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| Author | SHA1 | Date | |
|---|---|---|---|
| 38d29a9303 | |||
| afc20a0efa | |||
| 5d4e6f8bed | |||
| 8cc76b7052 | |||
| bd2e2557b8 | |||
| 7fb89e7d6e | |||
| 813d2f6f2f |
@@ -33,7 +33,7 @@ toml = "0.5.8"
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cgmath = "0.18.0"
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rapier3d = { version = "0.5.0", features = ["simd-nightly", "parallel"] }
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nalgebra = "0.24.1"
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legion = "0.3.1"
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legion = "0.4.0"
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wgpu = "0.7.0"
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imgui = "0.7.0"
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imgui-wgpu = "0.14.0"
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26
note.md
Normal file
26
note.md
Normal file
@@ -0,0 +1,26 @@
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# Texture Samplers
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|GLSL sampler|OpenGL texture enum|Texture type|
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|---|---|---|
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gsampler1D | GL_TEXTURE_1D | 1D texture
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gsampler2D | GL_TEXTURE_2D | 2D texture
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gsampler3D | GL_TEXTURE_3D | 3D texture
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gsamplerCube | GL_TEXTURE_CUBE_MAP | Cubemap Texture
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gsampler2DRect | GL_TEXTURE_RECTANGLE | Rectangle Texture
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gsampler1DArray | GL_TEXTURE_1D_ARRAY | 1D Array Texture
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gsampler2DArray | GL_TEXTURE_2D_ARRAY | 2D Array Texture
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gsamplerCubeArray | GL_TEXTURE_CUBE_MAP_ARRAY | Cubemap Array Texture
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gsamplerBuffer | GL_TEXTURE_BUFFER | Buffer Texture
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gsampler2DMS | GL_TEXTURE_2D_MULTISAMPLE | Multisample Texture
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gsampler2DMSArray | GL_TEXTURE_2D_MULTISAMPLE_ARRAY | Multisample Array Texture
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# Shadow Samplers
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|GLSL sampler|OpenGL texture enum|
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|---|---|
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sampler1DShadow | GL_TEXTURE_1D
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sampler2DShadow | GL_TEXTURE_2D
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samplerCubeShadow | GL_TEXTURE_CUBE_MAP
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sampler2DRectShadow | GL_TEXTURE_RECTANGLE
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sampler1DArrayShadow | GL_TEXTURE_1D_ARRAY
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sampler2DArrayShadow | GL_TEXTURE_2D_ARRAY
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samplerCubeArrayShadow | GL_TEXTURE_CUBE_MAP_ARRAY
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@@ -6,6 +6,10 @@ layout(set = 0, binding = 0) uniform Globals {
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mat4 u_ViewProj;
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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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mat4 u_World;
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vec4 u_Color;
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@@ -30,18 +30,23 @@ layout(set = 1, binding = 0) uniform Entity {
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};
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float fetch_shadow(int light_id, vec4 homogeneous_coords) {
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// homogeneous coords is the depth of the previously rendered
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// fragment, from the lights perspective. If it's less than 0
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// then it's behind the light, so it's obviously in shadow
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if (homogeneous_coords.w <= 0.0) {
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return 1.0;
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}
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// compensate for the Y-flip difference between the NDC and texture coordinates
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// compensate for the Y-flip difference between the normalized device
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// coordinates (NDC) and texture coordinates
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const vec2 flip_correction = vec2(0.5, -0.5);
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// compute texture coordinates for shadow lookup
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vec4 light_local = vec4(
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// I don't know what kind of jank shit is going on on this line
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homogeneous_coords.xy * flip_correction/homogeneous_coords.w + 0.5,
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light_id,
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homogeneous_coords.z / homogeneous_coords.w
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light_id, // array layer
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homogeneous_coords.z / homogeneous_coords.w // D-Ref
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);
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// do the lookup, using HW PCF and comparison
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// do the lookup, using HW percentage closer filtering(PCF) and comparison
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return texture(sampler2DArrayShadow(t_Shadow, s_Shadow), light_local);
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}
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22
shaders/g_buffer_input.frag
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22
shaders/g_buffer_input.frag
Normal file
@@ -0,0 +1,22 @@
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#version 450
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layout(location = 0) in vec3 v_Normal;
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layout(location = 1) in vec4 v_Position;
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layout(location = 2) in vec2 v_Uv;
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layout(location = 0) out vec4 o_Normal;
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layout(location = 1) out vec4 o_Position;
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layout(location = 2) out vec4 o_Uv;
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// so I need to have my 3 color attachments and 1? sampler.
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layout(set = 0, binding = 1) uniform texture2DArray t_Uv;
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layout(set = 0, binding = 2) uniform gsampler2D s_Uv;
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// I also need my 1 depth texture and its sampler
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layout(set = 0, binding = 3) uniform texture2DArray t_Shadow;
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layout(set = 0, binding = 4) uniform samplerShadow s_Shadow;
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void main() {
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}
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21
shaders/g_buffer_input.vert
Normal file
21
shaders/g_buffer_input.vert
Normal file
@@ -0,0 +1,21 @@
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#version 450
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layout(location = 0) in vec4 a_Pos;
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layout(location = 0) out vec3 v_Normal;
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layout(location = 1) out vec4 v_Position;
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layout(location = 2) out vec2 v_Uv;
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layout(set = 0, binding = 0) 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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mat4 u_World;
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vec4 u_Color;
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};
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void main() {
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gl_Position = u_ViewProj * u_World * vec4(a_Pos);
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}
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@@ -66,3 +66,12 @@ pub struct ShadowUniforms {
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unsafe impl Pod for ShadowUniforms {}
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unsafe impl Zeroable for ShadowUniforms {}
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#[repr(C)]
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#[derive(Clone, Copy, Debug)]
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pub struct CameraProjectionView {
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proj: [[f32; 4]; 4],
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}
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unsafe impl Pod for CameraProjectionView {}
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unsafe impl Zeroable for CameraProjectionView {}
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@@ -18,7 +18,11 @@ use legion::world::SubWorld;
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use legion::*;
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use rapier3d::parry::motion::RigidMotionComposition;
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use wgpu::util::DeviceExt;
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use wgpu::{BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView, VertexState, CommandEncoder};
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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 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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@@ -26,24 +30,23 @@ use winit_24::window::Window;
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use crate::camera::{Camera, CameraController};
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use crate::components::{Mesh, Position, RangeCopy};
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use crate::current_ui;
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use crate::geometry::{load_obj, Vertex, RawMesh};
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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, ShadowUniforms, ForwardUniforms};
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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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/// They are uniform across all cu's.
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/// And the bindgroup is just the localbindgroup (the EntityUniforms) and the rest
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///
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pub struct Pass {
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pub pipeline: wgpu::RenderPipeline,
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pub bind_group: wgpu::BindGroup,
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pub uniform_buf: wgpu::Buffer,
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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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@@ -61,6 +64,15 @@ pub struct RenderState {
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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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// Gbuffer bs
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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_texture: wgpu::TextureView,
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pub(in crate::render) gbuffer_depth_views: Vec<Arc<TextureView>>,
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pub(in crate::render) gbuffer_target_texture: 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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pub(in crate::render) light_uniform_buf: wgpu::Buffer,
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@@ -73,12 +85,14 @@ 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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@@ -109,10 +123,7 @@ impl RenderState {
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}
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/// Create a buffer for a mesh
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fn create_buffer(
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device: &wgpu::Device,
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raw_mesh: &RawMesh,
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) -> (Arc<Buffer>, Arc<Buffer>) {
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fn create_buffer(device: &wgpu::Device, raw_mesh: &RawMesh) -> (Arc<Buffer>, Arc<Buffer>) {
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let vertex_buf = Arc::new(
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("vertex-buffer"),
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@@ -133,8 +144,11 @@ impl RenderState {
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}
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/// Take a meshes raw representation and upload it to a GPU buffer
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pub fn upload_mesh_to_buffer(&mut self, mesh: &RawMesh, color: Option<wgpu::Color>) -> Result<Mesh, String> {
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pub fn upload_mesh_to_buffer(
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&mut self,
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mesh: &RawMesh,
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color: Option<wgpu::Color>,
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) -> Result<Mesh, String> {
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let index_count = mesh.indices.len() * 3; // TODO bad bad bad bad!
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let (vertex_buf, index_buf) = RenderState::create_buffer(&self.device, mesh);
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@@ -174,7 +188,11 @@ impl RenderState {
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||||
}
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/// explicitly load from file, and upload to gpu the mesh
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pub fn load_mesh_to_buffer(&mut self, filepath: &str, color: Option<wgpu::Color>) -> Result<Mesh, String> {
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pub fn load_mesh_to_buffer(
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&mut self,
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filepath: &str,
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color: Option<wgpu::Color>,
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) -> Result<Mesh, String> {
|
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let raw_mesh = load_obj(filepath)?;
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self.upload_mesh_to_buffer(&raw_mesh, color)
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||||
}
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@@ -205,6 +223,105 @@ 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,
|
||||
});
|
||||
|
||||
// Uniform bind group for the view matrix
|
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let bind_group_layout = 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,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
|
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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: &[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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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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|
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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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|
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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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|
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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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primitive: wgpu::PrimitiveState {
|
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topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: wgpu::CullMode::Back,
|
||||
..Default::default()
|
||||
},
|
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depth_stencil: Some(wgpu::DepthStencilState {
|
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format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState {
|
||||
constant: 2, // corresponds to bilinear filtering
|
||||
slope_scale: 2.0,
|
||||
clamp: 0.0,
|
||||
},
|
||||
clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
});
|
||||
|
||||
Some(Pass {
|
||||
pipeline,
|
||||
bind_group,
|
||||
uniform_buf,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn init(window: &Window, imgui_context: &mut ImguiContext) -> RenderState {
|
||||
// Grab the GPU instance, and query its features
|
||||
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
|
||||
@@ -292,10 +409,149 @@ impl RenderState {
|
||||
});
|
||||
|
||||
/*
|
||||
There appear to be two passes required for shadows, the shadow pass, and the forward pass
|
||||
Need to open this up in renderdoc and see what it's actually doing
|
||||
The shadow pass renders from the perspective of each camera and applies that to the shadow
|
||||
texture. Due to light FOV and the shadow texture itself, it's rather difficult to have
|
||||
hands-off global lighting / point lights
|
||||
*/
|
||||
|
||||
// This pass is just going to forward the vertex info to the fragments
|
||||
// And they are going to render to the gbuffer
|
||||
let g_buffer_pass = Self::create_render_pass(
|
||||
&device,
|
||||
&entity_bind_group_layout,
|
||||
&vb_desc,
|
||||
mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress,
|
||||
Some("g-buffer"),
|
||||
);
|
||||
|
||||
let shadow_pass = Self::create_render_pass(
|
||||
&device,
|
||||
&entity_bind_group_layout,
|
||||
&vb_desc,
|
||||
mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress,
|
||||
Some("shadow-pass"),
|
||||
);
|
||||
|
||||
let g_buffer_pass = {
|
||||
let uniform_size = mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress;
|
||||
|
||||
// The g-buffers camera projection matrix that we stream data to
|
||||
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("g-buffers CameraProjectionView uniform buffer"),
|
||||
size: uniform_size,
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
// Uniform bind group for the view matrix
|
||||
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,
|
||||
},
|
||||
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
|
||||
//sudo ln -s /usr/bin/lld /usr/bin/ld
|
||||
//sudo ln -s /usr/bin/x86_64-linux-gnu-ld /usr/bin/ld
|
||||
|
||||
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, // globals
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buf,
|
||||
offset: 0,
|
||||
size: wgpu::BufferSize::new(uniform_size),
|
||||
},
|
||||
}],
|
||||
});
|
||||
|
||||
let vs_module =
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.vert.spv"));
|
||||
let fs_module =
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.frag.spv"));
|
||||
|
||||
// The bind group layouts are accessed by layout(set = X, binding = x)
|
||||
// in the shader.
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("g-buffer input pipeline layout"),
|
||||
bind_group_layouts: &[&bind_group_layout, &entity_bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("g-buffer"),
|
||||
layout: Some(&pipeline_layout),
|
||||
|
||||
vertex: VertexState {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
buffers: &[vb_desc.clone()],
|
||||
},
|
||||
fragment: Some(FragmentState {
|
||||
module: &fs_module,
|
||||
entry_point: "main",
|
||||
targets: &[],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: wgpu::CullMode::Back,
|
||||
..Default::default()
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState {
|
||||
constant: 2, // corresponds to bilinear filtering
|
||||
slope_scale: 2.0,
|
||||
clamp: 0.0,
|
||||
},
|
||||
clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
});
|
||||
|
||||
Pass {
|
||||
pipeline,
|
||||
bind_group,
|
||||
uniform_buf,
|
||||
}
|
||||
};
|
||||
|
||||
let shadow_pass = {
|
||||
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
|
||||
|
||||
@@ -346,9 +602,9 @@ impl RenderState {
|
||||
|
||||
// Create the render pipeline
|
||||
let vs_module =
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../resources/bake.vert.spv"));
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.vert.spv"));
|
||||
let fs_module =
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../resources/bake.frag.spv"));
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.frag.spv"));
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("shadow"),
|
||||
@@ -392,6 +648,19 @@ impl RenderState {
|
||||
}
|
||||
};
|
||||
|
||||
// Pre init the gbuffers camera projection uniform
|
||||
let gbuffer_cam_uniform_size =
|
||||
mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress;
|
||||
|
||||
let gbuffer_cam_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("g-buffer camera projection uniform buffer"),
|
||||
size: gbuffer_cam_uniform_size,
|
||||
usage: wgpu::BufferUsage::UNIFORM
|
||||
| wgpu::BufferUsage::COPY_SRC
|
||||
| wgpu::BufferUsage::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
// Pre init the light uniform, with slots enough for MAX_LIGHTS
|
||||
let light_uniform_size =
|
||||
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
|
||||
@@ -437,8 +706,22 @@ impl RenderState {
|
||||
50.0,
|
||||
);
|
||||
|
||||
let g_buffer_camera_projection_matrix = CameraProjectionView {
|
||||
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 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: &[
|
||||
@@ -447,11 +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,
|
||||
@@ -467,7 +746,7 @@ impl RenderState {
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
binding: 2, // texture2DArray
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
multisampled: false,
|
||||
@@ -477,7 +756,7 @@ impl RenderState {
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 3,
|
||||
binding: 3, // samplerShadow
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
filtering: false,
|
||||
@@ -559,10 +838,10 @@ impl RenderState {
|
||||
});
|
||||
|
||||
// Create the render pipeline
|
||||
let vs_module =
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../resources/forward.vert.spv"));
|
||||
let fs_module =
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../resources/forward.frag.spv"));
|
||||
let vs_module = device
|
||||
.create_shader_module(&wgpu::include_spirv!("../../shaders/forward.vert.spv"));
|
||||
let fs_module = device
|
||||
.create_shader_module(&wgpu::include_spirv!("../../shaders/forward.frag.spv"));
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("main"),
|
||||
@@ -600,7 +879,7 @@ impl RenderState {
|
||||
}
|
||||
};
|
||||
|
||||
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
let forward_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
@@ -611,9 +890,73 @@ impl RenderState {
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
|
||||
label: Some("Depth Texture"),
|
||||
label: Some("Forward Depth Texture"),
|
||||
});
|
||||
|
||||
let g_buffer_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
depth: 5,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
|
||||
label: Some("g-buffer depth texture"),
|
||||
});
|
||||
|
||||
// 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),
|
||||
}),
|
||||
)
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
let g_buffer_data_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
depth: 5,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
|
||||
label: Some("g-buffer depth texture"),
|
||||
});
|
||||
|
||||
// I need one of these for each of the g-buffer elements I'm calculating
|
||||
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),
|
||||
}),
|
||||
)
|
||||
})
|
||||
.collect::<Vec<_>>();
|
||||
|
||||
// Imgui renderer
|
||||
let renderer_config = ImguiRendererConfig {
|
||||
texture_format: sc_desc.format,
|
||||
@@ -623,6 +966,15 @@ impl RenderState {
|
||||
ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config);
|
||||
|
||||
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_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,
|
||||
size,
|
||||
@@ -630,7 +982,8 @@ impl RenderState {
|
||||
lights_are_dirty: true,
|
||||
shadow_pass,
|
||||
forward_pass,
|
||||
forward_depth: 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,
|
||||
@@ -685,9 +1038,8 @@ impl RenderState {
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
|
||||
|
||||
|
||||
*/
|
||||
*/
|
||||
|
||||
@@ -1,30 +1,30 @@
|
||||
use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
|
||||
use std::cell::RefCell;
|
||||
use std::iter::Chain;
|
||||
use std::slice::Iter;
|
||||
use std::sync::{Arc, Mutex};
|
||||
use std::thread::current;
|
||||
use std::time::Duration;
|
||||
use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
|
||||
|
||||
use bytemuck::__core::mem;
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use bytemuck::__core::mem;
|
||||
use cgmath::{
|
||||
vec3, Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3,
|
||||
Transform, Vector3,
|
||||
Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3, Transform,
|
||||
vec3, Vector3,
|
||||
};
|
||||
use futures::executor::LocalPool;
|
||||
use imgui::sys::ImGuiContext;
|
||||
use imgui::*;
|
||||
use imgui::sys::ImGuiContext;
|
||||
use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
|
||||
use legion::world::SubWorld;
|
||||
use legion::*;
|
||||
use legion::world::SubWorld;
|
||||
use rapier3d::parry::motion::RigidMotionComposition;
|
||||
use wgpu::util::DeviceExt;
|
||||
use wgpu::{
|
||||
BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, CommandEncoder, Device,
|
||||
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;
|
||||
@@ -35,10 +35,8 @@ use crate::current_ui;
|
||||
use crate::geometry::{load_obj, Vertex};
|
||||
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
|
||||
use crate::light::{DirectionalLight, LightRaw};
|
||||
use crate::render::{EntityUniforms, ForwardUniforms, insert_debug_marker_checked, pop_debug_group_checked, push_debug_group_checked};
|
||||
use crate::render::state::RenderState;
|
||||
use crate::render::{
|
||||
insert_debug_marker_checked, pop_debug_group_checked, push_debug_group_checked, EntityUniforms,
|
||||
};
|
||||
|
||||
#[system]
|
||||
#[write_component(Camera)]
|
||||
@@ -81,11 +79,12 @@ fn run_imgui_render_step<G: 'static + Sized + Send + Sync>(world: &mut SubWorld,
|
||||
.build(&ui, || (window_func.unwrap())(ui, v));
|
||||
}
|
||||
}
|
||||
|
||||
/// Go through each "global" window-data component and render it's data
|
||||
#[system]
|
||||
#[write_component(ImguiWindow<ImguiPerformanceProfilerLine>)]
|
||||
#[write_component(ImguiWindow < ImguiPerformanceProfilerLine >)]
|
||||
#[write_component(ImguiPerformanceProfilerLine)]
|
||||
#[write_component(ImguiWindow<ImguiGenericOutputLine>)]
|
||||
#[write_component(ImguiWindow < ImguiGenericOutputLine >)]
|
||||
#[write_component(ImguiGenericOutputLine)]
|
||||
pub fn render_imgui(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
|
||||
let ui = unsafe { crate::current_ui().unwrap() };
|
||||
@@ -176,7 +175,7 @@ pub fn render_performance_flag(world: &mut SubWorld, #[resource] loop_state: &mu
|
||||
#[write_component(Camera)]
|
||||
#[write_component(Position)]
|
||||
#[write_component(ImguiPerformanceProfilerLine)]
|
||||
#[write_component(Point3<f32>)]
|
||||
#[write_component(Point3 < f32 >)]
|
||||
#[write_component(Mesh)]
|
||||
#[write_component(DirectionalLight)]
|
||||
pub fn render_test(
|
||||
@@ -235,6 +234,7 @@ pub fn render_test(
|
||||
mesh_stack.push(mesh.clone());
|
||||
}
|
||||
|
||||
// Update the light uniforms only if flagged
|
||||
if renderer.lights_are_dirty {
|
||||
renderer.lights_are_dirty = false;
|
||||
let mut query = <(&mut DirectionalLight, &mut Position)>::query();
|
||||
@@ -247,10 +247,58 @@ pub fn render_test(
|
||||
}
|
||||
}
|
||||
|
||||
// Render the g buffer
|
||||
push_debug_group_checked("g-buffer stuff", &mut encoder);
|
||||
{
|
||||
// insert_debug_marker_checked("render entities", &mut encoder);
|
||||
|
||||
// The render pass for the g buffer.. Does it need any attachments
|
||||
// the shadow pass uses a target view as the input, which are just views on
|
||||
// top of the shadow texture. So the attachment is a RW buffer which clears on load
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render pass"),
|
||||
color_attachments: &[
|
||||
wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &renderer.gbuffer_target_views.get(0).unwrap(),
|
||||
resolve_target: None,
|
||||
ops: Default::default(),
|
||||
},
|
||||
wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &renderer.gbuffer_target_views.get(1).unwrap(),
|
||||
resolve_target: None,
|
||||
ops: Default::default(),
|
||||
},
|
||||
wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &renderer.gbuffer_target_views.get(2).unwrap(),
|
||||
resolve_target: None,
|
||||
ops: Default::default(),
|
||||
}],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: &renderer.gbuffer_target_views.get(3).unwrap(),
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: true,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
|
||||
pass.set_pipeline(&renderer.gbuffer_pass.pipeline);
|
||||
pass.set_bind_group(0, &renderer.gbuffer_pass.bind_group, &[]);
|
||||
|
||||
// for mesh in &mesh_stack {
|
||||
// pass.set_bind_group(1, &mesh.bind_group, &[]);
|
||||
// // TODO, pipe through this index format through the mesh
|
||||
// pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
|
||||
// pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
// pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
|
||||
// }
|
||||
}
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
|
||||
// Render the shadow textures
|
||||
push_debug_group_checked("shadow passes", &mut encoder);
|
||||
|
||||
let mut query = <(&mut DirectionalLight, &mut Position)>::query();
|
||||
|
||||
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
|
||||
insert_debug_marker_checked(
|
||||
&format!("shadow pass {} (light at position {:?})", i, pos),
|
||||
@@ -269,6 +317,7 @@ pub fn render_test(
|
||||
|
||||
insert_debug_marker_checked("render entities", &mut encoder);
|
||||
|
||||
//
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render pass"),
|
||||
color_attachments: &[],
|
||||
@@ -292,11 +341,10 @@ pub fn render_test(
|
||||
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
// forward pass
|
||||
push_debug_group_checked("forward rendering pass", &mut encoder);
|
||||
|
||||
// And then render the viewport
|
||||
push_debug_group_checked("forward rendering pass", &mut encoder);
|
||||
{
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("forward render pass"),
|
||||
@@ -327,6 +375,7 @@ pub fn render_test(
|
||||
|
||||
let mut query = <(&mut Position, &mut Mesh)>::query();
|
||||
|
||||
// I could use that mesh stack here lol
|
||||
for (pos, mesh) in query.iter_mut(world) {
|
||||
pass.set_bind_group(1, &mesh.bind_group, &[]);
|
||||
// TODO: Pipe this in through the mesh
|
||||
@@ -335,9 +384,12 @@ pub fn render_test(
|
||||
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
|
||||
|
||||
// Run the Imgui render
|
||||
push_debug_group_checked("imgui rendering pass", &mut encoder);
|
||||
{
|
||||
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
|
||||
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
|
||||
@@ -372,6 +424,10 @@ pub fn render_test(
|
||||
.render(draw_data, &renderer.queue, &renderer.device, &mut rpass)
|
||||
.expect("Rendering failed");
|
||||
}
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
|
||||
// the startfunction debug group
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
|
||||
renderer.queue.submit(iter::once(encoder.finish()));
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user