uncommented and fixed the lights, but everything still is mega-dark

master
mitchellhansen 4 years ago
parent 80ac21e9d3
commit 8d7a62da7f

@ -1,13 +1,7 @@
use bytemuck::__core::ops::Range;
use bytemuck::{Zeroable, Pod};
use crate::OPENGL_TO_WGPU_MATRIX;
use crate::{OPENGL_TO_WGPU_MATRIX, DirectionalLight, Position};
pub struct Light {
pub(crate) pos: cgmath::Point3<f32>,
pub(crate) color: wgpu::Color,
pub(crate) fov: f32,
pub(crate) depth: Range<f32>,
}
#[repr(C)]
#[derive(Clone, Copy)]
@ -21,11 +15,12 @@ unsafe impl Pod for LightRaw {}
unsafe impl Zeroable for LightRaw {}
impl Light {
fn to_raw(&self) -> LightRaw {
impl DirectionalLight {
pub fn to_raw(&self, pos: Position) -> LightRaw {
use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
let mx_view = Matrix4::look_at(self.pos, Point3::origin(), Vector3::unit_z());
let pos = cgmath::Point3::new(pos.x, pos.y, pos.z);
let mx_view = Matrix4::look_at(pos, Point3::origin(), Vector3::unit_z());
let projection = PerspectiveFov {
fovy: Deg(self.fov).into(),
aspect: 1.0,
@ -37,7 +32,7 @@ impl Light {
mx_correction * cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
LightRaw {
proj: *mx_view_proj.as_ref(),
pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
pos: [pos.x, pos.y, pos.z, 1.0],
color: [
self.color.r as f32,
self.color.g as f32,

@ -10,7 +10,7 @@ use bytemuck::__core::ops::Range;
use cgmath::{Matrix4, Point3};
use futures::task::LocalSpawn;
use legion::*;
use wgpu::{BindGroup, Buffer};
use wgpu::{BindGroup, Buffer, TextureView};
use wgpu_subscriber;
use winit::platform::unix::x11::ffi::Time;
use winit::{
@ -119,11 +119,12 @@ pub struct RangeCopy<Idx> {
pub end: Idx,
}
#[derive(Clone, Copy, Debug, PartialEq)]
struct DirectionalLight {
#[derive(Clone, Debug)]
pub struct DirectionalLight {
color: wgpu::Color,
fov: f32,
depth: RangeCopy<f32>,
target_view: Arc<TextureView>,
}
#[derive(Clone, Debug)]
@ -219,23 +220,11 @@ fn main() {
// This could be used for relationships between entities...???
let light_entity: Entity = world.push((
cgmath::Point3 {
x: -5.0,
y: 7.0,
z: 10.0,
},
DirectionalLight {
color: wgpu::Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
fov: 45.0,
depth: RangeCopy {
start: 1.0,
end: 20.0,
},
x: -5.0 as f32,
y: 7.0 as f32,
z: 10.0 as f32,
},
renderer.create_light(),
));
let mesh_entity: Entity = world.push((

@ -8,14 +8,15 @@ use futures::executor::LocalPool;
use legion::world::SubWorld;
use legion::*;
use wgpu::util::DeviceExt;
use wgpu::{Buffer, Device, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, BindGroup, BindGroupLayout};
use wgpu::{BindGroup, BindGroupLayout, Buffer, Device, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView};
use winit::dpi::PhysicalSize;
use winit::platform::unix::x11::ffi::Time;
use winit::window::Window;
use crate::geometry::{create_plane, import_mesh, Vertex};
use crate::light::LightRaw;
use crate::{Color, Mesh, Position, Velocity, OPENGL_TO_WGPU_MATRIX};
use crate::{Color, DirectionalLight, Mesh, Position, RangeCopy, Velocity, OPENGL_TO_WGPU_MATRIX};
#[repr(C)]
#[derive(Clone, Copy)]
@ -67,8 +68,9 @@ pub struct Renderer {
forward_depth: wgpu::TextureView,
entity_bind_group_layout: BindGroupLayout,
light_uniform_buf: wgpu::Buffer,
shadow_target_views: Vec<Arc<TextureView>>,
light_uniform_buf: wgpu::Buffer,
}
impl Renderer {
@ -93,26 +95,12 @@ impl Renderer {
}
}
/*
SOOOOOOOOOOOOooo... Legion systems have to be standalone functions, which is fine
we can do a special kind of song and dance
Main loop {
renderer
runtime
render_system(param1,2,3, renderer);
animation_system(param1,2,3, runtime);
renderer.finalize()
}
*/
#[system]
#[write_component(Position)]
#[write_component(Point3<f32>)]
#[write_component(Mesh)]
#[write_component(Color)]
#[write_component(DirectionalLight)]
pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
let frame = renderer.get_current_frame();
@ -120,11 +108,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
// Update the entity uniforms
for (pos, mesh, color) in query.iter_mut(world) {
// Revolve the entity by the rotation speed, only if it is non-zero
// if vel.rs != 0.0 {
// let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(vel.rs));
// pos.mx = pos.mx * rotation;
// }
let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(1.0));
pos.mx = pos.mx * rotation;
let data = EntityUniforms {
model: pos.mx.into(),
@ -140,66 +125,78 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
.write_buffer(&mesh.uniform_buffer, 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()),
// );
// }
// }
if renderer.lights_are_dirty {
renderer.lights_are_dirty = false;
let mut query = <(&mut DirectionalLight, &mut Position)>::query();
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
renderer.queue.write_buffer(
&renderer.light_uniform_buf,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
bytemuck::bytes_of(&light.to_raw(*pos)),
);
}
}
let mut encoder = renderer
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
encoder.push_debug_group("shadow passes");
/*for (i, light) in self.lights.iter().enumerate() {
let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
let mut light_stack = Vec::new();
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
light_stack.push(light.clone());
encoder.push_debug_group(&format!(
"shadow pass {} (light at position {:?})",
i, light.pos
i, 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,
&renderer.light_uniform_buf,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
&self.shadow_pass.uniform_buf,
&renderer.shadow_pass.uniform_buf,
0,
64,
);
encoder.pop_debug_group();
}
for light in light_stack {
encoder.insert_debug_marker("render entities");
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[],
depth_stencil_attachment: Some(
wgpu::RenderPassDepthStencilAttachmentDescriptor {
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);
pass.set_pipeline(&renderer.shadow_pass.pipeline);
pass.set_bind_group(0, &renderer.shadow_pass.bind_group, &[]);
let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
for (pos, mesh, color) in query.iter_mut(world) {
pass.set_bind_group(1, &mesh.bind_group, &[]);
pass.set_index_buffer(mesh.index_buffer.slice(..));
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
}
}
}
encoder.pop_debug_group();
}*/
encoder.pop_debug_group();
// forward pass
@ -258,7 +255,6 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
}
impl Renderer {
pub fn get_current_frame(&mut self) -> SwapChainFrame {
// Update the renderers swapchain state
match self.swapchain.get_current_frame() {
@ -299,25 +295,28 @@ impl Renderer {
}),
);
// // Creates the vertex and index buffers for the plane
// let (plane_vertex_data, plane_index_data) = create_plane(7.0);
// self.plane_vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
// label: Some("Plane Vertex Buffer"),
// contents: bytemuck::cast_slice(&plane_vertex_data),
// usage: wgpu::BufferUsage::VERTEX,
// });
//
// self.plane_index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
// label: Some("Plane Index Buffer"),
// contents: bytemuck::cast_slice(&plane_index_data),
// usage: wgpu::BufferUsage::INDEX,
// });
// Creates the uniform for entities, which does the rotation and projection
(vertex_buf, index_buf)
}
pub fn create_light(&self) -> DirectionalLight {
let target = self.shadow_target_views.get(0).take().unwrap();
DirectionalLight {
color: wgpu::Color {
r: 1.0,
g: 0.5,
b: 0.5,
a: 1.0,
},
fov: 45.0,
depth: RangeCopy {
start: 1.0,
end: 20.0,
},
target_view: target.clone()
}
}
pub fn load_mesh_to_buffer(&self, filepath: &str) -> Mesh {
let (vertices, indices) = import_mesh(filepath);
let index_count = indices.len();
@ -370,11 +369,6 @@ impl Renderer {
let optional_features = Renderer::optional_features();
let required_features = Renderer::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 = wgpu::Limits::default(); //Renderer::required_limits();
@ -453,19 +447,6 @@ impl Renderer {
mapped_at_creation: false,
});
// Pre init the light uniform, with slots enough for MAX_LIGHTS
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,
});
// This seems way way way way easier than what I was doing in tracer
// Though the attr thing is still a macro. Which would cause issues if
// I wanted to get tricky with the 0,1 types
@ -494,7 +475,6 @@ impl Renderer {
}],
});
/*
There appear to be two passes required for shadows, the shadow pass, and the forward pass
Need to open this up in renderdoc and see what it's actually doing
@ -592,6 +572,44 @@ impl Renderer {
}
};
// Pre init the light uniform, with slots enough for MAX_LIGHTS
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 shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
label: None,
});
let mut shadow_target_views = (0..2)
.map(|i| {
Arc::new(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 forward_pass = {
// Create pipeline layout
let bind_group_layout =
@ -660,30 +678,7 @@ impl Renderer {
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
size: Self::SHADOW_SIZE,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::SHADOW_FORMAT,
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
label: None,
});
let mut shadow_target_views = (0..2)
.map(|i| {
Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
label: Some("shadow"),
format: None,
dimension: Some(wgpu::TextureViewDimension::D2),
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
level_count: None,
base_array_layer: i as u32,
array_layer_count: NonZeroU32::new(1),
}))
})
.collect::<Vec<_>>();
// shadow_target_views[0].take().unwrap(),
// pub(crate) target_view: wgpu::TextureView,
@ -796,142 +791,12 @@ impl Renderer {
forward_pass,
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,
instance: Arc::new(instance),
}
}
pub 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() {
//
// // 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 {

@ -4,8 +4,8 @@ use bytemuck::__core::mem;
use bytemuck::__core::num::NonZeroU32;
use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3, SquareMatrix};
use crate::light::Light;
use crate::render::EntityUniforms;
use crate::DirectionalLight;
/*
@ -34,7 +34,7 @@ struct Entity {
pub struct Runtime {
entities: Vec<Entity>,
// This is going to be ECS'd
lights: Vec<Light>, // ECS
lights: Vec<DirectionalLight>, // ECS
}
impl Runtime {
@ -163,28 +163,28 @@ impl Runtime {
// This is just metadata we hold for the lights. We can hold onto this
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,
},
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,
},
// 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,
// },
// 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,
// },
];
Runtime {

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