render: bind the shadow map atlas to the meshes shaders
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7b2d2424a3
commit
1c649b2eb6
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@ -15,7 +15,7 @@ use crate::render::{
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use super::{
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use super::{
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BasePassSlots, LightBasePassSlots, LightCullComputePassSlots, MeshBufferStorage, RenderAssets,
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BasePassSlots, LightBasePassSlots, LightCullComputePassSlots, MeshBufferStorage, RenderAssets,
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RenderMeshes,
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RenderMeshes, ShadowMapsPassSlots,
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};
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};
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#[derive(Debug, Hash, Clone, Default, PartialEq, RenderGraphLabel)]
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#[derive(Debug, Hash, Clone, Default, PartialEq, RenderGraphLabel)]
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@ -26,6 +26,12 @@ pub enum MeshesPassSlots {
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Material,
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Material,
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}
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}
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/// Stores the bind group and bind group layout for the shadow atlas texture
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struct ShadowsAtlasBgPair {
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layout: Arc<wgpu::BindGroupLayout>,
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bg: Arc<wgpu::BindGroup>,
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}
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//#[derive(Default)]
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//#[derive(Default)]
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#[allow(dead_code)]
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#[allow(dead_code)]
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pub struct MeshPass {
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pub struct MeshPass {
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@ -33,11 +39,14 @@ pub struct MeshPass {
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pipeline: Option<RenderPipeline>,
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pipeline: Option<RenderPipeline>,
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material_bgl: Arc<wgpu::BindGroupLayout>,
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material_bgl: Arc<wgpu::BindGroupLayout>,
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transform_buffers: Option<ResourceData>,
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// TODO: find a better way to extract these resources from the main world to be used in the
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// TODO: find a better way to extract these resources from the main world to be used in the
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// render stage.
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// render stage.
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transform_buffers: Option<ResourceData>,
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render_meshes: Option<ResourceData>,
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render_meshes: Option<ResourceData>,
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mesh_buffers: Option<ResourceData>,
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mesh_buffers: Option<ResourceData>,
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shadows_atlas: Option<ShadowsAtlasBgPair>,
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}
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}
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impl MeshPass {
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impl MeshPass {
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@ -46,43 +55,89 @@ impl MeshPass {
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default_texture: None,
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default_texture: None,
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pipeline: None,
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pipeline: None,
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material_bgl,
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material_bgl,
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transform_buffers: None,
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transform_buffers: None,
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render_meshes: None,
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render_meshes: None,
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mesh_buffers: None,
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mesh_buffers: None,
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shadows_atlas: None,
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}
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}
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}
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}
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fn transform_buffers(&self) -> AtomicRef<TransformBuffers> {
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fn transform_buffers(&self) -> AtomicRef<TransformBuffers> {
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self.transform_buffers
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self.transform_buffers.as_ref().unwrap().get()
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.as_ref()
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.unwrap()
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.get()
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}
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}
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fn render_meshes(&self) -> AtomicRef<RenderMeshes> {
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fn render_meshes(&self) -> AtomicRef<RenderMeshes> {
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self.render_meshes
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self.render_meshes.as_ref().unwrap().get()
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.as_ref()
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.unwrap()
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.get()
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}
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}
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fn mesh_buffers(&self) -> AtomicRef<RenderAssets<MeshBufferStorage>> {
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fn mesh_buffers(&self) -> AtomicRef<RenderAssets<MeshBufferStorage>> {
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self.mesh_buffers
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self.mesh_buffers.as_ref().unwrap().get()
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.as_ref()
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.unwrap()
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.get()
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}
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}
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}
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}
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impl Node for MeshPass {
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impl Node for MeshPass {
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fn desc(
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fn desc(
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&mut self,
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&mut self,
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_: &mut crate::render::graph::RenderGraph,
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graph: &mut crate::render::graph::RenderGraph,
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) -> crate::render::graph::NodeDesc {
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) -> crate::render::graph::NodeDesc {
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// load the default texture
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// load the default texture
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//let bytes = include_bytes!("../../default_texture.png");
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//let bytes = include_bytes!("../../default_texture.png");
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//self.default_texture = Some(RenderTexture::from_bytes(device, &graph.queue, texture_bind_group_layout.clone(), bytes, "default_texture").unwrap());
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//self.default_texture = Some(RenderTexture::from_bytes(device, &graph.queue, texture_bind_group_layout.clone(), bytes, "default_texture").unwrap());
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let atlas_view = graph
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.slot_value(ShadowMapsPassSlots::ShadowAtlasTextureView)
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.expect("missing ShadowMapsPassSlots::ShadowAtlasTextureView")
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.as_texture_view().unwrap();
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let atlas_sampler = graph
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.slot_value(ShadowMapsPassSlots::ShadowAtlasSampler)
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.expect("missing ShadowMapsPassSlots::ShadowAtlasSampler")
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.as_sampler().unwrap();
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let device = graph.device();
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let atlas_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("bgl_shadows_atlas"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Depth,
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let atlas_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("bg_shadows_atlas"),
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layout: &atlas_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(atlas_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(atlas_sampler),
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}
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],
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});
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self.shadows_atlas = Some(ShadowsAtlasBgPair {
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layout: Arc::new(atlas_layout),
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bg: Arc::new(atlas_bg),
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});
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NodeDesc::new(
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NodeDesc::new(
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NodeType::Render,
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NodeType::Render,
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None,
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None,
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@ -107,18 +162,18 @@ impl Node for MeshPass {
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let lights_bgl = graph.bind_group_layout(LightBasePassSlots::Lights);
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let lights_bgl = graph.bind_group_layout(LightBasePassSlots::Lights);
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let light_grid_bgl =
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let light_grid_bgl =
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graph.bind_group_layout(LightCullComputePassSlots::LightIndicesGridGroup);
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graph.bind_group_layout(LightCullComputePassSlots::LightIndicesGridGroup);
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let atlas_bgl = self.shadows_atlas.as_ref().unwrap().layout.clone();
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let shader = Rc::new(Shader {
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let shader = Rc::new(Shader {
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label: Some("base_shader".into()),
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label: Some("base_shader".into()),
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source: include_str!("../../shaders/base.wgsl").to_string(),
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source: include_str!("../../shaders/base.wgsl").to_string(),
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});
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});
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let transforms = world
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let transforms = world
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.try_get_resource_data::<TransformBuffers>()
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.try_get_resource_data::<TransformBuffers>()
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.expect("Missing transform buffers");
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.expect("Missing transform buffers");
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self.transform_buffers = Some(transforms.clone());
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self.transform_buffers = Some(transforms.clone());
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let render_meshes = world
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let render_meshes = world
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.try_get_resource_data::<RenderMeshes>()
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.try_get_resource_data::<RenderMeshes>()
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.expect("Missing transform buffers");
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.expect("Missing transform buffers");
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@ -128,7 +183,6 @@ impl Node for MeshPass {
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.try_get_resource_data::<RenderAssets<MeshBufferStorage>>()
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.try_get_resource_data::<RenderAssets<MeshBufferStorage>>()
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.expect("Missing render meshes");
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.expect("Missing render meshes");
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self.mesh_buffers = Some(mesh_buffers.clone());
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self.mesh_buffers = Some(mesh_buffers.clone());
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let transforms = transforms.get::<TransformBuffers>();
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let transforms = transforms.get::<TransformBuffers>();
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@ -142,6 +196,7 @@ impl Node for MeshPass {
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camera_bgl.clone(),
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camera_bgl.clone(),
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lights_bgl.clone(),
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lights_bgl.clone(),
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light_grid_bgl.clone(),
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light_grid_bgl.clone(),
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atlas_bgl,
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],
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],
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push_constant_ranges: vec![],
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push_constant_ranges: vec![],
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vertex: VertexState {
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vertex: VertexState {
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@ -202,6 +257,8 @@ impl Node for MeshPass {
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let light_grid_bg = graph.bind_group(LightCullComputePassSlots::LightIndicesGridGroup);
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let light_grid_bg = graph.bind_group(LightCullComputePassSlots::LightIndicesGridGroup);
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let shadows_atlas_bg = &self.shadows_atlas.as_ref().unwrap().bg;
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//let material_bg = graph.bind_group(MeshesPassSlots::Material);
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//let material_bg = graph.bind_group(MeshesPassSlots::Material);
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/* let pipeline = graph.pipeline(context.label.clone())
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/* let pipeline = graph.pipeline(context.label.clone())
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@ -284,6 +341,8 @@ impl Node for MeshPass {
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pass.set_bind_group(4, light_grid_bg, &[]);
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pass.set_bind_group(4, light_grid_bg, &[]);
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pass.set_bind_group(5, shadows_atlas_bg, &[]);
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// if this mesh uses indices, use them to draw the mesh
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// if this mesh uses indices, use them to draw the mesh
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if let Some((idx_type, indices)) = buffers.buffer_indices.as_ref() {
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if let Some((idx_type, indices)) = buffers.buffer_indices.as_ref() {
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let indices_len = indices.count() as u32;
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let indices_len = indices.count() as u32;
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@ -147,12 +147,13 @@ impl BasicRenderer {
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forward_plus_graph.add_node(LightCullComputePassLabel, LightCullComputePass::new(size));
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forward_plus_graph.add_node(LightCullComputePassLabel, LightCullComputePass::new(size));
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debug!("Adding mesh pass");
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debug!("Adding mesh pass");
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forward_plus_graph.add_node(ShadowMapsPassLabel, ShadowMapsPass::new(&device));
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let mesh_prep = MeshPrepNode::new(&device);
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let mesh_prep = MeshPrepNode::new(&device);
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let material_bgl = mesh_prep.material_bgl.clone();
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let material_bgl = mesh_prep.material_bgl.clone();
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forward_plus_graph.add_node(MeshPrepNodeLabel, mesh_prep);
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forward_plus_graph.add_node(MeshPrepNodeLabel, mesh_prep);
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forward_plus_graph.add_node(MeshesPassLabel, MeshPass::new(material_bgl));
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forward_plus_graph.add_node(MeshesPassLabel, MeshPass::new(material_bgl));
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forward_plus_graph.add_node(ShadowMapsPassLabel, ShadowMapsPass::new(&device));
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forward_plus_graph.add_edge(LightBasePassLabel, LightCullComputePassLabel);
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forward_plus_graph.add_edge(LightBasePassLabel, LightCullComputePassLabel);
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forward_plus_graph.add_edge(MeshPrepNodeLabel, MeshesPassLabel);
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forward_plus_graph.add_edge(MeshPrepNodeLabel, MeshesPassLabel);
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@ -114,6 +114,11 @@ var<storage, read_write> u_light_indices: array<u32>;
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@group(4) @binding(1)
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@group(4) @binding(1)
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var t_light_grid: texture_storage_2d<rg32uint, read_write>; // vec2<u32>
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var t_light_grid: texture_storage_2d<rg32uint, read_write>; // vec2<u32>
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@group(5) @binding(0)
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var t_shadow_maps_atlas: texture_2d<f32>;
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@group(5) @binding(1)
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var s_shadow_maps_atlas: sampler;
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@fragment
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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if (u_camera.tile_debug == 1u) {
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if (u_camera.tile_debug == 1u) {
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