commit
82b68101b2
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# Can I create the 4-5 interconnected components for a minimal viable game engine?
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probably not
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# shadow
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This animated example demonstrates shadow mapping.
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## To Run
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```
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cargo run --example shadow
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```
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## Screenshots
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![Shadow mapping](./screenshot.png)
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#version 450
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layout(location = 0) in ivec4 a_Pos;
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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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#version 450
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const int MAX_LIGHTS = 10;
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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 = 0) out vec4 o_Target;
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struct Light {
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mat4 proj;
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vec4 pos;
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vec4 color;
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};
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layout(set = 0, binding = 0) uniform Globals {
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mat4 u_ViewProj;
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uvec4 u_NumLights;
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};
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layout(set = 0, binding = 1) uniform Lights {
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Light u_Lights[MAX_LIGHTS];
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};
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layout(set = 0, binding = 2) uniform texture2DArray t_Shadow;
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layout(set = 0, binding = 3) uniform samplerShadow s_Shadow;
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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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float fetch_shadow(int light_id, vec4 homogeneous_coords) {
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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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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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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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);
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// do the lookup, using HW PCF and comparison
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return texture(sampler2DArrayShadow(t_Shadow, s_Shadow), light_local);
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}
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void main() {
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vec3 normal = normalize(v_Normal);
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vec3 ambient = vec3(0.05, 0.05, 0.05);
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// accumulate color
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vec3 color = ambient;
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for (int i=0; i<int(u_NumLights.x) && i<MAX_LIGHTS; ++i) {
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Light light = u_Lights[i];
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// project into the light space
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float shadow = fetch_shadow(i, light.proj * v_Position);
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// compute Lambertian diffuse term
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vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
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float diffuse = max(0.0, dot(normal, light_dir));
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// add light contribution
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color += shadow * diffuse * light.color.xyz;
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}
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// multiply the light by material color
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o_Target = vec4(color, 1.0) * u_Color;
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}
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#version 450
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layout(location = 0) in ivec4 a_Pos;
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layout(location = 1) in ivec4 a_Normal;
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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(set = 0, binding = 0) uniform Globals {
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mat4 u_ViewProj;
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uvec4 u_NumLights;
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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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v_Normal = mat3(u_World) * vec3(a_Normal.xyz);
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v_Position = u_World * vec4(a_Pos);
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gl_Position = u_ViewProj * v_Position;
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}
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use std::{iter, mem, num::NonZeroU32, ops::Range, rc::Rc};
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#[path = "../framework.rs"]
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mod framework;
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use bytemuck::{Pod, Zeroable};
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use wgpu::util::DeviceExt;
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct Vertex {
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_pos: [i8; 4],
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_normal: [i8; 4],
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}
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fn vertex(pos: [i8; 3], nor: [i8; 3]) -> Vertex {
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Vertex {
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_pos: [pos[0], pos[1], pos[2], 1],
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_normal: [nor[0], nor[1], nor[2], 0],
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}
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}
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fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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// top (0, 0, 1)
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vertex([-1, -1, 1], [0, 0, 1]),
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vertex([1, -1, 1], [0, 0, 1]),
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vertex([1, 1, 1], [0, 0, 1]),
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vertex([-1, 1, 1], [0, 0, 1]),
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// bottom (0, 0, -1)
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vertex([-1, 1, -1], [0, 0, -1]),
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vertex([1, 1, -1], [0, 0, -1]),
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vertex([1, -1, -1], [0, 0, -1]),
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vertex([-1, -1, -1], [0, 0, -1]),
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// right (1, 0, 0)
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vertex([1, -1, -1], [1, 0, 0]),
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vertex([1, 1, -1], [1, 0, 0]),
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vertex([1, 1, 1], [1, 0, 0]),
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vertex([1, -1, 1], [1, 0, 0]),
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// left (-1, 0, 0)
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vertex([-1, -1, 1], [-1, 0, 0]),
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vertex([-1, 1, 1], [-1, 0, 0]),
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vertex([-1, 1, -1], [-1, 0, 0]),
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vertex([-1, -1, -1], [-1, 0, 0]),
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// front (0, 1, 0)
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vertex([1, 1, -1], [0, 1, 0]),
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vertex([-1, 1, -1], [0, 1, 0]),
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vertex([-1, 1, 1], [0, 1, 0]),
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vertex([1, 1, 1], [0, 1, 0]),
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// back (0, -1, 0)
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vertex([1, -1, 1], [0, -1, 0]),
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vertex([-1, -1, 1], [0, -1, 0]),
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vertex([-1, -1, -1], [0, -1, 0]),
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vertex([1, -1, -1], [0, -1, 0]),
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];
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let index_data: &[u16] = &[
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0, 1, 2, 2, 3, 0, // top
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4, 5, 6, 6, 7, 4, // bottom
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8, 9, 10, 10, 11, 8, // right
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12, 13, 14, 14, 15, 12, // left
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16, 17, 18, 18, 19, 16, // front
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20, 21, 22, 22, 23, 20, // back
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];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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fn create_plane(size: i8) -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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vertex([size, -size, 0], [0, 0, 1]),
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vertex([size, size, 0], [0, 0, 1]),
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vertex([-size, -size, 0], [0, 0, 1]),
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vertex([-size, size, 0], [0, 0, 1]),
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];
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let index_data: &[u16] = &[0, 1, 2, 2, 1, 3];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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struct Entity {
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mx_world: cgmath::Matrix4<f32>,
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rotation_speed: f32,
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color: wgpu::Color,
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vertex_buf: Rc<wgpu::Buffer>,
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index_buf: Rc<wgpu::Buffer>,
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index_format: wgpu::IndexFormat,
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index_count: usize,
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uniform_offset: wgpu::DynamicOffset,
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}
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struct Light {
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pos: cgmath::Point3<f32>,
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color: wgpu::Color,
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fov: f32,
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depth: Range<f32>,
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target_view: wgpu::TextureView,
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}
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct LightRaw {
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proj: [[f32; 4]; 4],
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pos: [f32; 4],
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color: [f32; 4],
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}
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impl Light {
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fn to_raw(&self) -> LightRaw {
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use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
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let mx_view = Matrix4::look_at(self.pos, Point3::origin(), Vector3::unit_z());
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let projection = PerspectiveFov {
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fovy: Deg(self.fov).into(),
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aspect: 1.0,
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near: self.depth.start,
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far: self.depth.end,
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};
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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let mx_view_proj =
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mx_correction * cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
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LightRaw {
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proj: *mx_view_proj.as_ref(),
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pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
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color: [
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self.color.r as f32,
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self.color.g as f32,
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self.color.b as f32,
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1.0,
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],
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}
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}
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}
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct ForwardUniforms {
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proj: [[f32; 4]; 4],
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num_lights: [u32; 4],
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}
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct EntityUniforms {
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model: [[f32; 4]; 4],
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color: [f32; 4],
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}
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#[repr(C)]
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struct ShadowUniforms {
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proj: [[f32; 4]; 4],
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}
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struct Pass {
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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uniform_buf: wgpu::Buffer,
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}
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struct Example {
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entities: Vec<Entity>,
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lights: Vec<Light>,
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lights_are_dirty: bool,
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shadow_pass: Pass,
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forward_pass: Pass,
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forward_depth: wgpu::TextureView,
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entity_bind_group: wgpu::BindGroup,
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light_uniform_buf: wgpu::Buffer,
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entity_uniform_buf: wgpu::Buffer,
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}
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impl Example {
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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 SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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width: 512,
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height: 512,
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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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fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
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let mx_view = cgmath::Matrix4::look_at(
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cgmath::Point3::new(3.0f32, -10.0, 6.0),
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cgmath::Point3::new(0f32, 0.0, 0.0),
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cgmath::Vector3::unit_z(),
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);
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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mx_correction * mx_projection * mx_view
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}
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}
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impl framework::Example for Example {
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fn optional_features() -> wgpu::Features {
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wgpu::Features::DEPTH_CLAMPING
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}
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fn init(
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sc_desc: &wgpu::SwapChainDescriptor,
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device: &wgpu::Device,
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_queue: &wgpu::Queue,
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) -> Self {
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// Create the vertex and index buffers
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let vertex_size = mem::size_of::<Vertex>();
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let (cube_vertex_data, cube_index_data) = create_cube();
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let cube_vertex_buf = Rc::new(device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Cubes Vertex Buffer"),
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contents: bytemuck::cast_slice(&cube_vertex_data),
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usage: wgpu::BufferUsage::VERTEX,
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},
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));
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let cube_index_buf = Rc::new(device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Cubes Index Buffer"),
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contents: bytemuck::cast_slice(&cube_index_data),
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usage: wgpu::BufferUsage::INDEX,
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},
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));
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let (plane_vertex_data, plane_index_data) = create_plane(7);
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let plane_vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Plane Vertex Buffer"),
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contents: bytemuck::cast_slice(&plane_vertex_data),
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usage: wgpu::BufferUsage::VERTEX,
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});
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let plane_index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Plane Index Buffer"),
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contents: bytemuck::cast_slice(&plane_index_data),
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usage: wgpu::BufferUsage::INDEX,
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});
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struct CubeDesc {
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offset: cgmath::Vector3<f32>,
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angle: f32,
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scale: f32,
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rotation: f32,
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}
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let cube_descs = [
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CubeDesc {
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offset: cgmath::vec3(-2.0, -2.0, 2.0),
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angle: 10.0,
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scale: 0.7,
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rotation: 0.1,
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},
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CubeDesc {
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offset: cgmath::vec3(2.0, -2.0, 2.0),
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angle: 50.0,
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scale: 1.3,
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rotation: 0.2,
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},
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CubeDesc {
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offset: cgmath::vec3(-2.0, 2.0, 2.0),
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angle: 140.0,
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scale: 1.1,
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rotation: 0.3,
|
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},
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CubeDesc {
|
||||
offset: cgmath::vec3(2.0, 2.0, 2.0),
|
||||
angle: 210.0,
|
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scale: 0.9,
|
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rotation: 0.4,
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||||
},
|
||||
];
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||||
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let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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let num_entities = 1 + cube_descs.len() as wgpu::BufferAddress;
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assert!(entity_uniform_size <= wgpu::BIND_BUFFER_ALIGNMENT);
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//Note: dynamic offsets also have to be aligned to `BIND_BUFFER_ALIGNMENT`.
|
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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() {
|
||||
use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3};
|
||||
|
||||
let transform = Decomposed {
|
||||
disp: cube.offset.clone(),
|
||||
rot: Quaternion::from_axis_angle(cube.offset.normalize(), Deg(cube.angle)),
|
||||
scale: cube.scale,
|
||||
};
|
||||
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 {
|
||||
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),
|
||||
},
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
// 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::RENDER_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<_>>();
|
||||
let lights = vec![
|
||||
Light {
|
||||
pos: cgmath::Point3::new(7.0, -5.0, 10.0),
|
||||
color: wgpu::Color {
|
||||
r: 0.5,
|
||||
g: 1.0,
|
||||
b: 0.5,
|
||||
a: 1.0,
|
||||
},
|
||||
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),
|
||||
color: wgpu::Color {
|
||||
r: 1.0,
|
||||
g: 0.5,
|
||||
b: 0.5,
|
||||
a: 1.0,
|
||||
},
|
||||
fov: 45.0,
|
||||
depth: 1.0..20.0,
|
||||
target_view: shadow_target_views[1].take().unwrap(),
|
||||
},
|
||||
];
|
||||
let light_uniform_size =
|
||||
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
|
||||
let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: None,
|
||||
size: light_uniform_size,
|
||||
usage: wgpu::BufferUsage::UNIFORM
|
||||
| wgpu::BufferUsage::COPY_SRC
|
||||
| wgpu::BufferUsage::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
let vertex_attr = wgpu::vertex_attr_array![0 => Char4, 1 => Char4];
|
||||
let vb_desc = wgpu::VertexBufferDescriptor {
|
||||
stride: vertex_size as wgpu::BufferAddress,
|
||||
step_mode: wgpu::InputStepMode::Vertex,
|
||||
attributes: &vertex_attr,
|
||||
};
|
||||
|
||||
let shadow_pass = {
|
||||
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
|
||||
// Create pipeline layout
|
||||
let bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: None,
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0, // global
|
||||
visibility: wgpu::ShaderStage::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: wgpu::BufferSize::new(uniform_size),
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("shadow"),
|
||||
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: None,
|
||||
size: uniform_size,
|
||||
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
// Create bind group
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: uniform_buf.as_entire_binding(),
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
|
||||
// Create the render pipeline
|
||||
let vs_module = device.create_shader_module(&wgpu::include_spirv!("bake.vert.spv"));
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("shadow"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
},
|
||||
fragment_stage: None,
|
||||
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,
|
||||
clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
|
||||
}),
|
||||
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
color_states: &[],
|
||||
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
|
||||
format: Self::SHADOW_FORMAT,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::LessEqual,
|
||||
stencil: wgpu::StencilStateDescriptor::default(),
|
||||
}),
|
||||
vertex_state: wgpu::VertexStateDescriptor {
|
||||
index_format: Some(index_format),
|
||||
vertex_buffers: &[vb_desc.clone()],
|
||||
},
|
||||
sample_count: 1,
|
||||
sample_mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
});
|
||||
|
||||
Pass {
|
||||
pipeline,
|
||||
bind_group,
|
||||
uniform_buf,
|
||||
}
|
||||
};
|
||||
|
||||
let forward_pass = {
|
||||
// Create pipeline layout
|
||||
let bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0, // global
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: wgpu::BufferSize::new(mem::size_of::<
|
||||
ForwardUniforms,
|
||||
>(
|
||||
)
|
||||
as _),
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1, // lights
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: wgpu::BufferSize::new(light_uniform_size),
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 2,
|
||||
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: 3,
|
||||
visibility: wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::Sampler {
|
||||
comparison: true,
|
||||
filtering: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
label: None,
|
||||
});
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("main"),
|
||||
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
|
||||
let forward_uniforms = ForwardUniforms {
|
||||
proj: *mx_total.as_ref(),
|
||||
num_lights: [lights.len() 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,
|
||||
});
|
||||
|
||||
// Create bind group
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: uniform_buf.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: light_uniform_buf.as_entire_binding(),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::TextureView(&shadow_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 3,
|
||||
resource: wgpu::BindingResource::Sampler(&shadow_sampler),
|
||||
},
|
||||
],
|
||||
label: None,
|
||||
});
|
||||
|
||||
// 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 pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("main"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
},
|
||||
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,
|
||||
..Default::default()
|
||||
}),
|
||||
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
color_states: &[sc_desc.format.into()],
|
||||
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
|
||||
format: Self::DEPTH_FORMAT,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilStateDescriptor::default(),
|
||||
}),
|
||||
vertex_state: wgpu::VertexStateDescriptor {
|
||||
index_format: Some(index_format),
|
||||
vertex_buffers: &[vb_desc],
|
||||
},
|
||||
sample_count: 1,
|
||||
sample_mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
});
|
||||
|
||||
Pass {
|
||||
pipeline,
|
||||
bind_group,
|
||||
uniform_buf,
|
||||
}
|
||||
};
|
||||
|
||||
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
depth: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
|
||||
label: None,
|
||||
});
|
||||
|
||||
Example {
|
||||
entities,
|
||||
lights,
|
||||
lights_are_dirty: true,
|
||||
shadow_pass,
|
||||
forward_pass,
|
||||
forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
|
||||
light_uniform_buf,
|
||||
entity_uniform_buf,
|
||||
entity_bind_group,
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, _event: winit::event::WindowEvent) {
|
||||
//empty
|
||||
}
|
||||
|
||||
fn resize(
|
||||
&mut self,
|
||||
sc_desc: &wgpu::SwapChainDescriptor,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
) {
|
||||
// update view-projection matrix
|
||||
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
|
||||
let mx_ref: &[f32; 16] = mx_total.as_ref();
|
||||
queue.write_buffer(
|
||||
&self.forward_pass.uniform_buf,
|
||||
0,
|
||||
bytemuck::cast_slice(mx_ref),
|
||||
);
|
||||
|
||||
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
depth: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
|
||||
label: None,
|
||||
});
|
||||
self.forward_depth = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
}
|
||||
|
||||
fn render(
|
||||
&mut self,
|
||||
frame: &wgpu::SwapChainTexture,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
_spawner: &impl futures::task::LocalSpawn,
|
||||
) {
|
||||
// update uniforms
|
||||
for entity in self.entities.iter_mut() {
|
||||
if entity.rotation_speed != 0.0 {
|
||||
let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(entity.rotation_speed));
|
||||
entity.mx_world = entity.mx_world * rotation;
|
||||
}
|
||||
let data = EntityUniforms {
|
||||
model: entity.mx_world.into(),
|
||||
color: [
|
||||
entity.color.r as f32,
|
||||
entity.color.g as f32,
|
||||
entity.color.b as f32,
|
||||
entity.color.a as f32,
|
||||
],
|
||||
};
|
||||
queue.write_buffer(
|
||||
&self.entity_uniform_buf,
|
||||
entity.uniform_offset as wgpu::BufferAddress,
|
||||
bytemuck::bytes_of(&data),
|
||||
);
|
||||
}
|
||||
|
||||
if self.lights_are_dirty {
|
||||
self.lights_are_dirty = false;
|
||||
for (i, light) in self.lights.iter().enumerate() {
|
||||
queue.write_buffer(
|
||||
&self.light_uniform_buf,
|
||||
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
|
||||
bytemuck::bytes_of(&light.to_raw()),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
let mut encoder =
|
||||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
|
||||
encoder.push_debug_group("shadow passes");
|
||||
for (i, light) in self.lights.iter().enumerate() {
|
||||
encoder.push_debug_group(&format!(
|
||||
"shadow pass {} (light at position {:?})",
|
||||
i, light.pos
|
||||
));
|
||||
|
||||
// The light uniform buffer already has the projection,
|
||||
// let's just copy it over to the shadow uniform buffer.
|
||||
encoder.copy_buffer_to_buffer(
|
||||
&self.light_uniform_buf,
|
||||
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
|
||||
&self.shadow_pass.uniform_buf,
|
||||
0,
|
||||
64,
|
||||
);
|
||||
|
||||
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 {
|
||||
attachment: &light.target_view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: true,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
},
|
||||
),
|
||||
});
|
||||
pass.set_pipeline(&self.shadow_pass.pipeline);
|
||||
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_vertex_buffer(0, entity.vertex_buf.slice(..));
|
||||
pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
encoder.pop_debug_group();
|
||||
}
|
||||
encoder.pop_debug_group();
|
||||
|
||||
// forward pass
|
||||
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,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: &self.forward_depth,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: false,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
pass.set_pipeline(&self.forward_pass.pipeline);
|
||||
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_vertex_buffer(0, entity.vertex_buf.slice(..));
|
||||
pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
encoder.pop_debug_group();
|
||||
|
||||
queue.submit(iter::once(encoder.finish()));
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
framework::run::<Example>("shadow");
|
||||
}
|
After Width: | Height: | Size: 277 KiB |
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Reference in new issue