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@ -8,14 +8,15 @@ use futures::executor::LocalPool;
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use legion::world::SubWorld;
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use legion::*;
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use wgpu::util::DeviceExt;
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use wgpu::{Buffer, Device, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, BindGroup, BindGroupLayout};
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use wgpu::{BindGroup, BindGroupLayout, Buffer, Device, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView};
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use winit::dpi::PhysicalSize;
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use winit::platform::unix::x11::ffi::Time;
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use winit::window::Window;
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use crate::geometry::{create_plane, import_mesh, Vertex};
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use crate::light::LightRaw;
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use crate::{Color, Mesh, Position, Velocity, OPENGL_TO_WGPU_MATRIX};
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use crate::{Color, DirectionalLight, Mesh, Position, RangeCopy, Velocity, OPENGL_TO_WGPU_MATRIX};
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#[repr(C)]
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#[derive(Clone, Copy)]
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@ -67,8 +68,9 @@ pub struct Renderer {
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forward_depth: wgpu::TextureView,
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entity_bind_group_layout: BindGroupLayout,
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light_uniform_buf: wgpu::Buffer,
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shadow_target_views: Vec<Arc<TextureView>>,
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light_uniform_buf: wgpu::Buffer,
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}
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impl Renderer {
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@ -93,26 +95,12 @@ impl Renderer {
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}
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}
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/*
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SOOOOOOOOOOOOooo... Legion systems have to be standalone functions, which is fine
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we can do a special kind of song and dance
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Main loop {
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renderer
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runtime
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render_system(param1,2,3, renderer);
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animation_system(param1,2,3, runtime);
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renderer.finalize()
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}
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*/
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#[system]
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#[write_component(Position)]
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#[write_component(Point3<f32>)]
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#[write_component(Mesh)]
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#[write_component(Color)]
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#[write_component(DirectionalLight)]
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pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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let frame = renderer.get_current_frame();
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@ -120,11 +108,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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// Update the entity uniforms
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for (pos, mesh, color) in query.iter_mut(world) {
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// Revolve the entity by the rotation speed, only if it is non-zero
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// if vel.rs != 0.0 {
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// let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(vel.rs));
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// pos.mx = pos.mx * rotation;
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// }
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let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(1.0));
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pos.mx = pos.mx * rotation;
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let data = EntityUniforms {
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model: pos.mx.into(),
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@ -140,66 +125,78 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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.write_buffer(&mesh.uniform_buffer, 0, bytemuck::bytes_of(&data));
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}
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// if self.lights_are_dirty {
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// self.lights_are_dirty = false;
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// for (i, light) in self.lights.iter().enumerate() {
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// queue.write_buffer(
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// &self.light_uniform_buf,
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// (i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
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// bytemuck::bytes_of(&light.to_raw()),
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// );
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// }
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// }
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if renderer.lights_are_dirty {
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renderer.lights_are_dirty = false;
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let mut query = <(&mut DirectionalLight, &mut Position)>::query();
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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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renderer.queue.write_buffer(
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&renderer.light_uniform_buf,
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(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
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bytemuck::bytes_of(&light.to_raw(*pos)),
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);
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}
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}
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let mut encoder = renderer
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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encoder.push_debug_group("shadow passes");
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/*for (i, light) in self.lights.iter().enumerate() {
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let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
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let mut light_stack = Vec::new();
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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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light_stack.push(light.clone());
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encoder.push_debug_group(&format!(
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"shadow pass {} (light at position {:?})",
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i, light.pos
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i, pos
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));
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// The light uniform buffer already has the projection,
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// let's just copy it over to the shadow uniform buffer.
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encoder.copy_buffer_to_buffer(
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&self.light_uniform_buf,
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&renderer.light_uniform_buf,
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(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
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&self.shadow_pass.uniform_buf,
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&renderer.shadow_pass.uniform_buf,
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0,
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64,
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);
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encoder.pop_debug_group();
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}
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for light in light_stack {
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encoder.insert_debug_marker("render entities");
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[],
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depth_stencil_attachment: Some(
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wgpu::RenderPassDepthStencilAttachmentDescriptor {
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
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attachment: &light.target_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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},
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),
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}),
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});
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pass.set_pipeline(&self.shadow_pass.pipeline);
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pass.set_bind_group(0, &self.shadow_pass.bind_group, &[]);
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pass.set_pipeline(&renderer.shadow_pass.pipeline);
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pass.set_bind_group(0, &renderer.shadow_pass.bind_group, &[]);
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let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
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for entity in &self.entities {
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pass.set_bind_group(1, &entity.bind_group, &[]);
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pass.set_index_buffer(entity.index_buf.slice(..));
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pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
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pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
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for (pos, mesh, color) in query.iter_mut(world) {
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pass.set_bind_group(1, &mesh.bind_group, &[]);
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pass.set_index_buffer(mesh.index_buffer.slice(..));
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
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}
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}
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}
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encoder.pop_debug_group();
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}*/
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encoder.pop_debug_group();
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// forward pass
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@ -258,7 +255,6 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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}
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impl Renderer {
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pub fn get_current_frame(&mut self) -> SwapChainFrame {
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// Update the renderers swapchain state
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match self.swapchain.get_current_frame() {
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@ -299,25 +295,28 @@ impl Renderer {
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}),
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);
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// // Creates the vertex and index buffers for the plane
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// let (plane_vertex_data, plane_index_data) = create_plane(7.0);
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// self.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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//
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// self.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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// Creates the uniform for entities, which does the rotation and projection
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(vertex_buf, index_buf)
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}
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pub fn create_light(&self) -> DirectionalLight {
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let target = self.shadow_target_views.get(0).take().unwrap();
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DirectionalLight {
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color: wgpu::Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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fov: 45.0,
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depth: RangeCopy {
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start: 1.0,
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end: 20.0,
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},
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target_view: target.clone()
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}
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}
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pub fn load_mesh_to_buffer(&self, filepath: &str) -> Mesh {
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let (vertices, indices) = import_mesh(filepath);
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let index_count = indices.len();
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@ -370,11 +369,6 @@ impl Renderer {
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let optional_features = Renderer::optional_features();
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let required_features = Renderer::required_features();
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let adapter_features = adapter.features();
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// assert!(
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// adapter_features.contains(required_features),
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// "Adapter does not support required features for this example: {:?}",
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// required_features - adapter_features
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// );
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let needed_limits = wgpu::Limits::default(); //Renderer::required_limits();
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@ -453,19 +447,6 @@ impl Renderer {
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mapped_at_creation: false,
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});
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// Pre init the light uniform, with slots enough for MAX_LIGHTS
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let light_uniform_size =
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(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: light_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM
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| wgpu::BufferUsage::COPY_SRC
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| wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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});
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// This seems way way way way easier than what I was doing in tracer
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// Though the attr thing is still a macro. Which would cause issues if
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// I wanted to get tricky with the 0,1 types
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@ -494,7 +475,6 @@ impl Renderer {
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}],
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});
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/*
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There appear to be two passes required for shadows, the shadow pass, and the forward pass
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Need to open this up in renderdoc and see what it's actually doing
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@ -592,6 +572,44 @@ impl Renderer {
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}
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};
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// Pre init the light uniform, with slots enough for MAX_LIGHTS
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let light_uniform_size =
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(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: light_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM
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| wgpu::BufferUsage::COPY_SRC
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| wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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});
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let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: Self::SHADOW_SIZE,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::SHADOW_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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label: None,
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});
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let mut shadow_target_views = (0..2)
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.map(|i| {
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Arc::new(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("shadow"),
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format: None,
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dimension: Some(wgpu::TextureViewDimension::D2),
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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}))
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})
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.collect::<Vec<_>>();
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let forward_pass = {
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// Create pipeline layout
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let bind_group_layout =
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@ -660,30 +678,7 @@ impl Renderer {
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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|
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
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|
size: Self::SHADOW_SIZE,
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|
mip_level_count: 1,
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sample_count: 1,
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|
dimension: wgpu::TextureDimension::D2,
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format: Self::SHADOW_FORMAT,
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|
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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|
label: None,
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|
});
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|
|
let mut shadow_target_views = (0..2)
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|
.map(|i| {
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|
Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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|
|
label: Some("shadow"),
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|
|
format: None,
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|
|
|
dimension: Some(wgpu::TextureViewDimension::D2),
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|
|
aspect: wgpu::TextureAspect::All,
|
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|
|
|
base_mip_level: 0,
|
|
|
|
|
level_count: None,
|
|
|
|
|
base_array_layer: i as u32,
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|
|
|
array_layer_count: NonZeroU32::new(1),
|
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|
|
|
}))
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|
|
|
})
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.collect::<Vec<_>>();
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|
|
|
// shadow_target_views[0].take().unwrap(),
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|
|
|
// pub(crate) target_view: wgpu::TextureView,
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|
|
|
|
|
|
|
@ -796,142 +791,12 @@ impl Renderer {
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|
forward_pass,
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|
|
forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
|
|
|
|
|
entity_bind_group_layout: entity_bind_group_layout,
|
|
|
|
|
shadow_target_views: shadow_target_views,
|
|
|
|
|
light_uniform_buf,
|
|
|
|
|
swapchain_description: sc_desc,
|
|
|
|
|
surface,
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|
|
|
|
instance: Arc::new(instance),
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|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pub fn render(
|
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|
|
|
&mut self,
|
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|
|
|
frame: &wgpu::SwapChainTexture,
|
|
|
|
|
device: &wgpu::Device,
|
|
|
|
|
queue: &wgpu::Queue,
|
|
|
|
|
_spawner: &impl futures::task::LocalSpawn,
|
|
|
|
|
) {
|
|
|
|
|
// update uniforms
|
|
|
|
|
// for entity in self.entities.iter_mut() {
|
|
|
|
|
//
|
|
|
|
|
// // Revolve the entity by the rotation speed, only if it is non-zero
|
|
|
|
|
// 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(&entity.uniform_buf, 0, 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 {
|
|
|
|
|
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, &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);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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 {
|
|
|
|
|
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, &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);
|
|
|
|
|
// }
|
|
|
|
|
}
|
|
|
|
|
encoder.pop_debug_group();
|
|
|
|
|
|
|
|
|
|
queue.submit(iter::once(encoder.finish()));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pub(crate) fn required_features() -> wgpu::Features {
|
|
|
|
|