more hacking

master
mitchellhansen 4 years ago
parent 9ebaece426
commit 36945597c5

@ -3,11 +3,10 @@ use bytemuck::{Zeroable, Pod};
use crate::OPENGL_TO_WGPU_MATRIX;
pub struct Light {
pos: cgmath::Point3<f32>,
color: wgpu::Color,
fov: f32,
depth: Range<f32>,
target_view: wgpu::TextureView,
pub(crate) pos: cgmath::Point3<f32>,
pub(crate) color: wgpu::Color,
pub(crate) fov: f32,
pub(crate) depth: Range<f32>,
}
#[repr(C)]

@ -128,7 +128,6 @@ fn main() {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
})
.await
.unwrap();
@ -156,7 +155,6 @@ fn main() {
},
trace_dir.ok().as_ref().map(std::path::Path::new),
)
.await
.unwrap();
@ -226,7 +224,7 @@ fn main() {
log::info!("Entering render loop...");
let mut renderer = render::Renderer::init();
let mut renderer = render::Renderer::init(&device, &sd_desc);
// This is just an winit event loop

@ -5,6 +5,7 @@ use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
use crate::OPENGL_TO_WGPU_MATRIX;
use crate::light::LightRaw;
use crate::geometry::{Vertex, import_mesh, create_plane};
use wgpu::Buffer;
#[repr(C)]
@ -45,7 +46,11 @@ pub struct Renderer {
shadow_pass: Pass,
forward_pass: Pass,
forward_depth: wgpu::TextureView,
light_uniform_buf: wgpu::Buffer,
plane_uniform_buf: wgpu::Buffer,
plane_vertex_buf: wgpu::Buffer,
plane_index_buf: wgpu::Buffer,
}
impl Renderer {
@ -72,52 +77,58 @@ impl Renderer {
impl Renderer {
pub fn create_buffer(&mut self, device: &wgpu::Device) {
pub fn create_buffer(&mut self,
device: &wgpu::Device,
indices: Vec<u32>,
vertices: Vec<Vertex>) -> (Rc<Buffer>, Rc<Buffer>) {
// Creates the vertex and index buffers for the cube
let vertex_size = mem::size_of::<Vertex>();
let (cube_vertex_data, cube_index_data) = import_mesh("/home/mrh/source/3d-min-viable-eng/resources/my_tree.obj");
let cube_vertex_buf = Rc::new(device.create_buffer_init(
//import_mesh("/home/mrh/source/3d-min-viable-eng/resources/my_tree.obj");
let vertex_buf = Rc::new(device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Cubes Vertex Buffer"),
contents: bytemuck::cast_slice(&cube_vertex_data),
label: Some("vertex-buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsage::VERTEX,
},
));
let cube_index_buf = Rc::new(device.create_buffer_init(
let index_buf = Rc::new(device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Cubes Index Buffer"),
contents: bytemuck::cast_slice(&cube_index_data),
label: Some("index-buffer"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsage::INDEX,
},
));
// Creates the vertex and index buffers for the plane
let (plane_vertex_data, plane_index_data) = create_plane(7.0);
let plane_vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Plane Vertex Buffer"),
contents: bytemuck::cast_slice(&plane_vertex_data),
usage: wgpu::BufferUsage::VERTEX,
});
let plane_index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Plane Index Buffer"),
contents: bytemuck::cast_slice(&plane_index_data),
usage: wgpu::BufferUsage::INDEX,
});
// // Creates the vertex and index buffers for the plane
// let (plane_vertex_data, plane_index_data) = create_plane(7.0);
// self.plane_vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
// label: Some("Plane Vertex Buffer"),
// contents: bytemuck::cast_slice(&plane_vertex_data),
// usage: wgpu::BufferUsage::VERTEX,
// });
//
// self.plane_index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
// label: Some("Plane Index Buffer"),
// contents: bytemuck::cast_slice(&plane_index_data),
// usage: wgpu::BufferUsage::INDEX,
// });
// Creates the uniform for entities, which does the rotation and projection
let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
self.plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: entity_uniform_size,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
});
(vertex_buf, index_buf)
}
pub fn init(device: &wgpu::Device) -> Renderer {
pub fn init(device: &wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor) -> Renderer {
// Pre init the light uniform, with slots enough for MAX_LIGHTS
let light_uniform_size =
@ -160,7 +171,6 @@ impl Renderer {
}],
});
/*
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
@ -309,16 +319,64 @@ impl Renderer {
});
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
// I need to know the number of lights...
let forward_uniforms = ForwardUniforms {
proj: *mx_total.as_ref(),
num_lights: [lights.len() as u32, 0, 0, 0],
//num_lights: [lights.len() as u32, 0, 0, 0],
num_lights: [1 as u32, 0, 0, 0],
};
let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::bytes_of(&forward_uniforms),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
label: None,
});
let mut shadow_target_views = (0..2)
.map(|i| {
Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
label: Some("shadow"),
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<_>>();
// shadow_target_views[0].take().unwrap(),
// pub(crate) target_view: wgpu::TextureView,
let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("shadow"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
..Default::default()
});
// Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,

@ -2,6 +2,7 @@ use std::rc::Rc;
use bytemuck::__core::mem;
use crate::light::Light;
use crate::render::EntityUniforms;
use bytemuck::__core::num::NonZeroU32;
/*
@ -10,8 +11,8 @@ This will eventually be within an ECS...
So I will probably take the same approach that I did for tracer and have meta-data for rendering
held by the ECS, and a render system which will cycle through them and render
*/
struct Entity {
mx_world: cgmath::Matrix4<f32>,
rotation_speed: f32,
@ -91,6 +92,7 @@ impl Runtime {
}],
label: None,
});
Entity {
mx_world: cgmath::Matrix4::identity(),
rotation_speed: 0.0,
@ -154,43 +156,6 @@ impl Runtime {
}
// Create other resources
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: Some("shadow"),
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
compare: Some(wgpu::CompareFunction::LessEqual),
..Default::default()
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
label: None,
});
let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut shadow_target_views = (0..2)
.map(|i| {
Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
label: Some("shadow"),
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<_>>();
// This is just metadata we hold for the lights. We can hold onto this
let lights = vec![
@ -204,7 +169,6 @@ impl Runtime {
},
fov: 60.0,
depth: 1.0..20.0,
target_view: shadow_target_views[0].take().unwrap(),
},
Light {
pos: cgmath::Point3::new(-5.0, 7.0, 10.0),
@ -216,16 +180,12 @@ impl Runtime {
},
fov: 45.0,
depth: 1.0..20.0,
target_view: shadow_target_views[1].take().unwrap(),
},
];
Runtime {
entities,
lights,
lights_are_dirty: true,
light_uniform_buf,
}
}

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