render: fix shadow map atlas packing by writing my own skyline packer
This commit is contained in:
parent
87aa440691
commit
40fa9c09da
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@ -22,6 +22,24 @@
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"args": [],
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"cwd": "${workspaceFolder}/examples/testbed"
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},
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{
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"type": "lldb",
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"request": "launch",
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"name": "Debug lyra shadows",
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"cargo": {
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"args": [
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"build",
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"--manifest-path", "${workspaceFolder}/examples/shadows/Cargo.toml"
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//"--bin=shadows",
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],
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"filter": {
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"name": "shadows",
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"kind": "bin"
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}
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},
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"args": [],
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"cwd": "${workspaceFolder}/examples/shadows"
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},
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{
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"type": "lldb",
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"request": "launch",
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@ -1881,7 +1881,6 @@ dependencies = [
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"lyra-scene",
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"petgraph",
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"quote",
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"rectangle-pack",
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"round_mult",
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"rustc-hash",
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"syn 2.0.51",
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@ -2769,12 +2768,6 @@ dependencies = [
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"rand_core 0.3.1",
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]
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[[package]]
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name = "rectangle-pack"
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version = "0.4.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "a0d463f2884048e7153449a55166f91028d5b0ea53c79377099ce4e8cf0cf9bb"
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[[package]]
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name = "redox_syscall"
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version = "0.3.5"
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@ -34,4 +34,4 @@ lyra-scripting = { path = "lyra-scripting", optional = true }
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#opt-level = 1
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[profile.release]
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debug = true
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debug = true
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@ -6,7 +6,7 @@ use lyra_engine::{
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InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput,
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},
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math::{self, Transform, Vec3},
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render::light::directional::DirectionalLight,
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render::light::{directional::DirectionalLight, PointLight},
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scene::{
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CameraComponent, FreeFlyCamera, FreeFlyCameraPlugin, WorldTransform,
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ACTLBL_LOOK_LEFT_RIGHT, ACTLBL_LOOK_ROLL, ACTLBL_LOOK_UP_DOWN,
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@ -130,12 +130,14 @@ fn setup_scene_plugin(game: &mut Game) {
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drop(resman);
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// cube in the air
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world.spawn((
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cube_mesh.clone(),
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WorldTransform::default(),
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Transform::from_xyz(0.0, -2.0, -5.0),
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));
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// cube on the right, on the ground
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world.spawn((
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cube_mesh.clone(),
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WorldTransform::default(),
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@ -163,6 +165,18 @@ fn setup_scene_plugin(game: &mut Game) {
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},
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light_tran,
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));
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world.spawn((
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cube_mesh.clone(),
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PointLight {
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enabled: true,
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color: Vec3::new(0.133, 0.098, 0.91),
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intensity: 2.0,
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range: 9.0,
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..Default::default()
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},
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Transform::from_xyz(5.0, -2.5, -3.3),
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));
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}
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let mut camera = CameraComponent::new_3d();
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@ -38,7 +38,6 @@ unique = "0.9.1"
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rustc-hash = "1.1.0"
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petgraph = { version = "0.6.5", features = ["matrix_graph"] }
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bind_match = "0.1.2"
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rectangle-pack = "0.4.2"
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round_mult = "0.1.3"
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[features]
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@ -11,18 +11,18 @@ use lyra_ecs::{
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AtomicRef, Component, Entity, ResourceData,
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};
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use lyra_game_derive::RenderGraphLabel;
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use lyra_math::Transform;
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use lyra_math::{Angle, Transform};
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use rustc_hash::FxHashMap;
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use tracing::{debug, warn};
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use wgpu::util::DeviceExt;
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use crate::render::{
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graph::{Node, NodeDesc, NodeType, SlotAttribute, SlotValue},
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light::directional::DirectionalLight,
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light::{directional::DirectionalLight, LightType, PointLight},
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resource::{RenderPipeline, RenderPipelineDescriptor, Shader, VertexState},
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transform_buffer_storage::TransformBuffers,
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vertex::Vertex,
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AtlasViewport, GpuSlotBuffer, TextureAtlas,
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AtlasFrame, GpuSlotBuffer, TextureAtlas,
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};
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use super::{MeshBufferStorage, RenderAssets, RenderMeshes};
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@ -43,10 +43,15 @@ pub struct ShadowMapsPassLabel;
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#[derive(Clone, Copy)]
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struct LightDepthMap {
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//light_projection_buffer: Arc<wgpu::Buffer>,
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//bindgroup: wgpu::BindGroup,
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/// The type of the light that this map is created for.
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light_type: LightType,
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/// The index of the first shadow depth map.
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///
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/// If the light is a point light, this is the index of the FIRST depth map in the atlas with
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/// the maps of the other sides following the index.
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atlas_index: u64,
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uniform_index: u64,
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/// The index of the uniform for the light in the uniform array.
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uniform_index: [u64; 6],
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}
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pub struct ShadowMapsPass {
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@ -157,6 +162,7 @@ impl ShadowMapsPass {
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fn create_depth_map(
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&mut self,
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queue: &wgpu::Queue,
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light_type: LightType,
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entity: Entity,
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light_pos: Transform,
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) -> LightDepthMap {
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@ -164,34 +170,136 @@ impl ShadowMapsPass {
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const FAR_PLANE: f32 = 45.0;
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let mut atlas = self.atlas.get_mut();
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let atlas_index = atlas
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.pack_new_texture(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.expect("failed to pack new shadow map into texture atlas");
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let atlas_frame = atlas.texture_viewport(atlas_index);
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let ortho_proj =
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glam::Mat4::orthographic_rh(-10.0, 10.0, -10.0, 10.0, NEAR_PLANE, FAR_PLANE);
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let (start_atlas_idx, uniform_indices) = match light_type {
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LightType::Directional => {
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// directional lights require a single map, so allocate that in the atlas.
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let atlas_index = atlas
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.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.expect("failed to pack new shadow map into texture atlas");
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let atlas_frame = atlas.texture_frame(atlas_index)
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.expect("Frame missing");
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let look_view =
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glam::Mat4::look_to_rh(light_pos.translation, light_pos.forward(), light_pos.up());
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let projection =
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glam::Mat4::orthographic_rh(-10.0, 10.0, -10.0, 10.0, NEAR_PLANE, FAR_PLANE);
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let look_view = glam::Mat4::look_to_rh(
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light_pos.translation,
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light_pos.forward(),
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light_pos.up(),
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);
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let light_proj = ortho_proj * look_view;
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let uniform = LightShadowUniform {
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space_mat: light_proj,
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atlas_frame,
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let light_proj = projection * look_view;
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let u = LightShadowUniform {
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space_mat: light_proj,
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atlas_frame,
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};
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let uniform_index = self.light_uniforms_buffer.insert(queue, &u);
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let mut indices = [0; 6];
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indices[0] = uniform_index;
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(atlas_index, indices)
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}
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LightType::Spotlight => todo!(),
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LightType::Point => {
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let aspect = SHADOW_SIZE.x as f32 / SHADOW_SIZE.y as f32;
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let projection = glam::Mat4::perspective_rh(
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Angle::Degrees(90.0).to_radians(),
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aspect,
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NEAR_PLANE,
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FAR_PLANE,
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);
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let light_trans = light_pos.translation;
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let views = [
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(1.0, 0.0, 0.0),
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glam::vec3(0.0, -1.0, 0.0),
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),
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(-1.0, 0.0, 0.0),
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glam::vec3(0.0, -1.0, 0.0),
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),
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(0.0, 1.0, 0.0),
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glam::vec3(0.0, 0.0, 1.0),
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),
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(0.0, -1.0, 0.0),
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glam::vec3(0.0, 0.0, -1.0),
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),
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(0.0, 0.0, 1.0),
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glam::vec3(0.0, -1.0, 0.0),
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),
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(0.0, 0.0, -1.0),
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glam::vec3(0.0, -1.0, 0.0),
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),
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];
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let atlas_idx_1 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let atlas_idx_2 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let atlas_idx_3 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let atlas_idx_4 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let atlas_idx_5 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let atlas_idx_6 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let frames = [
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atlas.texture_frame(atlas_idx_1).unwrap(),
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atlas.texture_frame(atlas_idx_2).unwrap(),
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atlas.texture_frame(atlas_idx_3).unwrap(),
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atlas.texture_frame(atlas_idx_4).unwrap(),
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atlas.texture_frame(atlas_idx_5).unwrap(),
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atlas.texture_frame(atlas_idx_6).unwrap(),
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];
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// create the uniforms of the light, storing them in the gpu buffer, and
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// collecting the indices in the buffer they're at.
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let mut indices = [0; 6];
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for i in 0..6 {
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let uniform_i = self.light_uniforms_buffer.insert(
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queue,
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&LightShadowUniform {
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space_mat: views[i],
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atlas_frame: frames[i],
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},
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);
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indices[i] = uniform_i;
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}
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(atlas_idx_1, indices)
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}
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};
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/* let uniform_index = self.light_uniforms_index;
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self.light_uniforms_index += 1;
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//self.light_uniforms_buffer
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let offset = uniform_index_offset(&device.limits(), uniform_index);
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queue.write_buffer(&self.light_uniforms_buffer, offset as u64, bytemuck::bytes_of(&uniform)); */
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let uniform_index = self.light_uniforms_buffer.insert(queue, &uniform);
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let v = LightDepthMap {
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atlas_index,
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uniform_index,
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light_type,
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atlas_index: start_atlas_idx,
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uniform_index: uniform_indices,
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};
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self.depth_maps.insert(entity, v);
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@ -270,14 +378,40 @@ impl Node for ShadowMapsPass {
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// use a queue for storing atlas ids to add to entities after the entities are iterated
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let mut index_components_queue = VecDeque::new();
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/* for (entity, pos, (has_dir, has_point)) in world.view_iter::<(Entities, &Transform, Or<Has<DirectionalLight>, Has<PointLight>>)>() {
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if !self.depth_maps.contains_key(&entity) {
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let light_type = if has_dir.is_some() {
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LightType::Directional
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} else if has_point.is_some() {
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LightType::Point
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} else {
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todo!("Spot lights")
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};
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debug!("Creating depth map for {light_type:?}");
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// TODO: dont pack the textures as they're added
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let atlas_index =
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self.create_depth_map(&context.queue, light_type, entity, *pos);
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index_components_queue.push_back((entity, atlas_index));
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}
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} */
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for (entity, pos, _) in world.view_iter::<(Entities, &Transform, Has<DirectionalLight>)>() {
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if !self.depth_maps.contains_key(&entity) {
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// TODO: dont pack the textures as they're added
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let atlas_index =
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self.create_depth_map(&context.queue, entity, *pos);
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self.create_depth_map(&context.queue, LightType::Directional, entity, *pos);
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index_components_queue.push_back((entity, atlas_index));
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}
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}
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debug!("Created depth map for {:?} light entity", entity);
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for (entity, pos, _) in world.view_iter::<(Entities, &Transform, Has<PointLight>)>() {
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if !self.depth_maps.contains_key(&entity) {
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// TODO: dont pack the textures as they're added
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let atlas_index =
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self.create_depth_map(&context.queue, LightType::Point, entity, *pos);
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index_components_queue.push_back((entity, atlas_index));
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}
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}
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@ -287,7 +421,7 @@ impl Node for ShadowMapsPass {
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entity,
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LightShadowMapId {
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atlas_index: depth.atlas_index,
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uniform_index: depth.uniform_index,
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uniform_indices: depth.uniform_index,
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},
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);
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}
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@ -332,7 +466,6 @@ impl Node for ShadowMapsPass {
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multiview: None,
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},
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));
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/* */
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}
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}
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@ -349,102 +482,137 @@ impl Node for ShadowMapsPass {
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let mesh_buffers = self.mesh_buffers();
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let transforms = self.transform_buffers();
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debug_assert_eq!(
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self.depth_maps.len(),
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1,
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"shadows map pass only supports 1 light"
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);
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let (_, dir_depth_map) = self
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.depth_maps
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.iter()
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.next()
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.expect("missing directional light in scene");
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{
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let atlas = self.atlas.get();
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("pass_shadow_map"),
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: atlas.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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let atlas = self.atlas.get();
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("pass_shadow_map"),
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: atlas.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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});
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pass.set_pipeline(&pipeline);
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let viewport = atlas.texture_viewport(dir_depth_map.atlas_index);
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debug!(
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"Rendering shadow map to viewport: {viewport:?}, uniform index: {}",
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dir_depth_map.uniform_index
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);
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// only render to the light's map in the atlas
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pass.set_viewport(
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viewport.offset.x as _,
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viewport.offset.y as _,
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viewport.size.x as _,
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viewport.size.y as _,
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0.0,
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1.0,
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);
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// only clear the light map in the atlas
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pass.set_scissor_rect(
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viewport.offset.x,
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viewport.offset.y,
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viewport.size.x,
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viewport.size.y,
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);
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stencil_ops: None,
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}),
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});
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pass.set_pipeline(&pipeline);
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for job in render_meshes.iter() {
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// get the mesh (containing vertices) and the buffers from storage
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let buffers = mesh_buffers.get(&job.mesh_uuid);
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if buffers.is_none() {
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warn!("Skipping job since its mesh is missing {:?}", job.mesh_uuid);
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continue;
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}
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let buffers = buffers.unwrap();
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for light_depth_map in self.depth_maps.values() {
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let uniform_index =
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self.light_uniforms_buffer
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.offset_of(dir_depth_map.uniform_index) as u32;
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pass.set_bind_group(0, &self.uniforms_bg, &[uniform_index]);
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match light_depth_map.light_type {
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LightType::Directional => {
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let frame = atlas.texture_frame(light_depth_map.atlas_index)
|
||||
.expect("missing atlas frame of light");
|
||||
let u_offset = self.light_uniforms_buffer.offset_of(light_depth_map.uniform_index[0]) as u32;
|
||||
|
||||
// Get the bindgroup for job's transform and bind to it using an offset.
|
||||
let bindgroup = transforms.bind_group(job.transform_id);
|
||||
let offset = transforms.buffer_offset(job.transform_id);
|
||||
pass.set_bind_group(1, bindgroup, &[offset]);
|
||||
//debug!("Rendering directional light with atlas {} uniform index {} and offset {}, in viewport {:?}", light_depth_map.atlas_index, light_depth_map.uniform_index[0], u_offset, frame);
|
||||
|
||||
// if this mesh uses indices, use them to draw the mesh
|
||||
if let Some((idx_type, indices)) = buffers.buffer_indices.as_ref() {
|
||||
let indices_len = indices.count() as u32;
|
||||
|
||||
pass.set_vertex_buffer(
|
||||
buffers.buffer_vertex.slot(),
|
||||
buffers.buffer_vertex.buffer().slice(..),
|
||||
light_shadow_pass_impl(
|
||||
&mut pass,
|
||||
&self.uniforms_bg,
|
||||
&render_meshes,
|
||||
&mesh_buffers,
|
||||
&transforms,
|
||||
&frame,
|
||||
u_offset,
|
||||
);
|
||||
pass.set_index_buffer(indices.buffer().slice(..), *idx_type);
|
||||
pass.draw_indexed(0..indices_len, 0, 0..1);
|
||||
} else {
|
||||
let vertex_count = buffers.buffer_vertex.count();
|
||||
},
|
||||
LightType::Point => {
|
||||
for side in 0..6 {
|
||||
let frame = atlas.texture_frame(light_depth_map.atlas_index + side)
|
||||
.expect("missing atlas frame of light");
|
||||
let ui = light_depth_map.uniform_index[side as usize];
|
||||
let u_offset = self.light_uniforms_buffer.offset_of(ui) as u32;
|
||||
|
||||
//debug!("Rendering point light side {side} with atlas {} uniform index {ui} and offset {u_offset} and viewport {:?}", light_depth_map.atlas_index + side, frame);
|
||||
|
||||
pass.set_vertex_buffer(
|
||||
buffers.buffer_vertex.slot(),
|
||||
buffers.buffer_vertex.buffer().slice(..),
|
||||
);
|
||||
pass.draw(0..vertex_count as u32, 0..1);
|
||||
}
|
||||
light_shadow_pass_impl(
|
||||
&mut pass,
|
||||
&self.uniforms_bg,
|
||||
&render_meshes,
|
||||
&mesh_buffers,
|
||||
&transforms,
|
||||
&frame,
|
||||
u_offset,
|
||||
);
|
||||
}
|
||||
},
|
||||
LightType::Spotlight => todo!(),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn light_shadow_pass_impl<'a>(
|
||||
pass: &mut wgpu::RenderPass<'a>,
|
||||
uniforms_bind_group: &'a wgpu::BindGroup,
|
||||
render_meshes: &RenderMeshes,
|
||||
mesh_buffers: &'a RenderAssets<MeshBufferStorage>,
|
||||
transforms: &'a TransformBuffers,
|
||||
shadow_atlas_viewport: &AtlasFrame,
|
||||
uniform_offset: u32,
|
||||
) {
|
||||
// only render to the light's map in the atlas
|
||||
pass.set_viewport(
|
||||
shadow_atlas_viewport.x as _,
|
||||
shadow_atlas_viewport.y as _,
|
||||
shadow_atlas_viewport.width as _,
|
||||
shadow_atlas_viewport.height as _,
|
||||
0.0,
|
||||
1.0,
|
||||
);
|
||||
// only clear the light map in the atlas
|
||||
pass.set_scissor_rect(
|
||||
shadow_atlas_viewport.x as _,
|
||||
shadow_atlas_viewport.y as _,
|
||||
shadow_atlas_viewport.width as _,
|
||||
shadow_atlas_viewport.height as _,
|
||||
);
|
||||
|
||||
for job in render_meshes.iter() {
|
||||
// get the mesh (containing vertices) and the buffers from storage
|
||||
let buffers = mesh_buffers.get(&job.mesh_uuid);
|
||||
if buffers.is_none() {
|
||||
warn!("Skipping job since its mesh is missing {:?}", job.mesh_uuid);
|
||||
continue;
|
||||
}
|
||||
let buffers = buffers.unwrap();
|
||||
|
||||
//let uniform_index = light_uniforms_buffer.offset_of(light_depth_map.uniform_index[0]) as u32;
|
||||
pass.set_bind_group(0, &uniforms_bind_group, &[uniform_offset]);
|
||||
|
||||
// Get the bindgroup for job's transform and bind to it using an offset.
|
||||
let bindgroup = transforms.bind_group(job.transform_id);
|
||||
let offset = transforms.buffer_offset(job.transform_id);
|
||||
pass.set_bind_group(1, bindgroup, &[offset]);
|
||||
|
||||
// if this mesh uses indices, use them to draw the mesh
|
||||
if let Some((idx_type, indices)) = buffers.buffer_indices.as_ref() {
|
||||
let indices_len = indices.count() as u32;
|
||||
|
||||
pass.set_vertex_buffer(
|
||||
buffers.buffer_vertex.slot(),
|
||||
buffers.buffer_vertex.buffer().slice(..),
|
||||
);
|
||||
pass.set_index_buffer(indices.buffer().slice(..), *idx_type);
|
||||
pass.draw_indexed(0..indices_len, 0, 0..1);
|
||||
} else {
|
||||
let vertex_count = buffers.buffer_vertex.count();
|
||||
|
||||
pass.set_vertex_buffer(
|
||||
buffers.buffer_vertex.slot(),
|
||||
buffers.buffer_vertex.buffer().slice(..),
|
||||
);
|
||||
pass.draw(0..vertex_count as u32, 0..1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct LightShadowUniform {
|
||||
space_mat: glam::Mat4,
|
||||
atlas_frame: AtlasViewport, // 2xUVec2 (4xf32), so no padding needed
|
||||
atlas_frame: AtlasFrame, // 2xUVec2 (4xf32), so no padding needed
|
||||
}
|
||||
|
||||
/// A component that stores the ID of a shadow map in the shadow map atlas for the entities.
|
||||
|
@ -454,7 +622,7 @@ pub struct LightShadowUniform {
|
|||
#[derive(Debug, Default, Copy, Clone, Component)]
|
||||
pub struct LightShadowMapId {
|
||||
atlas_index: u64,
|
||||
uniform_index: u64,
|
||||
uniform_indices: [u64; 6],
|
||||
}
|
||||
|
||||
impl LightShadowMapId {
|
||||
|
@ -462,8 +630,8 @@ impl LightShadowMapId {
|
|||
self.atlas_index
|
||||
}
|
||||
|
||||
pub fn uniform_index(&self) -> u64 {
|
||||
self.uniform_index
|
||||
pub fn uniform_index(&self, side: usize) -> u64 {
|
||||
self.uniform_indices[side]
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,12 +1,17 @@
|
|||
pub mod point;
|
||||
pub mod directional;
|
||||
pub mod point;
|
||||
pub mod spotlight;
|
||||
|
||||
use lyra_ecs::{Entity, Tick, World};
|
||||
pub use point::*;
|
||||
pub use spotlight::*;
|
||||
|
||||
use std::{collections::{HashMap, VecDeque}, marker::PhantomData, mem, sync::Arc};
|
||||
use std::{
|
||||
collections::{HashMap, VecDeque},
|
||||
marker::PhantomData,
|
||||
mem,
|
||||
sync::Arc,
|
||||
};
|
||||
|
||||
use crate::math::Transform;
|
||||
|
||||
|
@ -22,7 +27,7 @@ pub struct LightBuffer<U: Default + bytemuck::Pod + bytemuck::Zeroable> {
|
|||
/// The max amount of light casters that could fit in this buffer.
|
||||
pub max_count: usize,
|
||||
/// The amount of light casters that are taking up space in the buffer.
|
||||
///
|
||||
///
|
||||
/// This means that a light may be inactive in the buffer, by being replaced
|
||||
/// with a default caster as to not affect lighting. Its easier this way than
|
||||
/// to recreate the array and remove the gaps.
|
||||
|
@ -49,15 +54,27 @@ impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
|
|||
}
|
||||
|
||||
/// Update an existing light in the light buffer.
|
||||
pub fn update_light(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: Entity, light: U) {
|
||||
let buffer_idx = *self.used_indexes.get(&entity)
|
||||
pub fn update_light(
|
||||
&mut self,
|
||||
lights_buffer: &mut [U; MAX_LIGHT_COUNT],
|
||||
entity: Entity,
|
||||
light: U,
|
||||
) {
|
||||
let buffer_idx = *self
|
||||
.used_indexes
|
||||
.get(&entity)
|
||||
.expect("Entity for Light is not in buffer!");
|
||||
|
||||
lights_buffer[buffer_idx] = light;
|
||||
}
|
||||
|
||||
/// Add a new light to the light buffer.
|
||||
pub fn add_light(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: Entity, light: U) {
|
||||
pub fn add_light(
|
||||
&mut self,
|
||||
lights_buffer: &mut [U; MAX_LIGHT_COUNT],
|
||||
entity: Entity,
|
||||
light: U,
|
||||
) {
|
||||
let buffer_idx = match self.dead_indexes.pop_front() {
|
||||
Some(i) => i,
|
||||
None => {
|
||||
|
@ -69,15 +86,20 @@ impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
|
|||
assert!(self.buffer_count <= self.max_count);
|
||||
|
||||
i
|
||||
},
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
self.used_indexes.insert(entity, buffer_idx);
|
||||
self.update_light(lights_buffer, entity, light);
|
||||
}
|
||||
|
||||
/// Update, or add a new caster, to the light buffer.
|
||||
pub fn update_or_add(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: Entity, light: U) {
|
||||
pub fn update_or_add(
|
||||
&mut self,
|
||||
lights_buffer: &mut [U; MAX_LIGHT_COUNT],
|
||||
entity: Entity,
|
||||
light: U,
|
||||
) {
|
||||
if self.used_indexes.contains_key(&entity) {
|
||||
self.update_light(lights_buffer, entity, light);
|
||||
} else {
|
||||
|
@ -86,7 +108,11 @@ impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
|
|||
}
|
||||
|
||||
/// Remove a caster from the buffer, returns true if it was removed.
|
||||
pub fn remove_light(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: Entity) -> bool {
|
||||
pub fn remove_light(
|
||||
&mut self,
|
||||
lights_buffer: &mut [U; MAX_LIGHT_COUNT],
|
||||
entity: Entity,
|
||||
) -> bool {
|
||||
if let Some(removed_idx) = self.used_indexes.remove(&entity) {
|
||||
self.dead_indexes.push_back(removed_idx);
|
||||
//self.current_count -= 1;
|
||||
|
@ -112,47 +138,37 @@ impl LightUniformBuffers {
|
|||
// TODO: ensure we dont write over this limit
|
||||
let max_buffer_sizes = (limits.max_uniform_buffer_binding_size as u64) / 2;
|
||||
|
||||
let buffer = device.create_buffer(
|
||||
&wgpu::BufferDescriptor {
|
||||
label: Some("UBO_Lights"),
|
||||
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
|
||||
size: max_buffer_sizes,
|
||||
mapped_at_creation: false,
|
||||
}
|
||||
);
|
||||
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("UBO_Lights"),
|
||||
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
|
||||
size: max_buffer_sizes,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
let bindgroup_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage {
|
||||
read_only: true
|
||||
},
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: true },
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
],
|
||||
count: None,
|
||||
}],
|
||||
label: Some("BGL_Lights"),
|
||||
});
|
||||
|
||||
let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bindgroup_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
wgpu::BufferBinding {
|
||||
buffer: &buffer,
|
||||
offset: 0,
|
||||
size: None, // use the full buffer
|
||||
}
|
||||
)
|
||||
},
|
||||
],
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
|
||||
buffer: &buffer,
|
||||
offset: 0,
|
||||
size: None, // use the full buffer
|
||||
}),
|
||||
}],
|
||||
label: Some("BG_Lights"),
|
||||
});
|
||||
|
||||
|
@ -168,21 +184,30 @@ impl LightUniformBuffers {
|
|||
let _ = world_tick;
|
||||
let mut lights = vec![];
|
||||
|
||||
for (point_light, transform, shadow_map_id) in world.view_iter::<(&PointLight, &Transform, Option<&LightShadowMapId>)>() {
|
||||
for (point_light, transform, shadow_map_id) in
|
||||
world.view_iter::<(&PointLight, &Transform, Option<&LightShadowMapId>)>()
|
||||
{
|
||||
let shadow_map_id = shadow_map_id.map(|m| m.clone());
|
||||
let uniform = LightUniform::from_point_light_bundle(&point_light, &transform, shadow_map_id);
|
||||
let uniform =
|
||||
LightUniform::from_point_light_bundle(&point_light, &transform, shadow_map_id);
|
||||
lights.push(uniform);
|
||||
}
|
||||
|
||||
for (spot_light, transform, shadow_map_id) in world.view_iter::<(&SpotLight, &Transform, Option<&LightShadowMapId>)>() {
|
||||
for (spot_light, transform, shadow_map_id) in
|
||||
world.view_iter::<(&SpotLight, &Transform, Option<&LightShadowMapId>)>()
|
||||
{
|
||||
let shadow_map_id = shadow_map_id.map(|m| m.clone());
|
||||
let uniform = LightUniform::from_spot_light_bundle(&spot_light, &transform, shadow_map_id);
|
||||
let uniform =
|
||||
LightUniform::from_spot_light_bundle(&spot_light, &transform, shadow_map_id);
|
||||
lights.push(uniform);
|
||||
}
|
||||
|
||||
for (dir_light, transform, shadow_map_id) in world.view_iter::<(&DirectionalLight, &Transform, Option<&LightShadowMapId>)>() {
|
||||
for (dir_light, transform, shadow_map_id) in
|
||||
world.view_iter::<(&DirectionalLight, &Transform, Option<&LightShadowMapId>)>()
|
||||
{
|
||||
let shadow_map_id = shadow_map_id.map(|m| m.clone());
|
||||
let uniform = LightUniform::from_directional_bundle(&dir_light, &transform, shadow_map_id);
|
||||
let uniform =
|
||||
LightUniform::from_directional_bundle(&dir_light, &transform, shadow_map_id);
|
||||
lights.push(uniform);
|
||||
}
|
||||
|
||||
|
@ -191,7 +216,11 @@ impl LightUniformBuffers {
|
|||
// write the amount of lights to the buffer, and right after that the list of lights.
|
||||
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[lights.len()]));
|
||||
// the size of u32 is multiplied by 4 because of gpu alignment requirements
|
||||
queue.write_buffer(&self.buffer, mem::size_of::<u32>() as u64 * 4, bytemuck::cast_slice(lights.as_slice()));
|
||||
queue.write_buffer(
|
||||
&self.buffer,
|
||||
mem::size_of::<u32>() as u64 * 4,
|
||||
bytemuck::cast_slice(lights.as_slice()),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -214,18 +243,22 @@ pub(crate) struct LightUniform {
|
|||
pub color: glam::Vec3,
|
||||
// no padding is needed here since range acts as the padding
|
||||
// that would usually be needed for the vec3
|
||||
|
||||
pub range: f32,
|
||||
pub intensity: f32,
|
||||
pub smoothness: f32,
|
||||
|
||||
pub spot_cutoff_rad: f32,
|
||||
pub spot_outer_cutoff_rad: f32,
|
||||
pub light_shadow_uniform_index: i32,
|
||||
pub light_shadow_uniform_index: [i32; 6],
|
||||
_padding: [u32; 2],
|
||||
}
|
||||
|
||||
impl LightUniform {
|
||||
pub fn from_point_light_bundle(light: &PointLight, transform: &Transform, map_id: Option<LightShadowMapId>) -> Self {
|
||||
pub fn from_point_light_bundle(
|
||||
light: &PointLight,
|
||||
transform: &Transform,
|
||||
map_id: Option<LightShadowMapId>,
|
||||
) -> Self {
|
||||
Self {
|
||||
light_type: LightType::Point as u32,
|
||||
enabled: light.enabled as u32,
|
||||
|
@ -239,12 +272,27 @@ impl LightUniform {
|
|||
|
||||
spot_cutoff_rad: 0.0,
|
||||
spot_outer_cutoff_rad: 0.0,
|
||||
light_shadow_uniform_index: map_id.map(|m| m.uniform_index() as i32).unwrap_or(-1),
|
||||
|
||||
light_shadow_uniform_index: map_id
|
||||
.map(|m| {
|
||||
[
|
||||
m.uniform_index(0) as i32,
|
||||
m.uniform_index(1) as i32,
|
||||
m.uniform_index(2) as i32,
|
||||
m.uniform_index(3) as i32,
|
||||
m.uniform_index(4) as i32,
|
||||
m.uniform_index(5) as i32,
|
||||
]
|
||||
})
|
||||
.unwrap_or([-1; 6]),
|
||||
_padding: [0; 2],
|
||||
}
|
||||
}
|
||||
|
||||
pub fn from_directional_bundle(light: &DirectionalLight, transform: &Transform, map_id: Option<LightShadowMapId>) -> Self {
|
||||
pub fn from_directional_bundle(
|
||||
light: &DirectionalLight,
|
||||
transform: &Transform,
|
||||
map_id: Option<LightShadowMapId>,
|
||||
) -> Self {
|
||||
Self {
|
||||
light_type: LightType::Directional as u32,
|
||||
enabled: light.enabled as u32,
|
||||
|
@ -258,12 +306,28 @@ impl LightUniform {
|
|||
|
||||
spot_cutoff_rad: 0.0,
|
||||
spot_outer_cutoff_rad: 0.0,
|
||||
light_shadow_uniform_index: map_id.map(|m| m.uniform_index() as i32).unwrap_or(-1),
|
||||
light_shadow_uniform_index: map_id
|
||||
.map(|m| {
|
||||
[
|
||||
m.uniform_index(0) as i32,
|
||||
m.uniform_index(1) as i32,
|
||||
m.uniform_index(2) as i32,
|
||||
m.uniform_index(3) as i32,
|
||||
m.uniform_index(4) as i32,
|
||||
m.uniform_index(5) as i32,
|
||||
]
|
||||
})
|
||||
.unwrap_or([-1; 6]),
|
||||
_padding: [0; 2],
|
||||
}
|
||||
}
|
||||
|
||||
// Create the SpotLightUniform from an ECS bundle
|
||||
pub fn from_spot_light_bundle(light: &SpotLight, transform: &Transform, map_id: Option<LightShadowMapId>) -> Self {
|
||||
pub fn from_spot_light_bundle(
|
||||
light: &SpotLight,
|
||||
transform: &Transform,
|
||||
map_id: Option<LightShadowMapId>,
|
||||
) -> Self {
|
||||
Self {
|
||||
light_type: LightType::Spotlight as u32,
|
||||
enabled: light.enabled as u32,
|
||||
|
@ -277,8 +341,19 @@ impl LightUniform {
|
|||
|
||||
spot_cutoff_rad: light.cutoff.to_radians(),
|
||||
spot_outer_cutoff_rad: light.outer_cutoff.to_radians(),
|
||||
light_shadow_uniform_index: map_id.map(|m| m.uniform_index() as i32).unwrap_or(-1),
|
||||
light_shadow_uniform_index: map_id
|
||||
.map(|m| {
|
||||
[
|
||||
m.uniform_index(0) as i32,
|
||||
m.uniform_index(1) as i32,
|
||||
m.uniform_index(2) as i32,
|
||||
m.uniform_index(3) as i32,
|
||||
m.uniform_index(4) as i32,
|
||||
m.uniform_index(5) as i32,
|
||||
]
|
||||
})
|
||||
.unwrap_or([-1; 6]),
|
||||
_padding: [0; 2],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -54,7 +54,7 @@ struct Light {
|
|||
|
||||
spot_cutoff: f32,
|
||||
spot_outer_cutoff: f32,
|
||||
light_shadow_uniform_index: i32,
|
||||
light_shadow_uniform_index: array<i32, 6>,
|
||||
};
|
||||
|
||||
struct Lights {
|
||||
|
@ -114,7 +114,7 @@ struct LightShadowMapUniform {
|
|||
}
|
||||
|
||||
struct LightShadowMapUniformAligned {
|
||||
@size(256)
|
||||
@align(256)
|
||||
inner: LightShadowMapUniform
|
||||
}
|
||||
|
||||
|
@ -160,10 +160,10 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
|
||||
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
|
||||
let light_dir = normalize(-light.direction);
|
||||
let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index].inner;
|
||||
let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index[0]].inner;
|
||||
let frag_pos_light_space = shadow_u.light_space_matrix * vec4<f32>(in.world_position, 1.0);
|
||||
|
||||
let shadow = calc_shadow(in.world_normal, light_dir, frag_pos_light_space, atlas_dimensions, shadow_u.atlas_frame);
|
||||
let shadow = calc_shadow_dir_light(in.world_normal, light_dir, frag_pos_light_space, atlas_dimensions, shadow_u.atlas_frame);
|
||||
light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
|
||||
} else if (light.light_ty == LIGHT_TY_POINT) {
|
||||
light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color);
|
||||
|
@ -176,7 +176,7 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
return vec4<f32>(light_object_res, object_color.a);
|
||||
}
|
||||
|
||||
fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: vec4<f32>, atlas_dimensions: vec2<i32>, atlas_region: TextureAtlasFrame) -> f32 {
|
||||
fn calc_shadow_dir_light(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: vec4<f32>, atlas_dimensions: vec2<i32>, atlas_region: TextureAtlasFrame) -> f32 {
|
||||
var proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
|
||||
// for some reason the y component is clipped after transforming
|
||||
proj_coords.y = -proj_coords.y;
|
||||
|
@ -218,6 +218,10 @@ fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: ve
|
|||
return shadow;
|
||||
}
|
||||
|
||||
fn calc_shadow_point(world_pos: vec3<f32>, atlas_dimensions: vec2<i32>, atlas_regions: array<TextureAtlasFrame, 6>) -> f32 {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
fn debug_grid(in: VertexOutput) -> vec4<f32> {
|
||||
let tile_index_float: vec2<f32> = in.clip_position.xy / 16.0;
|
||||
let tile_index = vec2<u32>(floor(tile_index_float));
|
||||
|
|
|
@ -31,6 +31,7 @@ struct Light {
|
|||
|
||||
spot_cutoff: f32,
|
||||
spot_outer_cutoff: f32,
|
||||
light_shadow_uniform_index: array<i32, 6>,
|
||||
};
|
||||
|
||||
struct Lights {
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
use std::{collections::VecDeque, marker::PhantomData, mem, num::NonZeroU64, sync::Arc};
|
||||
use std::{collections::VecDeque, marker::PhantomData, mem, sync::Arc};
|
||||
|
||||
/// A buffer on the GPU that has persistent indices.
|
||||
///
|
||||
|
@ -54,12 +54,19 @@ impl<T: bytemuck::Pod + bytemuck::Zeroable> GpuSlotBuffer<T> {
|
|||
|
||||
/// Calculates the byte offset in the buffer of the element at `i`.
|
||||
pub fn offset_of(&self, i: u64) -> u64 {
|
||||
let offset = i * mem::size_of::<T>() as u64;
|
||||
/* let offset = i * mem::size_of::<T>() as u64;
|
||||
|
||||
if let Some(align) = self.alignment {
|
||||
round_mult::up(offset, NonZeroU64::new(align).unwrap()).unwrap()
|
||||
} else {
|
||||
offset
|
||||
} */
|
||||
|
||||
if let Some(align) = self.alignment {
|
||||
let transform_index = i % self.capacity;
|
||||
transform_index * align
|
||||
} else {
|
||||
mem::size_of::<T>() as u64
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,10 +1,8 @@
|
|||
use std::{
|
||||
collections::BTreeMap,
|
||||
sync::Arc,
|
||||
cmp::max, collections::HashMap, sync::Arc
|
||||
};
|
||||
|
||||
use glam::UVec2;
|
||||
use rectangle_pack::{pack_rects, GroupedRectsToPlace, RectToInsert, RectanglePackOk, TargetBin};
|
||||
|
||||
#[derive(Debug, thiserror::Error)]
|
||||
pub enum AtlasPackError {
|
||||
|
@ -14,28 +12,33 @@ pub enum AtlasPackError {
|
|||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct AtlasViewport {
|
||||
pub offset: UVec2,
|
||||
pub size: UVec2,
|
||||
#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct AtlasFrame {
|
||||
pub x: u32,
|
||||
pub y: u32,
|
||||
pub width: u32,
|
||||
pub height: u32,
|
||||
}
|
||||
|
||||
pub struct TextureAtlas {
|
||||
impl AtlasFrame {
|
||||
pub fn new(x: u32, y: u32, width: u32, height: u32) -> Self {
|
||||
Self {
|
||||
x, y, width, height
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct TextureAtlas<P: AtlasPacker = SkylinePacker> {
|
||||
atlas_size: UVec2,
|
||||
|
||||
texture_format: wgpu::TextureFormat,
|
||||
texture: Arc<wgpu::Texture>,
|
||||
view: Arc<wgpu::TextureView>,
|
||||
|
||||
/// The next id of the next texture that will be added to the atlas.
|
||||
next_texture_id: u64,
|
||||
|
||||
rects: GroupedRectsToPlace<u64>,
|
||||
bins: BTreeMap<u64, TargetBin>,
|
||||
placement: Option<RectanglePackOk<u64, u64>>,
|
||||
packer: P,
|
||||
}
|
||||
|
||||
impl TextureAtlas {
|
||||
impl<P: AtlasPacker> TextureAtlas<P> {
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
|
@ -58,98 +61,30 @@ impl TextureAtlas {
|
|||
});
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let mut bins = BTreeMap::new();
|
||||
// max_depth=1 for 2d
|
||||
bins.insert(0, TargetBin::new(atlas_size.x, atlas_size.y, 1));
|
||||
|
||||
Self {
|
||||
atlas_size,
|
||||
texture_format: format,
|
||||
texture: Arc::new(texture),
|
||||
view: Arc::new(view),
|
||||
next_texture_id: 0,
|
||||
rects: GroupedRectsToPlace::new(),
|
||||
bins,
|
||||
placement: None,
|
||||
packer: P::new(atlas_size),
|
||||
}
|
||||
}
|
||||
|
||||
/// Add a texture of `size` and pack it into the atlas, returning the id of the texture in
|
||||
/// the atlas.
|
||||
///
|
||||
///
|
||||
/// If you are adding multiple textures at a time and want to wait to pack the atlas, use
|
||||
/// [`TextureAtlas::add_texture_unpacked`] and then after you're done adding them, pack them
|
||||
/// with [`TextureAtlas::pack_atlas`].
|
||||
pub fn pack_new_texture(&mut self, width: u32, height: u32) -> Result<u64, AtlasPackError> {
|
||||
let id = self.next_texture_id;
|
||||
self.next_texture_id += 1;
|
||||
pub fn pack(&mut self, width: u32, height: u32) -> Result<u64, AtlasPackError> {
|
||||
let id = self.packer.pack(width, height)?;
|
||||
|
||||
// for 2d rects, set depth to 1
|
||||
let r = RectToInsert::new(width, height, 1);
|
||||
self.rects.push_rect(id, None, r);
|
||||
|
||||
self.pack_atlas()?;
|
||||
|
||||
Ok(id)
|
||||
}
|
||||
|
||||
/// Add a new texture and **DO NOT** pack it into the atlas.
|
||||
///
|
||||
/// <div class="warning">
|
||||
///
|
||||
/// The texture will not be packed into the atlas meaning
|
||||
/// [`TextureAtlas::texture_viewport`] will return `None`. To pack the texture,
|
||||
/// use [`TextureAtlas::pack_atlas`] or use [`TextureAtlas::pack_new_texture`]
|
||||
/// when only adding a single texture.
|
||||
///
|
||||
/// </div>
|
||||
pub fn add_texture_unpacked(&mut self, width: u32, height: u32) -> Result<u64, AtlasPackError> {
|
||||
let id = self.next_texture_id;
|
||||
self.next_texture_id += 1;
|
||||
|
||||
// for 2d rects, set depth to 1
|
||||
let r = RectToInsert::new(width, height, 1);
|
||||
self.rects.push_rect(id, None, r);
|
||||
|
||||
self.pack_atlas()?;
|
||||
|
||||
Ok(id)
|
||||
}
|
||||
|
||||
/// Pack the textures into the atlas.
|
||||
pub fn pack_atlas(&mut self) -> Result<(), AtlasPackError> {
|
||||
let placement = pack_rects(
|
||||
&self.rects,
|
||||
&mut self.bins,
|
||||
&rectangle_pack::volume_heuristic,
|
||||
&rectangle_pack::contains_smallest_box,
|
||||
)
|
||||
.map_err(|e| match e {
|
||||
rectangle_pack::RectanglePackError::NotEnoughBinSpace => AtlasPackError::NotEnoughSpace,
|
||||
})?;
|
||||
self.placement = Some(placement);
|
||||
|
||||
Ok(())
|
||||
Ok(id as u64)
|
||||
}
|
||||
|
||||
/// Get the viewport of a texture index in the atlas.
|
||||
pub fn texture_viewport(&self, atlas_index: u64) -> AtlasViewport {
|
||||
let locations = self.placement.as_ref().unwrap().packed_locations();
|
||||
let (bin_id, loc) = locations
|
||||
.get(&atlas_index)
|
||||
.expect("atlas index is incorrect");
|
||||
debug_assert_eq!(*bin_id, 0, "somehow the texture was put in some other bin");
|
||||
|
||||
AtlasViewport {
|
||||
offset: UVec2 {
|
||||
x: loc.x(),
|
||||
y: loc.y(),
|
||||
},
|
||||
size: UVec2 {
|
||||
x: loc.width(),
|
||||
y: loc.height(),
|
||||
},
|
||||
}
|
||||
pub fn texture_frame(&self, atlas_index: u64) -> Option<AtlasFrame> {
|
||||
self.packer.frame(atlas_index as _)
|
||||
}
|
||||
|
||||
pub fn view(&self) -> &Arc<wgpu::TextureView> {
|
||||
|
@ -164,12 +99,199 @@ impl TextureAtlas {
|
|||
&self.texture_format
|
||||
}
|
||||
|
||||
pub fn total_texture_count(&self) -> u64 {
|
||||
self.next_texture_id // starts at zero, so no need to increment
|
||||
}
|
||||
|
||||
/// Returns the size of the entire texture atlas.
|
||||
pub fn atlas_size(&self) -> UVec2 {
|
||||
self.atlas_size
|
||||
}
|
||||
}
|
||||
|
||||
pub trait AtlasPacker {
|
||||
fn new(size: UVec2) -> Self;
|
||||
|
||||
/// Get an [`AtlasFrame`] of a texture with `id`.
|
||||
fn frame(&self, id: usize) -> Option<AtlasFrame>;
|
||||
|
||||
/// Get all [`AtlasFrame`]s in the atlas.
|
||||
fn frames(&self) -> &HashMap<usize, AtlasFrame>;
|
||||
|
||||
/// Pack a new rect into the atlas.
|
||||
fn pack(&mut self, width: u32, height: u32) -> Result<usize, AtlasPackError>;
|
||||
}
|
||||
|
||||
struct Skyline {
|
||||
/// Starting x of the skyline
|
||||
x: usize,
|
||||
/// Starting y of the skyline
|
||||
y: usize,
|
||||
/// Width of the skyline
|
||||
width: usize,
|
||||
}
|
||||
|
||||
impl Skyline {
|
||||
fn right(&self) -> usize {
|
||||
self.x + self.width
|
||||
}
|
||||
}
|
||||
|
||||
pub struct SkylinePacker {
|
||||
size: UVec2,
|
||||
skylines: Vec<Skyline>,
|
||||
frame_idx: usize,
|
||||
frames: HashMap<usize, AtlasFrame>,
|
||||
}
|
||||
|
||||
impl SkylinePacker {
|
||||
pub fn new(size: UVec2) -> Self {
|
||||
let skylines = vec![Skyline {
|
||||
x: 0,
|
||||
y: 0,
|
||||
width: size.x as _,
|
||||
}];
|
||||
|
||||
Self {
|
||||
size,
|
||||
skylines,
|
||||
frame_idx: 0,
|
||||
frames: Default::default(),
|
||||
}
|
||||
}
|
||||
|
||||
fn can_add(&self, mut i: usize, w: u32, h: u32) -> Option<usize> {
|
||||
let x = self.skylines[i].x as u32;
|
||||
if x + w > self.size.x {
|
||||
return None;
|
||||
}
|
||||
|
||||
let mut width_left = w;
|
||||
let mut y = self.skylines[i].y as u32;
|
||||
|
||||
loop {
|
||||
y = max(y, self.skylines[i].y as u32);
|
||||
|
||||
if y + h > self.size.y {
|
||||
return None;
|
||||
}
|
||||
|
||||
if self.skylines[i].width as u32 > width_left {
|
||||
return Some(y as usize);
|
||||
}
|
||||
|
||||
width_left -= self.skylines[i].width as u32;
|
||||
i += 1;
|
||||
|
||||
if i >= self.skylines.len() {
|
||||
return None;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn find_skyline(&self, width: u32, height: u32) -> Option<(usize, AtlasFrame)> {
|
||||
let mut min_height = std::u32::MAX;
|
||||
let mut min_width = std::u32::MAX;
|
||||
let mut index = None;
|
||||
let mut frame = AtlasFrame::default();
|
||||
|
||||
// keep the min height as small as possible
|
||||
for i in 0..self.skylines.len() {
|
||||
if let Some(y) = self.can_add(i, width, height) {
|
||||
let y = y as u32;
|
||||
/* if r.bottom() < min_height
|
||||
|| (r.bottom() == min_height && self.skylines[i].width < min_width as usize) */
|
||||
if y + height < min_height ||
|
||||
(y + height == min_height && self.skylines[i].width < min_width as _)
|
||||
{
|
||||
min_height = y + height;
|
||||
min_width = self.skylines[i].width as _;
|
||||
index = Some(i);
|
||||
frame = AtlasFrame::new(self.skylines[i].x as _, y, width, height);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: rotation
|
||||
}
|
||||
|
||||
if let Some(index) = index {
|
||||
Some((index, frame))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
fn split(&mut self, i: usize, frame: &AtlasFrame) {
|
||||
let skyline = Skyline {
|
||||
x: frame.x as _,
|
||||
y: (frame.y + frame.height) as _,
|
||||
width: frame.width as _
|
||||
};
|
||||
|
||||
assert!(skyline.right() <= self.size.x as _);
|
||||
assert!(skyline.y <= self.size.y as _);
|
||||
|
||||
self.skylines.insert(i, skyline);
|
||||
|
||||
let i = i + 1;
|
||||
|
||||
while i < self.skylines.len() {
|
||||
assert!(self.skylines[i - 1].x <= self.skylines[i].x);
|
||||
|
||||
if self.skylines[i].x < self.skylines[i - 1].x + self.skylines[i - 1].width {
|
||||
let shrink = self.skylines[i-1].x + self.skylines[i-1].width - self.skylines[i].x;
|
||||
|
||||
if self.skylines[i].width <= shrink {
|
||||
self.skylines.remove(i);
|
||||
} else {
|
||||
self.skylines[i].x += shrink;
|
||||
self.skylines[i].width -= shrink;
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Merge skylines with the same y value
|
||||
fn merge(&mut self) {
|
||||
let mut i = 1;
|
||||
while i < self.skylines.len() {
|
||||
if self.skylines[i - 1].y == self.skylines[i].y {
|
||||
self.skylines[i - 1].width += self.skylines[i].width;
|
||||
self.skylines.remove(i);
|
||||
} else {
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//pub fn pack(&mut self, )
|
||||
}
|
||||
|
||||
impl AtlasPacker for SkylinePacker {
|
||||
fn new(size: UVec2) -> Self {
|
||||
SkylinePacker::new(size)
|
||||
}
|
||||
|
||||
fn frame(&self, id: usize) -> Option<AtlasFrame> {
|
||||
self.frames.get(&id).cloned()
|
||||
}
|
||||
|
||||
fn frames(&self) -> &HashMap<usize, AtlasFrame> {
|
||||
&self.frames
|
||||
}
|
||||
|
||||
fn pack(&mut self, width: u32, height: u32) -> Result<usize, AtlasPackError> {
|
||||
if let Some((i, frame)) = self.find_skyline(width, height) {
|
||||
self.split(i, &frame);
|
||||
self.merge();
|
||||
|
||||
let frame_idx = self.frame_idx;
|
||||
self.frame_idx += 1;
|
||||
|
||||
self.frames.insert(frame_idx, frame);
|
||||
|
||||
Ok(frame_idx)
|
||||
} else {
|
||||
Err(AtlasPackError::NotEnoughSpace)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue