RigidMotionComposition;
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use wgpu::util::DeviceExt;
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use wgpu::{
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BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, CommandEncoder, Device,
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Features, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor,
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SwapChainFrame, TextureView, VertexState,
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};
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use wgpu::util::DeviceExt;
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use winit_24::dpi::PhysicalSize;
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use winit_24::platform::unix::x11::ffi::Time;
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use winit_24::window::Window;
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@@ -33,7 +33,7 @@ use crate::current_ui;
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use crate::geometry::{load_obj, RawMesh, Vertex};
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use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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use crate::light::{DirectionalLight, LightRaw};
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use crate::render::{EntityUniforms, ForwardUniforms, ShadowUniforms, CameraProjectionView};
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use crate::render::{CameraProjectionView, EntityUniforms, ForwardUniforms, ShadowUniforms};
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/// A render pass consists of a pipeline, bindgroup, and uniform buf
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/// The uniform buf is just the ShadowUniforms or ForwardUniforms
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@@ -47,7 +47,6 @@ pub struct Pass {
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}
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pub struct RenderState {
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swapchain: SwapChain,
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swapchain_description: SwapChainDescriptor,
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instance: Arc<Instance>,
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@@ -84,12 +83,14 @@ pub struct RenderState {
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impl RenderState {
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const MAX_LIGHTS: usize = 10;
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const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const G_BUFFER_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba32Float;
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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width: 1024,
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height: 1024,
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depth: Self::MAX_LIGHTS as u32,
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};
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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/// Generate a projection matrix with no look-at yet
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pub fn generate_matrix(&self) -> cgmath::Matrix4<f32> {
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@@ -220,6 +221,113 @@ impl RenderState {
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}
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}
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// Create a render pass with the ability to add external bindings
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pub fn create_render_pass(
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device: &Device,
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external_binding_layout: &BindGroupLayout,
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vertex_description: &wgpu::VertexBufferLayout,
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uniform_size: u64,
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label: Option<&str>,
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) -> Option<Pass> {
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// The g-buffers camera projection matrix that we stream data to
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(format!("{} uniform-buffer", label.unwrap_or("unnamed")).as_str()),
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size: uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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});
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// Uniform bind group for the view matrix
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some(format!("{} bind group layout", label.unwrap_or("unnamed")).as_str()),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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min_binding_size: wgpu::BufferSize::new(uniform_size),
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has_dynamic_offset: false,
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},
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count: None,
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}],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some(format!("{} uniform bind group", label.unwrap_or("unnamed")).as_str()),
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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offset: 0,
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size: wgpu::BufferSize::new(uniform_size),
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},
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},
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],
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});
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let vs_module =
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device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.vert.spv"));
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let fs_module =
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device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.frag.spv"));
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// The bind group layouts are accessed by layout(set = X, binding = x)
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// in the shader.
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some(format!("{} pipeline layout", label.unwrap_or("unnamed")).as_str()),
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bind_group_layouts: &[&bind_group_layout, external_binding_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some(format!("{} render pipeline", label.unwrap_or("unnamed")).as_str()),
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layout: Some(&pipeline_layout),
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vertex: VertexState {
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module: &vs_module,
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entry_point: "main",
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buffers: &[vertex_description.clone()],
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},
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fragment: Some(FragmentState {
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module: &fs_module,
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entry_point: "main",
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targets: &[],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState {
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constant: 2, // corresponds to bilinear filtering
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slope_scale: 2.0,
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clamp: 0.0,
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},
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clamp_depth: device.features().contains(
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wgpu::Features::DEPTH_CLAMPING
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),
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}),
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multisample: wgpu::MultisampleState::default(),
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});
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Some(Pass {
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pipeline,
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bind_group,
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uniform_buf,
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})
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}
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pub fn init(window: &Window, imgui_context: &mut ImguiContext) -> RenderState {
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// Grab the GPU instance, and query its features
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let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
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@@ -314,8 +422,23 @@ impl RenderState {
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// This pass is just going to forward the vertex info to the fragments
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// And they are going to render to the gbuffer
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let g_buffer_pass = {
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let g_buffer_pass = Self::create_render_pass(
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&device,
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&entity_bind_group_layout,
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&vb_desc,
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mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress,
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Some("g-buffer"),
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);
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let shadow_pass = Self::create_render_pass(
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&device,
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&entity_bind_group_layout,
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&vb_desc,
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mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress,
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Some("shadow-pass"),
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);
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let g_buffer_pass = {
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let uniform_size = mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress;
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// The g-buffers camera projection matrix that we stream data to
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@@ -342,6 +465,10 @@ impl RenderState {
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}],
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});
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//sudo rm /usr/bin/ld
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//sudo ln -s /usr/bin/lld /usr/bin/ld
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//sudo ln -s /usr/bin/x86_64-linux-gnu-ld /usr/bin/ld
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("g-buffers uniform bind group"),
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layout: &bind_group_layout,
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@@ -355,7 +482,6 @@ impl RenderState {
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},
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},
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],
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});
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let vs_module =
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@@ -392,7 +518,7 @@ impl RenderState {
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::SHADOW_FORMAT,
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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@@ -401,7 +527,9 @@ impl RenderState {
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slope_scale: 2.0,
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clamp: 0.0,
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},
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clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
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clamp_depth: device.features().contains(
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wgpu::Features::DEPTH_CLAMPING
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),
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}),
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multisample: wgpu::MultisampleState::default(),
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});
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@@ -413,6 +541,7 @@ impl RenderState {
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}
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};
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let shadow_pass = {
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let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
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@@ -591,8 +720,7 @@ impl RenderState {
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ty: wgpu::BufferBindingType::Uniform,
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min_binding_size: wgpu::BufferSize::new(mem::size_of::<
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ForwardUniforms,
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>(
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)
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>()
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as _),
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has_dynamic_offset: false,
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},
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@@ -760,20 +888,20 @@ impl RenderState {
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size: wgpu::Extent3d {
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width: sc_desc.width,
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height: sc_desc.height,
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depth: 1,
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depth: 5,
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},
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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::RENDER_ATTACHMENT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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label: Some("g-buffer depth texture"),
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});
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// I need one of these for each of the g-buffer elements I'm calculating
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let mut g_buffer_depth_texture_views = (0..4)
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.map(|i| {
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Arc::new(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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Arc::new(g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("g-buffer depth texture"),
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format: None,
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dimension: Some(wgpu::TextureViewDimension::D2),
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@@ -795,7 +923,6 @@ impl RenderState {
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ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config);
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RenderState {
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gbuffer_pass: g_buffer_pass,
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gbuffer_cam_projection_buffer: g_buffer_camera_projection_uniform,
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gbuffer_depth: g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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