master
mitchellhansen 4 years ago
parent 82b68101b2
commit 7fc761ef9c

1
.gitignore vendored

@ -0,0 +1 @@
/target

@ -0,0 +1,33 @@
[package]
name = "minimal-viable-game-engine"
version = "0.1.0"
authors = ["mitchellhansen <mitchellhansen0@gmail.com>"]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
wgpu = "0.6.0"
arrayvec = "0.5"
futures = "0.3"
parking_lot = "0.11"
raw-window-handle = "0.3"
smallvec = "1"
tracing = { version = "0.1", default-features = false, features = ["std"] }
typed-arena = "2.0.1"
serde = { version = "1", features = ["derive"], optional = true }
gfx-backend-vulkan = { version = "0.6", features = ["x11"] }
cgmath = "0.17"
log = "0.4"
png = "0.16"
winit = { version = "0.22.1", features = ["web-sys"] }
rand = { version = "0.7.2", features = ["wasm-bindgen"] }
bytemuck = "1"
noise = "0.6"
ddsfile = "0.4"
wgpu-subscriber = "0.1.0"

@ -1,3 +0,0 @@
# Can I create the 4-5 interconnected components for a minimal viable game engine?
probably not

@ -0,0 +1,4 @@
#version 450
void main() {
}

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@ -1,13 +0,0 @@
# shadow
This animated example demonstrates shadow mapping.
## To Run
```
cargo run --example shadow
```
## Screenshots
![Shadow mapping](./screenshot.png)

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Before

Width:  |  Height:  |  Size: 277 KiB

@ -0,0 +1,312 @@
use futures::task::LocalSpawn;
#[cfg(not(target_arch = "wasm32"))]
use std::time::{Duration, Instant};
use winit::{
event::{self, WindowEvent},
event_loop::{ControlFlow, EventLoop},
};
use wgpu_subscriber;
#[cfg_attr(rustfmt, rustfmt_skip)]
#[allow(unused)]
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
#[allow(dead_code)]
pub fn cast_slice<T>(data: &[T]) -> &[u8] {
use std::{mem::size_of, slice::from_raw_parts};
unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
}
#[allow(dead_code)]
pub enum ShaderStage {
Vertex,
Fragment,
Compute,
}
pub trait Example: 'static + Sized {
fn optional_features() -> wgpu::Features {
wgpu::Features::empty()
}
fn required_features() -> wgpu::Features {
wgpu::Features::empty()
}
fn required_limits() -> wgpu::Limits {
wgpu::Limits::default()
}
fn init(
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> Self;
fn resize(
&mut self,
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
queue: &wgpu::Queue,
);
fn update(&mut self, event: WindowEvent);
fn render(
&mut self,
frame: &wgpu::SwapChainTexture,
device: &wgpu::Device,
queue: &wgpu::Queue,
spawner: &impl LocalSpawn,
);
}
struct Setup {
window: winit::window::Window,
event_loop: EventLoop<()>,
instance: wgpu::Instance,
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
}
async fn setup<E: Example>(title: &str) -> Setup {
#[cfg(not(target_arch = "wasm32"))]
{
let chrome_tracing_dir = std::env::var("WGPU_CHROME_TRACE");
wgpu_subscriber::initialize_default_subscriber(
chrome_tracing_dir.as_ref().map(std::path::Path::new).ok(),
);
};
#[cfg(target_arch = "wasm32")]
console_log::init().expect("could not initialize logger");
let event_loop = EventLoop::new();
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
let window = builder.build(&event_loop).unwrap();
log::info!("Initializing the surface...");
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
let (size, surface) = unsafe {
let size = window.inner_size();
let surface = instance.create_surface(&window);
(size, surface)
};
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
})
.await
.unwrap();
let optional_features = E::optional_features();
let required_features = E::required_features();
let adapter_features = adapter.features();
assert!(
adapter_features.contains(required_features),
"Adapter does not support required features for this example: {:?}",
required_features - adapter_features
);
let needed_limits = E::required_limits();
let trace_dir = std::env::var("WGPU_TRACE");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: (optional_features & adapter_features) | required_features,
limits: needed_limits,
shader_validation: true,
},
trace_dir.ok().as_ref().map(std::path::Path::new),
)
.await
.unwrap();
Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
}
}
fn start<E: Example>(
Setup {
window,
event_loop,
instance,
size,
surface,
adapter,
device,
queue,
}: Setup,
) {
#[cfg(not(target_arch = "wasm32"))]
let (mut pool, spawner) = {
let local_pool = futures::executor::LocalPool::new();
let spawner = local_pool.spawner();
(local_pool, spawner)
};
#[cfg(target_arch = "wasm32")]
let spawner = {
use futures::{future::LocalFutureObj, task::SpawnError};
use winit::platform::web::WindowExtWebSys;
struct WebSpawner {}
impl LocalSpawn for WebSpawner {
fn spawn_local_obj(
&self,
future: LocalFutureObj<'static, ()>,
) -> Result<(), SpawnError> {
Ok(wasm_bindgen_futures::spawn_local(future))
}
}
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
// On wasm, append the canvas to the document body
web_sys::window()
.and_then(|win| win.document())
.and_then(|doc| doc.body())
.and_then(|body| {
body.append_child(&web_sys::Element::from(window.canvas()))
.ok()
})
.expect("couldn't append canvas to document body");
WebSpawner {}
};
let mut sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
// TODO: Allow srgb unconditionally
format: if cfg!(target_arch = "wasm32") {
wgpu::TextureFormat::Bgra8Unorm
} else {
wgpu::TextureFormat::Bgra8UnormSrgb
},
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
};
let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
log::info!("Initializing the example...");
let mut example = E::init(&sc_desc, &device, &queue);
#[cfg(not(target_arch = "wasm32"))]
let mut last_update_inst = Instant::now();
log::info!("Entering render loop...");
event_loop.run(move |event, _, control_flow| {
let _ = (&instance, &adapter); // force ownership by the closure
*control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit
} else {
#[cfg(not(target_arch = "wasm32"))]
{
ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10))
}
#[cfg(target_arch = "wasm32")]
{
ControlFlow::Poll
}
};
match event {
event::Event::MainEventsCleared => {
#[cfg(not(target_arch = "wasm32"))]
{
if last_update_inst.elapsed() > Duration::from_millis(20) {
window.request_redraw();
last_update_inst = Instant::now();
}
pool.run_until_stalled();
}
#[cfg(target_arch = "wasm32")]
window.request_redraw();
}
event::Event::WindowEvent {
event: WindowEvent::Resized(size),
..
} => {
log::info!("Resizing to {:?}", size);
sc_desc.width = size.width;
sc_desc.height = size.height;
example.resize(&sc_desc, &device, &queue);
swap_chain = device.create_swap_chain(&surface, &sc_desc);
}
event::Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput {
input:
event::KeyboardInput {
virtual_keycode: Some(event::VirtualKeyCode::Escape),
state: event::ElementState::Pressed,
..
},
..
}
| WindowEvent::CloseRequested => {
*control_flow = ControlFlow::Exit;
}
_ => {
example.update(event);
}
},
event::Event::RedrawRequested(_) => {
let frame = match swap_chain.get_current_frame() {
Ok(frame) => frame,
Err(_) => {
swap_chain = device.create_swap_chain(&surface, &sc_desc);
swap_chain
.get_current_frame()
.expect("Failed to acquire next swap chain texture!")
}
};
example.render(&frame.output, &device, &queue, &spawner);
}
_ => {}
}
});
}
#[cfg(not(target_arch = "wasm32"))]
pub fn run<E: Example>(title: &str) {
let setup = futures::executor::block_on(setup::<E>(title));
start::<E>(setup);
}
#[cfg(target_arch = "wasm32")]
pub fn run<E: Example>(title: &str) {
let title = title.to_owned();
wasm_bindgen_futures::spawn_local(async move {
let setup = setup::<E>(&title).await;
start::<E>(setup);
});
}
// This allows treating the framework as a standalone example,
// thus avoiding listing the example names in `Cargo.toml`.
#[allow(dead_code)]
fn main() {}

@ -1,18 +1,26 @@
use std::{iter, mem, num::NonZeroU32, ops::Range, rc::Rc};
#[path = "../framework.rs"]
extern crate winit;
#[path = "framework.rs"]
mod framework;
use bytemuck::{Pod, Zeroable};
use wgpu::util::DeviceExt;
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
#[derive(Clone, Copy)]
struct Vertex {
_pos: [i8; 4],
_normal: [i8; 4],
}
unsafe impl Pod for Vertex {}
unsafe impl Zeroable for Vertex {}
fn vertex(pos: [i8; 3], nor: [i8; 3]) -> Vertex {
Vertex {
_pos: [pos[0], pos[1], pos[2], 1],
@ -85,9 +93,9 @@ struct Entity {
color: wgpu::Color,
vertex_buf: Rc<wgpu::Buffer>,
index_buf: Rc<wgpu::Buffer>,
index_format: wgpu::IndexFormat,
index_count: usize,
uniform_offset: wgpu::DynamicOffset,
bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer,
}
struct Light {
@ -99,13 +107,16 @@ struct Light {
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
#[derive(Clone, Copy)]
struct LightRaw {
proj: [[f32; 4]; 4],
pos: [f32; 4],
color: [f32; 4],
}
unsafe impl Pod for LightRaw {}
unsafe impl Zeroable for LightRaw {}
impl Light {
fn to_raw(&self) -> LightRaw {
use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
@ -134,19 +145,25 @@ impl Light {
}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
#[derive(Clone, Copy)]
struct ForwardUniforms {
proj: [[f32; 4]; 4],
num_lights: [u32; 4],
}
unsafe impl Pod for ForwardUniforms {}
unsafe impl Zeroable for ForwardUniforms {}
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
#[derive(Clone, Copy)]
struct EntityUniforms {
model: [[f32; 4]; 4],
color: [f32; 4],
}
unsafe impl Pod for EntityUniforms {}
unsafe impl Zeroable for EntityUniforms {}
#[repr(C)]
struct ShadowUniforms {
proj: [[f32; 4]; 4],
@ -165,9 +182,7 @@ struct Example {
shadow_pass: Pass,
forward_pass: Pass,
forward_depth: wgpu::TextureView,
entity_bind_group: wgpu::BindGroup,
light_uniform_buf: wgpu::Buffer,
entity_uniform_buf: wgpu::Buffer,
}
impl Example {
@ -234,6 +249,53 @@ impl framework::Example for Example {
usage: wgpu::BufferUsage::INDEX,
});
let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
let 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,
});
let local_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: wgpu::BufferSize::new(
mem::size_of::<EntityUniforms>() as _
),
},
count: None,
}],
label: None,
});
let mut entities = vec![{
use cgmath::SquareMatrix;
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(plane_uniform_buf.slice(..)),
}],
label: None,
});
Entity {
mx_world: cgmath::Matrix4::identity(),
rotation_speed: 0.0,
color: wgpu::Color::WHITE,
vertex_buf: Rc::new(plane_vertex_buf),
index_buf: Rc::new(plane_index_buf),
index_count: plane_index_data.len(),
bind_group,
uniform_buf: plane_uniform_buf,
}
}];
struct CubeDesc {
offset: cgmath::Vector3<f32>,
angle: f32,
@ -267,34 +329,7 @@ impl framework::Example for Example {
},
];
let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
let num_entities = 1 + cube_descs.len() as wgpu::BufferAddress;
assert!(entity_uniform_size <= wgpu::BIND_BUFFER_ALIGNMENT);
//Note: dynamic offsets also have to be aligned to `BIND_BUFFER_ALIGNMENT`.
let entity_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: num_entities * wgpu::BIND_BUFFER_ALIGNMENT,
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
});
let index_format = wgpu::IndexFormat::Uint16;
let mut entities = vec![{
use cgmath::SquareMatrix;
Entity {
mx_world: cgmath::Matrix4::identity(),
rotation_speed: 0.0,
color: wgpu::Color::WHITE,
vertex_buf: Rc::new(plane_vertex_buf),
index_buf: Rc::new(plane_index_buf),
index_format,
index_count: plane_index_data.len(),
uniform_offset: 0,
}
}];
for (i, cube) in cube_descs.iter().enumerate() {
for cube in &cube_descs {
use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3};
let transform = Decomposed {
@ -302,44 +337,30 @@ impl framework::Example for Example {
rot: Quaternion::from_axis_angle(cube.offset.normalize(), Deg(cube.angle)),
scale: cube.scale,
};
let 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,
});
entities.push(Entity {
mx_world: cgmath::Matrix4::from(transform),
rotation_speed: cube.rotation,
color: wgpu::Color::GREEN,
vertex_buf: Rc::clone(&cube_vertex_buf),
index_buf: Rc::clone(&cube_index_buf),
index_format,
index_count: cube_index_data.len(),
uniform_offset: ((i + 1) * wgpu::BIND_BUFFER_ALIGNMENT as usize) as _,
});
}
let local_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: true,
min_binding_size: wgpu::BufferSize::new(entity_uniform_size),
},
count: None,
}],
label: None,
});
let entity_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &local_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer {
buffer: &entity_uniform_buf,
offset: 0,
size: wgpu::BufferSize::new(entity_uniform_size),
},
resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
}],
label: None,
}),
uniform_buf,
});
}
// Create other resources
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
@ -360,7 +381,7 @@ impl framework::Example for Example {
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
label: None,
});
let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
@ -432,9 +453,8 @@ impl framework::Example for Example {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: wgpu::BufferSize::new(uniform_size),
},
count: None,
@ -458,13 +478,14 @@ impl framework::Example for Example {
layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buf.as_entire_binding(),
resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
}],
label: None,
});
// Create the render pipeline
let vs_module = device.create_shader_module(&wgpu::include_spirv!("bake.vert.spv"));
let vs_module = device.create_shader_module(wgpu::include_spirv!("../resources/bake.vert.spv"));
let fs_module = device.create_shader_module(wgpu::include_spirv!("../resources/bake.frag.spv"));
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("shadow"),
@ -473,11 +494,13 @@ impl framework::Example for Example {
module: &vs_module,
entry_point: "main",
},
fragment_stage: None,
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
polygon_mode: wgpu::PolygonMode::Fill,
depth_bias: 2, // corresponds to bilinear filtering
depth_bias_slope_scale: 2.0,
depth_bias_clamp: 0.0,
@ -492,7 +515,7 @@ impl framework::Example for Example {
stencil: wgpu::StencilStateDescriptor::default(),
}),
vertex_state: wgpu::VertexStateDescriptor {
index_format: Some(index_format),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vb_desc.clone()],
},
sample_count: 1,
@ -515,9 +538,8 @@ impl framework::Example for Example {
wgpu::BindGroupLayoutEntry {
binding: 0, // global
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: wgpu::BufferSize::new(mem::size_of::<
ForwardUniforms,
>(
@ -529,9 +551,8 @@ impl framework::Example for Example {
wgpu::BindGroupLayoutEntry {
binding: 1, // lights
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: wgpu::BufferSize::new(light_uniform_size),
},
count: None,
@ -539,20 +560,17 @@ impl framework::Example for Example {
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Texture {
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: wgpu::TextureViewDimension::D2Array,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2Array,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: true,
filtering: false,
},
ty: wgpu::BindingType::Sampler { comparison: true },
count: None,
},
],
@ -581,11 +599,11 @@ impl framework::Example for Example {
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: uniform_buf.as_entire_binding(),
resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
},
wgpu::BindGroupEntry {
binding: 1,
resource: light_uniform_buf.as_entire_binding(),
resource: wgpu::BindingResource::Buffer(light_uniform_buf.slice(..)),
},
wgpu::BindGroupEntry {
binding: 2,
@ -600,8 +618,8 @@ impl framework::Example for Example {
});
// Create the render pipeline
let vs_module = device.create_shader_module(&wgpu::include_spirv!("forward.vert.spv"));
let fs_module = device.create_shader_module(&wgpu::include_spirv!("forward.frag.spv"));
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 pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("main"),
@ -628,7 +646,7 @@ impl framework::Example for Example {
stencil: wgpu::StencilStateDescriptor::default(),
}),
vertex_state: wgpu::VertexStateDescriptor {
index_format: Some(index_format),
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vb_desc],
},
sample_count: 1,
@ -653,7 +671,7 @@ impl framework::Example for Example {
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
label: None,
});
@ -665,8 +683,6 @@ impl framework::Example for Example {
forward_pass,
forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
light_uniform_buf,
entity_uniform_buf,
entity_bind_group,
}
}
@ -699,7 +715,7 @@ impl framework::Example for Example {
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
label: None,
});
self.forward_depth = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
@ -727,11 +743,7 @@ impl framework::Example for Example {
entity.color.a as f32,
],
};
queue.write_buffer(
&self.entity_uniform_buf,
entity.uniform_offset as wgpu::BufferAddress,
bytemuck::bytes_of(&data),
);
queue.write_buffer(&entity.uniform_buf, 0, bytemuck::bytes_of(&data));
}
if self.lights_are_dirty {
@ -768,7 +780,6 @@ impl framework::Example for Example {
encoder.insert_debug_marker("render entities");
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[],
depth_stencil_attachment: Some(
wgpu::RenderPassDepthStencilAttachmentDescriptor {
@ -785,8 +796,8 @@ impl framework::Example for Example {
pass.set_bind_group(0, &self.shadow_pass.bind_group, &[]);
for entity in &self.entities {
pass.set_bind_group(1, &self.entity_bind_group, &[entity.uniform_offset]);
pass.set_index_buffer(entity.index_buf.slice(..), entity.index_format);
pass.set_bind_group(1, &entity.bind_group, &[]);
pass.set_index_buffer(entity.index_buf.slice(..));
pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
}
@ -800,7 +811,6 @@ impl framework::Example for Example {
encoder.push_debug_group("forward rendering pass");
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
@ -827,8 +837,8 @@ impl framework::Example for Example {
pass.set_bind_group(0, &self.forward_pass.bind_group, &[]);
for entity in &self.entities {
pass.set_bind_group(1, &self.entity_bind_group, &[entity.uniform_offset]);
pass.set_index_buffer(entity.index_buf.slice(..), entity.index_format);
pass.set_bind_group(1, &entity.bind_group, &[]);
pass.set_index_buffer(entity.index_buf.slice(..));
pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
}
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