|
|
|
@ -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 {
|
|
|
|
|
attachment: &light.target_view,
|
|
|
|
|
depth_ops: Some(wgpu::Operations {
|
|
|
|
|
load: wgpu::LoadOp::Clear(1.0),
|
|
|
|
|
store: true,
|
|
|
|
|
}),
|
|
|
|
|
stencil_ops: None,
|
|
|
|
|
},
|
|
|
|
|
),
|
|
|
|
|
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 {
|
|
|
|
|