exploring other rendering styles

deferred
mitchellhansen 4 years ago
parent 14b0948b9c
commit 813d2f6f2f

@ -6,6 +6,10 @@ layout(set = 0, binding = 0) uniform Globals {
mat4 u_ViewProj; mat4 u_ViewProj;
}; };
layout(set = 0, binding = 1) uniform Globals {
mat4 u_ViewProj;
};
layout(set = 1, binding = 0) uniform Entity { layout(set = 1, binding = 0) uniform Entity {
mat4 u_World; mat4 u_World;
vec4 u_Color; vec4 u_Color;

@ -30,6 +30,9 @@ layout(set = 1, binding = 0) uniform Entity {
}; };
float fetch_shadow(int light_id, vec4 homogeneous_coords) { float fetch_shadow(int light_id, vec4 homogeneous_coords) {
// homogeneous coords is the depth of the previously rendered
// fragment, from the lights perspective. If it's less than 0
// then it's behind the light, so it's obviously in shadow
if (homogeneous_coords.w <= 0.0) { if (homogeneous_coords.w <= 0.0) {
return 1.0; return 1.0;
} }
@ -37,6 +40,7 @@ float fetch_shadow(int light_id, vec4 homogeneous_coords) {
const vec2 flip_correction = vec2(0.5, -0.5); const vec2 flip_correction = vec2(0.5, -0.5);
// compute texture coordinates for shadow lookup // compute texture coordinates for shadow lookup
vec4 light_local = vec4( vec4 light_local = vec4(
// I don't know what kind of jank shit is going on on this line
homogeneous_coords.xy * flip_correction/homogeneous_coords.w + 0.5, homogeneous_coords.xy * flip_correction/homogeneous_coords.w + 0.5,
light_id, light_id,
homogeneous_coords.z / homogeneous_coords.w homogeneous_coords.z / homogeneous_coords.w

@ -18,7 +18,11 @@ use legion::world::SubWorld;
use legion::*; use legion::*;
use rapier3d::parry::motion::RigidMotionComposition; use rapier3d::parry::motion::RigidMotionComposition;
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
use wgpu::{BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView, VertexState, CommandEncoder}; use wgpu::{
BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, CommandEncoder, Device,
Features, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor,
SwapChainFrame, TextureView, VertexState,
};
use winit_24::dpi::PhysicalSize; use winit_24::dpi::PhysicalSize;
use winit_24::platform::unix::x11::ffi::Time; use winit_24::platform::unix::x11::ffi::Time;
use winit_24::window::Window; use winit_24::window::Window;
@ -26,11 +30,10 @@ use winit_24::window::Window;
use crate::camera::{Camera, CameraController}; use crate::camera::{Camera, CameraController};
use crate::components::{Mesh, Position, RangeCopy}; use crate::components::{Mesh, Position, RangeCopy};
use crate::current_ui; use crate::current_ui;
use crate::geometry::{load_obj, Vertex, RawMesh}; use crate::geometry::{load_obj, RawMesh, Vertex};
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform}; use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
use crate::light::{DirectionalLight, LightRaw}; use crate::light::{DirectionalLight, LightRaw};
use crate::render::{EntityUniforms, ShadowUniforms, ForwardUniforms}; use crate::render::{EntityUniforms, ForwardUniforms, ShadowUniforms};
/// A render pass consists of a pipeline, bindgroup, and uniform buf /// A render pass consists of a pipeline, bindgroup, and uniform buf
/// The uniform buf is just the ShadowUniforms or ForwardUniforms /// The uniform buf is just the ShadowUniforms or ForwardUniforms
@ -41,9 +44,7 @@ pub struct Pass {
pub uniform_buf: wgpu::Buffer, pub uniform_buf: wgpu::Buffer,
} }
pub struct RenderState { pub struct RenderState {
swapchain: SwapChain, swapchain: SwapChain,
swapchain_description: SwapChainDescriptor, swapchain_description: SwapChainDescriptor,
instance: Arc<Instance>, instance: Arc<Instance>,
@ -109,10 +110,7 @@ impl RenderState {
} }
/// Create a buffer for a mesh /// Create a buffer for a mesh
fn create_buffer( fn create_buffer(device: &wgpu::Device, raw_mesh: &RawMesh) -> (Arc<Buffer>, Arc<Buffer>) {
device: &wgpu::Device,
raw_mesh: &RawMesh,
) -> (Arc<Buffer>, Arc<Buffer>) {
let vertex_buf = Arc::new( let vertex_buf = Arc::new(
device.create_buffer_init(&wgpu::util::BufferInitDescriptor { device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("vertex-buffer"), label: Some("vertex-buffer"),
@ -133,8 +131,11 @@ impl RenderState {
} }
/// Take a meshes raw representation and upload it to a GPU buffer /// Take a meshes raw representation and upload it to a GPU buffer
pub fn upload_mesh_to_buffer(&mut self, mesh: &RawMesh, color: Option<wgpu::Color>) -> Result<Mesh, String> { pub fn upload_mesh_to_buffer(
&mut self,
mesh: &RawMesh,
color: Option<wgpu::Color>,
) -> Result<Mesh, String> {
let index_count = mesh.indices.len() * 3; // TODO bad bad bad bad! let index_count = mesh.indices.len() * 3; // TODO bad bad bad bad!
let (vertex_buf, index_buf) = RenderState::create_buffer(&self.device, mesh); let (vertex_buf, index_buf) = RenderState::create_buffer(&self.device, mesh);
@ -174,7 +175,11 @@ impl RenderState {
} }
/// explicitly load from file, and upload to gpu the mesh /// explicitly load from file, and upload to gpu the mesh
pub fn load_mesh_to_buffer(&mut self, filepath: &str, color: Option<wgpu::Color>) -> Result<Mesh, String> { pub fn load_mesh_to_buffer(
&mut self,
filepath: &str,
color: Option<wgpu::Color>,
) -> Result<Mesh, String> {
let raw_mesh = load_obj(filepath)?; let raw_mesh = load_obj(filepath)?;
self.upload_mesh_to_buffer(&raw_mesh, color) self.upload_mesh_to_buffer(&raw_mesh, color)
} }
@ -292,8 +297,9 @@ impl RenderState {
}); });
/* /*
There appear to be two passes required for shadows, the shadow pass, and the forward pass The shadow pass renders from the perspective of each camera and applies that to the shadow
Need to open this up in renderdoc and see what it's actually doing texture. Due to light FOV and the shadow texture itself, it's rather difficult to have
hands-off global lighting / point lights
*/ */
let shadow_pass = { let shadow_pass = {
@ -330,25 +336,43 @@ impl RenderState {
mapped_at_creation: false, mapped_at_creation: false,
}); });
// Holds the shadow uniforms, which is just a 4 vec of quaternians
let g_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("shadow_pass_g_buffer"),
size: uniform_size,
usage: wgpu::BufferUsage::STORAGE | wgpu::BufferUsage::COPY_DST,
mapped_at_creation: false,
});
// Create bind group // Create bind group
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout, layout: &bind_group_layout,
entries: &[wgpu::BindGroupEntry { entries: &[
wgpu::BindGroupEntry {
binding: 0, binding: 0,
resource: wgpu::BindingResource::Buffer { resource: wgpu::BindingResource::Buffer {
buffer: &uniform_buf, buffer: &uniform_buf,
offset: 0, offset: 0,
size: wgpu::BufferSize::new(uniform_size), size: wgpu::BufferSize::new(uniform_size),
}, },
}], },
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Buffer {
buffer: &g_buffer,
offset: 0,
size: wgpu::BufferSize::new(uniform_size),
},
},
],
label: Some("Shadow uniform bind group"), label: Some("Shadow uniform bind group"),
}); });
// Create the render pipeline // Create the render pipeline
let vs_module = 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 = 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 { let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("shadow"), label: Some("shadow"),
@ -559,10 +583,10 @@ impl RenderState {
}); });
// Create the render pipeline // Create the render pipeline
let vs_module = let vs_module = device
device.create_shader_module(&wgpu::include_spirv!("../../resources/forward.vert.spv")); .create_shader_module(&wgpu::include_spirv!("../../shaders/forward.vert.spv"));
let fs_module = let fs_module = device
device.create_shader_module(&wgpu::include_spirv!("../../resources/forward.frag.spv")); .create_shader_module(&wgpu::include_spirv!("../../shaders/forward.frag.spv"));
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("main"), label: Some("main"),
@ -685,9 +709,8 @@ impl RenderState {
} }
} }
/* /*
*/ */

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