compiling state
This commit is contained in:
@@ -6,10 +6,6 @@ layout(set = 0, binding = 0) uniform Globals {
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mat4 u_ViewProj;
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mat4 u_ViewProj;
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};
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};
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layout(set = 0, binding = 1) uniform Globals {
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mat4 u_ViewProj;
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};
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layout(set = 1, binding = 0) uniform Entity {
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layout(set = 1, binding = 0) uniform Entity {
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mat4 u_World;
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mat4 u_World;
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vec4 u_Color;
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vec4 u_Color;
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@@ -65,8 +65,13 @@ pub struct RenderState {
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pub(in crate::render) forward_pass: Pass,
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pub(in crate::render) forward_pass: Pass,
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pub(in crate::render) forward_depth: wgpu::TextureView,
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pub(in crate::render) forward_depth: wgpu::TextureView,
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// Gbuffer bs
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pub(in crate::render) gbuffer_pass: Pass,
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pub(in crate::render) gbuffer_pass: Pass,
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pub(in crate::render) gbuffer_cam_projection_buffer: wgpu::Buffer,
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pub(in crate::render) gbuffer_depth: wgpu::TextureView,
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pub(in crate::render) gbuffer_target_views: Vec<Arc<TextureView>>,
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// this is for the set=1 entity uniforms
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entity_bind_group_layout: BindGroupLayout,
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entity_bind_group_layout: BindGroupLayout,
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pub(in crate::render) light_uniform_buf: wgpu::Buffer,
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pub(in crate::render) light_uniform_buf: wgpu::Buffer,
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@@ -310,8 +315,17 @@ impl RenderState {
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// This pass is just going to forward the vertex info to the fragments
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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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// 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 = {
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let uniform_size = mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress;
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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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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("g-buffers CameraProjectionView uniform buffer"),
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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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// Pretty sure this is the camera projction
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// Pretty sure this is the camera projction
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let bind_group_layout =
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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@@ -328,24 +342,8 @@ impl RenderState {
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}],
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}],
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});
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});
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// Pipeline is similar between passes, but with a different label
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("g-buffer input pipeline layout"),
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bind_group_layouts: &[&bind_group_layout, &entity_bind_group_layout],
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push_constant_ranges: &[],
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});
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// Holds the shadow uniforms, which is just a 4 vec of quaternians
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("shadow pass shadow uniform buffer"),
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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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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Shadow uniform bind group"),
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label: Some("g-buffers uniform bind group"),
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layout: &bind_group_layout,
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layout: &bind_group_layout,
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entries: &[
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entries: &[
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wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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@@ -360,12 +358,19 @@ impl RenderState {
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});
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});
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// Create the render pipeline
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let vs_module =
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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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device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.vert.spv"));
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let fs_module =
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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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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("g-buffer input pipeline layout"),
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bind_group_layouts: &[&bind_group_layout, &entity_bind_group_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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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("shadow"),
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label: Some("shadow"),
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layout: Some(&pipeline_layout),
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layout: Some(&pipeline_layout),
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@@ -514,6 +519,19 @@ impl RenderState {
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}
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}
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};
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};
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// Pre init the gbuffers camera projection uniform
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let gbuffer_cam_uniform_size =
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mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress;
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let gbuffer_cam_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("g-buffer camera projection uniform buffer"),
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size: gbuffer_cam_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM
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| wgpu::BufferUsage::COPY_SRC
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| wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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});
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// Pre init the light uniform, with slots enough for MAX_LIGHTS
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// Pre init the light uniform, with slots enough for MAX_LIGHTS
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let light_uniform_size =
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let light_uniform_size =
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(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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@@ -559,6 +577,16 @@ impl RenderState {
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50.0,
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50.0,
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);
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);
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let g_buffer_camera_projection_matrix = CameraProjectionView {
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proj: *mx_projection.as_ref(),
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};
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let g_buffer_camera_projection_uniform = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("g-buffer camera projection uniform buffer"),
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contents: bytemuck::bytes_of(&g_buffer_camera_projection_matrix),
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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let forward_pass = {
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let forward_pass = {
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// Create pipeline layout
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// Create pipeline layout
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let bind_group_layout =
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let bind_group_layout =
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@@ -722,7 +750,7 @@ impl RenderState {
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}
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}
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};
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};
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let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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let forward_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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size: wgpu::Extent3d {
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width: sc_desc.width,
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width: sc_desc.width,
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height: sc_desc.height,
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height: sc_desc.height,
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@@ -733,9 +761,38 @@ impl RenderState {
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dimension: wgpu::TextureDimension::D2,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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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,
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label: Some("Depth Texture"),
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label: Some("Forward Depth Texture"),
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});
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});
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let g_buffer_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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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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},
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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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label: Some("g-buffer depth texture"),
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});
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let mut g_buffer_depth_texture_views = (0..2)
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.map(|i| {
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Arc::new(shadow_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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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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}))
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})
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.collect::<Vec<_>>();
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// Imgui renderer
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// Imgui renderer
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let renderer_config = ImguiRendererConfig {
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let renderer_config = ImguiRendererConfig {
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texture_format: sc_desc.format,
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texture_format: sc_desc.format,
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@@ -745,6 +802,12 @@ impl RenderState {
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ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config);
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ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config);
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RenderState {
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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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gbuffer_target_views: g_buffer_depth_texture_views,
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swapchain: swap_chain,
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swapchain: swap_chain,
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queue: queue,
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queue: queue,
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size,
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size,
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@@ -752,8 +815,7 @@ impl RenderState {
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lights_are_dirty: true,
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lights_are_dirty: true,
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shadow_pass,
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shadow_pass,
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forward_pass,
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forward_pass,
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forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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forward_depth: forward_depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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gbuffer_pass: g_buffer_pass,
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entity_bind_group_layout: entity_bind_group_layout,
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entity_bind_group_layout: entity_bind_group_layout,
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shadow_target_views: shadow_target_views,
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shadow_target_views: shadow_target_views,
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light_uniform_buf,
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light_uniform_buf,
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@@ -249,15 +249,16 @@ pub fn render_test(
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// Render the g buffer
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// Render the g buffer
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push_debug_group_checked("g-buffer stuff", &mut encoder);
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push_debug_group_checked("g-buffer stuff", &mut encoder);
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{
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{
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// insert_debug_marker_checked("render entities", &mut encoder);
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// The render pass for the g buffer.. Does it need any attachments
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insert_debug_marker_checked("render entities", &mut encoder);
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// the shadow pass uses a target view as the input, which are just views on
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// top of the shadow texture. So the attachment is a RW buffer which clears on load
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("render pass"),
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label: Some("render pass"),
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color_attachments: &[],
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
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attachment: &light.target_view,
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attachment: &renderer.gbuffer_target_views.get(0).unwrap(),
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depth_ops: Some(wgpu::Operations {
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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store: true,
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@@ -276,13 +277,11 @@ pub fn render_test(
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pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
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pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
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}
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}
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}
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}
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pop_debug_group_checked(&mut encoder);
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pop_debug_group_checked(&mut encoder);
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// Render the shadow textures
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push_debug_group_checked("shadow passes", &mut encoder);
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push_debug_group_checked("shadow passes", &mut encoder);
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let mut query = <(&mut DirectionalLight, &mut Position)>::query();
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let mut query = <(&mut DirectionalLight, &mut Position)>::query();
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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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insert_debug_marker_checked(
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insert_debug_marker_checked(
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&format!("shadow pass {} (light at position {:?})", i, pos),
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&format!("shadow pass {} (light at position {:?})", i, pos),
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@@ -301,6 +300,7 @@ pub fn render_test(
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insert_debug_marker_checked("render entities", &mut encoder);
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insert_debug_marker_checked("render entities", &mut encoder);
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//
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("render pass"),
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label: Some("render pass"),
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color_attachments: &[],
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color_attachments: &[],
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@@ -324,11 +324,10 @@ pub fn render_test(
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pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
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pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
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}
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}
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}
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}
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pop_debug_group_checked(&mut encoder);
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pop_debug_group_checked(&mut encoder);
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// forward pass
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push_debug_group_checked("forward rendering pass", &mut encoder);
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// And then render the viewport
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push_debug_group_checked("forward rendering pass", &mut encoder);
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{
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("forward render pass"),
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label: Some("forward render pass"),
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@@ -370,9 +369,10 @@ pub fn render_test(
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}
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}
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pop_debug_group_checked(&mut encoder);
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pop_debug_group_checked(&mut encoder);
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pop_debug_group_checked(&mut encoder);
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// Run the Imgui render
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// Run the Imgui render
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push_debug_group_checked("imgui rendering pass", &mut encoder);
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{
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{
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let mut imgui_context = &mut imgui_context.lock().unwrap().context;
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let mut imgui_context = &mut imgui_context.lock().unwrap().context;
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let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
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let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
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@@ -407,6 +407,10 @@ pub fn render_test(
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.render(draw_data, &renderer.queue, &renderer.device, &mut rpass)
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.render(draw_data, &renderer.queue, &renderer.device, &mut rpass)
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.expect("Rendering failed");
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.expect("Rendering failed");
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}
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}
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pop_debug_group_checked(&mut encoder);
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// the startfunction debug group
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pop_debug_group_checked(&mut encoder);
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renderer.queue.submit(iter::once(encoder.finish()));
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renderer.queue.submit(iter::once(encoder.finish()));
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}
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}
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Reference in New Issue
Block a user