render: improve the render buffer wrapper, use it for the camera uniform
This commit is contained in:
parent
f345f065c1
commit
22c08ba66e
|
@ -1,3 +1,5 @@
|
||||||
|
use std::{mem, num::NonZeroU64};
|
||||||
|
|
||||||
use winit::dpi::PhysicalSize;
|
use winit::dpi::PhysicalSize;
|
||||||
|
|
||||||
use crate::{math::{Angle, OPENGL_TO_WGPU_MATRIX}, scene::CameraComponent};
|
use crate::{math::{Angle, OPENGL_TO_WGPU_MATRIX}, scene::CameraComponent};
|
||||||
|
@ -38,16 +40,34 @@ impl Projection {
|
||||||
#[repr(C)]
|
#[repr(C)]
|
||||||
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||||
pub struct CameraUniform {
|
pub struct CameraUniform {
|
||||||
|
/// The view matrix of the camera
|
||||||
|
pub view_mat: glam::Mat4,
|
||||||
|
/// The view projection matrix
|
||||||
pub view_proj: glam::Mat4,
|
pub view_proj: glam::Mat4,
|
||||||
// vec4 is used because of the uniforms 16 byte spacing requirement
|
/// The position of the camera
|
||||||
pub view_pos: glam::Vec4,
|
pub position: glam::Vec3,
|
||||||
|
_padding: u32,
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Default for CameraUniform {
|
impl Default for CameraUniform {
|
||||||
fn default() -> Self {
|
fn default() -> Self {
|
||||||
Self {
|
Self {
|
||||||
|
view_mat: glam::Mat4::IDENTITY,
|
||||||
view_proj: glam::Mat4::IDENTITY,
|
view_proj: glam::Mat4::IDENTITY,
|
||||||
view_pos: Default::default()
|
position: Default::default(),
|
||||||
|
_padding: 0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
impl CameraUniform {
|
||||||
|
pub fn new(view_mat: glam::Mat4, view_proj: glam::Mat4, position: glam::Vec3) -> Self {
|
||||||
|
Self {
|
||||||
|
view_mat,
|
||||||
|
view_proj,
|
||||||
|
position,
|
||||||
|
_padding: 0
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -79,26 +99,29 @@ impl RenderCamera {
|
||||||
self.aspect = size.width as f32 / size.height as f32;
|
self.aspect = size.width as f32 / size.height as f32;
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update_view_projection(&mut self, camera: &CameraComponent) -> &glam::Mat4 {
|
/// Calculates the view projection, and the view
|
||||||
|
///
|
||||||
|
/// Returns: A tuple with the view projection as the first element, and the
|
||||||
|
/// view matrix as the second.
|
||||||
|
pub fn calc_view_projection(&mut self, camera: &CameraComponent) -> (&glam::Mat4, glam::Mat4) {
|
||||||
|
let position = camera.transform.translation;
|
||||||
|
let forward = camera.transform.forward();
|
||||||
|
let up = camera.transform.up();
|
||||||
|
|
||||||
|
let view = glam::Mat4::look_to_rh(
|
||||||
|
position,
|
||||||
|
forward,
|
||||||
|
up
|
||||||
|
);
|
||||||
|
|
||||||
match camera.mode {
|
match camera.mode {
|
||||||
CameraProjectionMode::Perspective => {
|
CameraProjectionMode::Perspective => {
|
||||||
let position = camera.transform.translation;
|
|
||||||
let forward = camera.transform.forward();
|
|
||||||
let up = camera.transform.up();
|
|
||||||
|
|
||||||
let view = glam::Mat4::look_to_rh(
|
|
||||||
position,
|
|
||||||
forward,
|
|
||||||
up
|
|
||||||
);
|
|
||||||
|
|
||||||
let proj = glam::Mat4::perspective_rh_gl(camera.fov.to_radians(), self.aspect, self.znear, self.zfar);
|
let proj = glam::Mat4::perspective_rh_gl(camera.fov.to_radians(), self.aspect, self.znear, self.zfar);
|
||||||
|
|
||||||
self.view_proj = OPENGL_TO_WGPU_MATRIX * proj * view;
|
self.view_proj = OPENGL_TO_WGPU_MATRIX * proj * view;
|
||||||
&self.view_proj
|
(&self.view_proj, view)
|
||||||
},
|
},
|
||||||
CameraProjectionMode::Orthographic => {
|
CameraProjectionMode::Orthographic => {
|
||||||
let position = camera.transform.translation;
|
|
||||||
let target = camera.transform.rotation * glam::Vec3::new(0.0, 0.0, -1.0);
|
let target = camera.transform.rotation * glam::Vec3::new(0.0, 0.0, -1.0);
|
||||||
let target = target.normalize();
|
let target = target.normalize();
|
||||||
|
|
||||||
|
@ -111,7 +134,7 @@ impl RenderCamera {
|
||||||
let proj = glam::Mat4::orthographic_rh_gl(-size_x, size_x, -size_y, size_y, self.znear, self.zfar);
|
let proj = glam::Mat4::orthographic_rh_gl(-size_x, size_x, -size_y, size_y, self.znear, self.zfar);
|
||||||
|
|
||||||
self.view_proj = OPENGL_TO_WGPU_MATRIX * proj;
|
self.view_proj = OPENGL_TO_WGPU_MATRIX * proj;
|
||||||
&self.view_proj
|
(&self.view_proj, view)
|
||||||
},
|
},
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -1,4 +1,4 @@
|
||||||
use std::{sync::Arc, num::NonZeroU32};
|
use std::{num::NonZeroU32, ops::Deref, sync::Arc};
|
||||||
|
|
||||||
use wgpu::util::DeviceExt;
|
use wgpu::util::DeviceExt;
|
||||||
|
|
||||||
|
@ -68,11 +68,63 @@ impl BufferWrapper {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Creates a builder for a BufferWrapper
|
||||||
pub fn builder() -> BufferWrapperBuilder {
|
pub fn builder() -> BufferWrapperBuilder {
|
||||||
BufferWrapperBuilder::new()
|
BufferWrapperBuilder::new()
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Retrieve the layout of the bindgroup associated with this buffer.
|
||||||
|
///
|
||||||
|
/// Returns None if this buffer object was not provided a bindgroup.
|
||||||
|
pub fn bindgroup_layout(&self) -> Option<&wgpu::BindGroupLayout> {
|
||||||
|
self.bindgroup_pair.as_ref().map(|bg| bg.layout.deref())
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Queue's the data to be written to `buffer` starting at `offset`.
|
||||||
|
///
|
||||||
|
/// The write is not immediately submitted, and instead enqueued
|
||||||
|
/// internally to happen at the start of the next submit() call.
|
||||||
|
///
|
||||||
|
/// This method fails if data overruns the size of buffer starting at offset.
|
||||||
|
///
|
||||||
|
/// See [`wgpu::Queue::write_buffer`](https://docs.rs/wgpu/latest/wgpu/struct.Queue.html#method.write_buffer).
|
||||||
|
pub fn write_buffer<T>(&self, queue: &wgpu::Queue, offset: u64, data: &[T])
|
||||||
|
where
|
||||||
|
T: bytemuck::NoUninit
|
||||||
|
{
|
||||||
|
queue.write_buffer(&self.inner_buf, offset, bytemuck::cast_slice(data));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Sets the buffer's bind group to `index` in the `pass`.
|
||||||
|
///
|
||||||
|
/// The bind group layout in the active pipeline when any `draw()` function is called must
|
||||||
|
/// match the layout of this bind group.
|
||||||
|
///
|
||||||
|
/// See [`wgpu::RenderPass::set_bind_group`](https://docs.rs/wgpu/latest/wgpu/struct.RenderPass.html#method.set_bind_group).
|
||||||
|
pub fn bind_at_bind_group<'a, 'b>(
|
||||||
|
&'a self,
|
||||||
|
pass: &'b mut wgpu::RenderPass<'a>,
|
||||||
|
index: u32,
|
||||||
|
offsets: &[wgpu::DynamicOffset],
|
||||||
|
) {
|
||||||
|
let pair = self.bindgroup_pair.as_ref().expect(
|
||||||
|
"BufferWrapper is missing bindgroup pair! Cannot set bind group on RenderPass!",
|
||||||
|
);
|
||||||
|
pass.set_bind_group(index, &pair.bindgroup, offsets);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Struct used for building a BufferWrapper
|
||||||
|
///
|
||||||
|
/// ```nobuild
|
||||||
|
/// let camera_buffer = BufferWrapper::builder()
|
||||||
|
/// .buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
|
||||||
|
/// .contents(&[CameraUniform::default()])
|
||||||
|
/// .label_prefix("Camera")
|
||||||
|
/// .visibility(wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT)
|
||||||
|
/// .buffer_dynamic_offset(false)
|
||||||
|
/// .finish(&device);
|
||||||
|
/// ```
|
||||||
#[derive(Default)]
|
#[derive(Default)]
|
||||||
pub struct BufferWrapperBuilder {
|
pub struct BufferWrapperBuilder {
|
||||||
buffer_usage: Option<wgpu::BufferUsages>,
|
buffer_usage: Option<wgpu::BufferUsages>,
|
||||||
|
|
|
@ -88,8 +88,8 @@ pub struct BasicRenderer {
|
||||||
render_limits: Limits,
|
render_limits: Limits,
|
||||||
|
|
||||||
inuse_camera: RenderCamera,
|
inuse_camera: RenderCamera,
|
||||||
camera_buffer: wgpu::Buffer,
|
camera_buffer: BufferWrapper,
|
||||||
camera_bind_group: wgpu::BindGroup,
|
//camera_bind_group: wgpu::BindGroup,
|
||||||
|
|
||||||
bgl_texture: Arc<BindGroupLayout>,
|
bgl_texture: Arc<BindGroupLayout>,
|
||||||
default_texture: RenderTexture,
|
default_texture: RenderTexture,
|
||||||
|
@ -143,10 +143,7 @@ impl BasicRenderer {
|
||||||
let render_limits = device.limits();
|
let render_limits = device.limits();
|
||||||
let surface_caps = surface.get_capabilities(&adapter);
|
let surface_caps = surface.get_capabilities(&adapter);
|
||||||
|
|
||||||
let present_mode = surface_caps.present_modes[0]; /* match surface_caps.present_modes.contains(&wgpu::PresentMode::Immediate) {
|
let present_mode = surface_caps.present_modes[0];
|
||||||
true => wgpu::PresentMode::Immediate,
|
|
||||||
false => surface_caps.present_modes[0]
|
|
||||||
}; */
|
|
||||||
|
|
||||||
debug!("present mode: {:?}", present_mode);
|
debug!("present mode: {:?}", present_mode);
|
||||||
|
|
||||||
|
@ -174,41 +171,13 @@ impl BasicRenderer {
|
||||||
});
|
});
|
||||||
|
|
||||||
let transform_buffers = TransformBuffers::new(&device);
|
let transform_buffers = TransformBuffers::new(&device);
|
||||||
|
let camera_buffer = BufferWrapper::builder()
|
||||||
let camera_buffer = device.create_buffer_init(
|
.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
|
||||||
&wgpu::util::BufferInitDescriptor {
|
.contents(&[CameraUniform::default()])
|
||||||
label: Some("Camera Buffer"),
|
.label_prefix("Camera")
|
||||||
contents: bytemuck::cast_slice(&[CameraUniform::default()]),
|
.visibility(wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT)
|
||||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
.buffer_dynamic_offset(false)
|
||||||
}
|
.finish(&device);
|
||||||
);
|
|
||||||
|
|
||||||
let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
||||||
entries: &[
|
|
||||||
wgpu::BindGroupLayoutEntry {
|
|
||||||
binding: 0,
|
|
||||||
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
|
|
||||||
ty: wgpu::BindingType::Buffer {
|
|
||||||
ty: wgpu::BufferBindingType::Uniform,
|
|
||||||
has_dynamic_offset: false,
|
|
||||||
min_binding_size: None,
|
|
||||||
},
|
|
||||||
count: None,
|
|
||||||
}
|
|
||||||
],
|
|
||||||
label: Some("camera_bind_group_layout"),
|
|
||||||
});
|
|
||||||
|
|
||||||
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
||||||
layout: &camera_bind_group_layout,
|
|
||||||
entries: &[
|
|
||||||
wgpu::BindGroupEntry {
|
|
||||||
binding: 0,
|
|
||||||
resource: camera_buffer.as_entire_binding(),
|
|
||||||
}
|
|
||||||
],
|
|
||||||
label: Some("camera_bind_group"),
|
|
||||||
});
|
|
||||||
|
|
||||||
let depth_texture = RenderTexture::create_depth_texture(&device, &config, "Depth Buffer");
|
let depth_texture = RenderTexture::create_depth_texture(&device, &config, "Depth Buffer");
|
||||||
|
|
||||||
|
@ -222,7 +191,6 @@ impl BasicRenderer {
|
||||||
.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
|
.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
|
||||||
.visibility(wgpu::ShaderStages::FRAGMENT)
|
.visibility(wgpu::ShaderStages::FRAGMENT)
|
||||||
.contents(&[MaterialUniform::default()])
|
.contents(&[MaterialUniform::default()])
|
||||||
//.size(mem::size_of::<MaterialUniform>())
|
|
||||||
.finish(&device);
|
.finish(&device);
|
||||||
|
|
||||||
let mut s = Self {
|
let mut s = Self {
|
||||||
|
@ -248,7 +216,6 @@ impl BasicRenderer {
|
||||||
|
|
||||||
inuse_camera: RenderCamera::new(size),
|
inuse_camera: RenderCamera::new(size),
|
||||||
camera_buffer,
|
camera_buffer,
|
||||||
camera_bind_group,
|
|
||||||
|
|
||||||
bgl_texture,
|
bgl_texture,
|
||||||
default_texture,
|
default_texture,
|
||||||
|
@ -263,7 +230,8 @@ impl BasicRenderer {
|
||||||
let mut pipelines = HashMap::new();
|
let mut pipelines = HashMap::new();
|
||||||
pipelines.insert(0, Arc::new(FullRenderPipeline::new(&s.device, &s.config, &shader,
|
pipelines.insert(0, Arc::new(FullRenderPipeline::new(&s.device, &s.config, &shader,
|
||||||
vec![super::vertex::Vertex::desc(),],
|
vec![super::vertex::Vertex::desc(),],
|
||||||
vec![&s.bgl_texture, &s.transform_buffers.bindgroup_layout, &camera_bind_group_layout,
|
vec![&s.bgl_texture, &s.transform_buffers.bindgroup_layout,
|
||||||
|
s.camera_buffer.bindgroup_layout().unwrap(),
|
||||||
&s.light_buffers.bindgroup_layout, &s.material_buffer.bindgroup_pair.as_ref().unwrap().layout,
|
&s.light_buffers.bindgroup_layout, &s.material_buffer.bindgroup_pair.as_ref().unwrap().layout,
|
||||||
&s.bgl_texture])));
|
&s.bgl_texture])));
|
||||||
s.render_pipelines = pipelines;
|
s.render_pipelines = pipelines;
|
||||||
|
@ -511,13 +479,10 @@ impl Renderer for BasicRenderer {
|
||||||
}
|
}
|
||||||
|
|
||||||
if let Some(camera) = main_world.view_iter::<&mut CameraComponent>().next() {
|
if let Some(camera) = main_world.view_iter::<&mut CameraComponent>().next() {
|
||||||
let view_proj = self.inuse_camera.update_view_projection(&camera);
|
let (view_proj, view_mat) = self.inuse_camera.calc_view_projection(&camera);
|
||||||
let pos = camera.transform.translation;
|
let pos = camera.transform.translation;
|
||||||
let uniform = CameraUniform {
|
let uniform = CameraUniform::new(view_mat, *view_proj, pos);
|
||||||
view_proj: *view_proj,
|
self.camera_buffer.write_buffer(&self.queue, 0, &[uniform]);
|
||||||
view_pos: glam::Vec4::new(pos.x, pos.y, pos.z, 0.0),
|
|
||||||
};
|
|
||||||
self.queue.write_buffer(&self.camera_buffer, 0, bytemuck::cast_slice(&[uniform]));
|
|
||||||
} else {
|
} else {
|
||||||
warn!("Missing camera!");
|
warn!("Missing camera!");
|
||||||
}
|
}
|
||||||
|
@ -588,7 +553,7 @@ impl Renderer for BasicRenderer {
|
||||||
let offset = TransformBuffers::index_offset(&self.render_limits, transform_indices) as u32;
|
let offset = TransformBuffers::index_offset(&self.render_limits, transform_indices) as u32;
|
||||||
render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
|
render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
|
||||||
|
|
||||||
render_pass.set_bind_group(2, &self.camera_bind_group, &[]);
|
self.camera_buffer.bind_at_bind_group(&mut render_pass, 2, &[]);
|
||||||
render_pass.set_bind_group(3, &self.light_buffers.bindgroup, &[]);
|
render_pass.set_bind_group(3, &self.light_buffers.bindgroup, &[]);
|
||||||
render_pass.set_bind_group(4, &self.material_buffer.bindgroup_pair.as_ref().unwrap().bindgroup, &[]);
|
render_pass.set_bind_group(4, &self.material_buffer.bindgroup_pair.as_ref().unwrap().bindgroup, &[]);
|
||||||
|
|
||||||
|
|
|
@ -16,8 +16,9 @@ struct VertexOutput {
|
||||||
}
|
}
|
||||||
|
|
||||||
struct CameraUniform {
|
struct CameraUniform {
|
||||||
|
view_mat: mat4x4<f32>,
|
||||||
view_proj: mat4x4<f32>,
|
view_proj: mat4x4<f32>,
|
||||||
view_pos: vec4<f32>,
|
view_pos: vec3<f32>,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct PointLight {
|
struct PointLight {
|
||||||
|
|
Loading…
Reference in New Issue