render: get some lights showing up with tiled forward rendering

For some reason there's weird square in the light source, and the dynamic light is only applied to the top left tile
This commit is contained in:
SeanOMik 2024-03-17 15:20:17 -04:00
parent c73c1a7f43
commit 5c1ce809ff
Signed by: SeanOMik
GPG Key ID: FEC9E2FC15235964
6 changed files with 143 additions and 85 deletions

View File

@ -25,8 +25,8 @@ impl Default for FreeFlyCamera {
Self {
speed: 4.0,
slow_speed_factor: 0.25,
look_speed: 0.3,
mouse_sensitivity: 1.0,
look_speed: 0.5,
mouse_sensitivity: 0.9,
look_with_keys: false,
}
}

View File

@ -1,6 +1,6 @@
use std::{cell::Ref, ptr::NonNull};
use lyra_engine::{assets::gltf::Gltf, ecs::{query::{QueryBorrow, ViewState}, system::{BatchedSystem, Criteria, CriteriaSchedule, IntoSystem}, Component, World}, game::Game, input::{Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource, InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput}, math::{self, Quat, Transform, Vec3}, render::light::{directional::DirectionalLight, SpotLight}, scene::CameraComponent, DeltaTime};
use lyra_engine::{assets::gltf::Gltf, change_tracker::Ct, ecs::{query::{QueryBorrow, ViewState}, system::{BatchedSystem, Criteria, CriteriaSchedule, IntoSystem}, Component, World}, game::Game, input::{Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource, InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput}, math::{self, Quat, Transform, Vec3}, render::{light::{directional::DirectionalLight, PointLight, SpotLight}, window::{CursorGrabMode, WindowOptions}}, scene::CameraComponent, DeltaTime};
use lyra_engine::assets::ResourceManager;
mod free_fly_camera;
@ -93,15 +93,16 @@ async fn main() {
//let diffuse_texture = resman.request::<Texture>("assets/happy-tree.png").unwrap();
//let antique_camera_model = resman.request::<Model>("assets/AntiqueCamera.glb").unwrap();
//let cube_model = resman.request::<Model>("assets/cube-texture-bin.glb").unwrap();
/* let cube_gltf = resman.request::<Gltf>("assets/texture-sep/texture-sep.gltf").unwrap();
let crate_gltf = resman.request::<Gltf>("assets/crate/crate.gltf").unwrap();
let cube_gltf = resman.request::<Gltf>("assets/texture-sep/texture-sep.gltf").unwrap();
/*let crate_gltf = resman.request::<Gltf>("assets/crate/crate.gltf").unwrap();
let separate_gltf = resman.request::<Gltf>("assets/pos-testing/child-node-cubes.glb").unwrap(); */
//drop(resman);
/* let cube_mesh = &cube_gltf.data_ref()
cube_gltf.wait_recurse_dependencies_load();
let cube_mesh = &cube_gltf.data_ref()
.unwrap().meshes[0];
let crate_mesh = &crate_gltf.data_ref()
/* let crate_mesh = &crate_gltf.data_ref()
.unwrap().meshes[0];
let separate_scene = &separate_gltf.data_ref()
@ -151,29 +152,33 @@ async fn main() {
));
}
/* {
let mut light_tran = Transform::from_xyz(-3.5, 0.2, -4.5);
light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
{
//let mut light_tran = Transform::from_xyz(-3.5, 0.2, -4.5);
//light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
world.spawn((
SpotLight {
color: Vec3::new(1.0, 0.2, 0.2),
cutoff: math::Angle::Degrees(12.5),
outer_cutoff: math::Angle::Degrees(17.5),
PointLight {
color: Vec3::new(0.0, 0.0, 1.0),
intensity: 3.3,
constant: 1.0,
linear: 0.007,
quadratic: 0.0002,
ambient: 0.0,
diffuse: 7.0,
specular: 1.0,
linear: 0.09,
quadratic: 0.032,
ambient: 0.2,
diffuse: 1.0,
specular: 1.3,
},
Transform::from(light_tran),
Transform::new(
Vec3::new(-5.0, 1.0, -1.28),
Quat::IDENTITY,
Vec3::new(0.25, 0.25, 0.25),
),
cube_mesh.clone(),
));
}
{
/* {
let mut light_tran = Transform::from_xyz(2.0, 2.5, -9.5);
light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
world.spawn((

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@ -6,26 +6,31 @@ use winit::dpi::PhysicalSize;
use super::{light::LightUniformBuffers, render_buffer::{BindGroupPair, BufferWrapper}, texture::RenderTexture};
struct LightIndicesGridBuffer {
pub(crate) struct LightIndicesGridBuffer {
indices_buffer: wgpu::Buffer,
grid_texture: wgpu::Texture,
grid_texture_view: wgpu::TextureView,
bg_pair: BindGroupPair,
pub bg_pair: BindGroupPair,
}
pub(crate) struct LightCullCompute {
device: Rc<wgpu::Device>,
queue: Rc<wgpu::Queue>,
pipeline: ComputePipeline,
light_indices_grid: LightIndicesGridBuffer,
pub light_indices_grid: LightIndicesGridBuffer,
screen_size_buffer: BufferWrapper,
workgroup_size: glam::UVec2,
}
impl LightCullCompute {
fn create_grid(device: &wgpu::Device, screen_size: PhysicalSize<u32>) -> LightIndicesGridBuffer {
fn create_grid(device: &wgpu::Device, screen_size: PhysicalSize<u32>, workgroup_size: glam::UVec2) -> LightIndicesGridBuffer {
let mut contents = Vec::<u8>::new();
let contents_len = workgroup_size.x * workgroup_size.y * mem::size_of::<u8>() as u32;
contents.resize(contents_len as _, 0);
let light_indices_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("B_LightIndices"),
contents: &[0; mem::size_of::<u32>() * 16 * 16],
contents: &contents,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
@ -131,8 +136,8 @@ impl LightCullCompute {
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(shader_src)),
});
let light_grid = Self::create_grid(&device, screen_size);
let workgroup_size = glam::UVec2::new((screen_size.width as f32 / 16.0).ceil() as u32, (screen_size.height as f32 / 16.0).ceil() as u32);
let light_grid = Self::create_grid(&device, screen_size, workgroup_size);
let depth_tex_pair = depth_texture.create_bind_group(&device);
@ -161,12 +166,14 @@ impl LightCullCompute {
pipeline,
light_indices_grid: light_grid,
screen_size_buffer,
workgroup_size,
}
}
pub fn update_screen_size(&self, size: PhysicalSize<u32>) {
pub fn update_screen_size(&mut self, size: PhysicalSize<u32>) {
self.screen_size_buffer.write_buffer(&self.queue, 0,
&[UVec2::new(size.width, size.height)]);
self.workgroup_size = glam::UVec2::new((size.width as f32 / 16.0).ceil() as u32, (size.height as f32 / 16.0).ceil() as u32);
}
pub fn compute(&mut self, camera_buffers: &BufferWrapper, lights_buffers: &LightUniformBuffers, depth_texture: &RenderTexture) {
@ -187,7 +194,7 @@ impl LightCullCompute {
pass.set_bind_group(3, &self.light_indices_grid.bg_pair.bindgroup, &[]);
pass.set_bind_group(4, self.screen_size_buffer.bindgroup(), &[]);
pass.dispatch_workgroups(16, 16, 1);
pass.dispatch_workgroups(self.workgroup_size.x, self.workgroup_size.y, 1);
}
self.queue.submit(std::iter::once(encoder.finish()));
self.device.poll(wgpu::Maintain::Wait);

View File

@ -250,7 +250,9 @@ impl BasicRenderer {
vec![&s.bgl_texture, &s.transform_buffers.bindgroup_layout,
s.camera_buffer.bindgroup_layout().unwrap(),
&s.light_buffers.bind_group_pair.layout, &s.material_buffer.bindgroup_pair.as_ref().unwrap().layout,
&s.bgl_texture])));
&s.bgl_texture,
&s.light_cull_compute.light_indices_grid.bg_pair.layout,
])));
s.render_pipelines = pipelines;
s
@ -582,6 +584,8 @@ impl Renderer for BasicRenderer {
render_pass.set_bind_group(3, &self.light_buffers.bind_group_pair.bindgroup, &[]);
render_pass.set_bind_group(4, &self.material_buffer.bindgroup_pair.as_ref().unwrap().bindgroup, &[]);
render_pass.set_bind_group(6, &self.light_cull_compute.light_indices_grid.bg_pair.bindgroup, &[]);
// 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;

View File

@ -2,9 +2,9 @@
const max_light_count: u32 = 16u;
const light_ty_directional = 0u;
const light_ty_point = 1u;
const light_ty_spot = 2u;
const LIGHT_TY_DIRECTIONAL = 0u;
const LIGHT_TY_POINT = 1u;
const LIGHT_TY_SPOT = 2u;
struct VertexInput {
@location(0) position: vec3<f32>,
@ -97,41 +97,79 @@ var t_specular: texture_2d<f32>;
@group(5) @binding(1)
var s_specular: sampler;
@group(6) @binding(0)
var<storage, read_write> u_light_indices: array<u32>;
@group(6) @binding(1)
var t_light_grid: texture_storage_2d<rg32uint, read_write>; // vec2<u32>
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
/*let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
let specular_color: vec3<f32> = textureSample(t_specular, s_specular, in.tex_coords).xyz;
// this needs to be 0.0 for the math
//u_lights.directional_light.direction.w = 0.0;
var light_res = vec3<f32>(0.0);
for (var i = 0u; i < u_lights.light_count; i++) {
var light = u_lights.data[i];
if (light.light_ty == light_ty_directional) {
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color);
} else if (light.light_ty == light_ty_point) {
} 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);
} else if (light.light_ty == light_ty_spot) {
} else if (light.light_ty == LIGHT_TY_SPOT) {
light_res += blinn_phong_spot_light(in.world_position, in.world_normal, light, u_material, specular_color);
}
}
/*var light_res = blinn_phong_dir_light(in.world_position, in.world_normal, u_lights.directional_light, u_material, specular_color);
for (var i = 0u; i < u_lights.point_light_count; i++) {
light_res += blinn_phong_point_light(in.world_position, in.world_normal, u_lights.point_lights[i], u_material, specular_color);
}
for (var i = 0u; i < u_lights.spot_light_count; i++) {
light_res += blinn_phong_spot_light(in.world_position, in.world_normal, u_lights.spot_lights[i], u_material, specular_color);
}*/
let light_object_res = light_res * (object_color.xyz/* * u_material.diffuse.xyz*/);
return vec4<f32>(light_object_res, object_color.a);*/
let tile_index = vec2<u32>(floor(in.clip_position.xy / 16.0));
let tile: vec2<u32> = textureLoad(t_light_grid, tile_index).xy;
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
let specular_color: vec3<f32> = textureSample(t_specular, s_specular, in.tex_coords).xyz;
var light_res = vec3<f32>(0.0);
let light_offset = tile.x;
let light_count = tile.y;
for (var i = 0u; i < light_count; i++) {
let light_index = u_light_indices[light_offset + i];
let light: Light = u_lights.data[light_index];
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color);
} 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);
} else if (light.light_ty == LIGHT_TY_SPOT) {
light_res += blinn_phong_spot_light(in.world_position, in.world_normal, light, u_material, specular_color);
}
}
let light_object_res = light_res * (object_color.xyz);
return vec4<f32>(light_object_res, object_color.a);
//return debug_grid(in);
}
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));
let tile: vec2<u32> = textureLoad(t_light_grid, tile_index).xy;
// detect where the line grids would be at
let x = tile_index_float.x - trunc(tile_index_float.x);
let y = tile_index_float.y - trunc(tile_index_float.y);
let ta: bool = x < 0.05 || y < 0.05;
let tb: bool = x > 0.95 || y > 0.95;
if ( ta || tb ) {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
} else {
return vec4<f32>(f32(tile_index.x) / 50.0, f32(tile_index.y) / 38.0, 0.0, 1.0);
}
}
fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {

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@ -1,9 +1,9 @@
const block_size: i32 = 16;
const max_tile_visible_lights: u32 = 1024u;
const BLOCK_SIZE: i32 = 16;
const MAX_TILE_VISIBLE_LIGHTS: u32 = 1024u;
const light_ty_directional = 0u;
const light_ty_point = 1u;
const light_ty_spot = 2u;
const LIGHT_TY_DIRECTIONAL = 0u;
const LIGHT_TY_POINT = 1u;
const LIGHT_TY_SPOT = 2u;
// Possible computer shader inputs:
//
@ -44,13 +44,13 @@ var<workgroup> wg_max_depth: atomic<u32>;
var<workgroup> wg_frustum_planes: array<vec4<f32>, 6>;
// index list of visible light sources for this tile
var<workgroup> wg_visible_light_indices: array<u32, max_tile_visible_lights>;
var<workgroup> wg_visible_light_indices: array<u32, MAX_TILE_VISIBLE_LIGHTS>;
var<workgroup> wg_visible_light_count: atomic<u32>;
//var<workgroup> view_projection: mat4x4;
@group(0) @binding(0)
var t_depthmap: texture_2d<f32>;
var t_depthmap: texture_depth_2d;
@group(0) @binding(1)
var s_depthmap: sampler;
@ -93,9 +93,8 @@ fn cs_main(
workgroupBarrier();
// step 1: calculate the minimum and maximum depth values for this tile (using the depth map)
var tex_coord = vec2<f32>(global_invocation_id.xy);
//var depth_float: f32 = textureSample(t_depthmap, s_depthmap, tex_coord).r;
var depth_float = 0.0;
var tex_coord = vec2<u32>(global_invocation_id.xy);
var depth_float: f32 = textureLoad(t_depthmap, tex_coord, 0);
// bitcast the floating depth to u32 for atomic comparisons between threads
var depth_uint: u32 = bitcast<u32>(depth_float);
@ -143,7 +142,7 @@ fn cs_main(
// Process the lights detecting which ones to cull for this tile.
// Processes 256 lights simultaniously, each on a thread in the workgroup. Requires multiple
// iterations for more lights.
var thread_count = u32(block_size * block_size);
var thread_count = u32(BLOCK_SIZE * BLOCK_SIZE);
var pass_count = (u_lights.light_count + thread_count - 1u) / thread_count;
for (var i = 0u; i < pass_count; i++) {
// find the light index to check on this thread, make sure we're not trying to test
@ -157,18 +156,21 @@ fn cs_main(
var position = light.position;
var radius = light.range;
if (light.light_ty != light_ty_directional
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
add_light(light_index);
} else if (light.light_ty == LIGHT_TY_POINT
&& sphere_inside_frustrum(wg_frustum_planes, position, radius)) {
// TODO: add the light to the transparent geometry list
// TODO: spotlights
if (!sphere_inside_plane(position, radius, wg_frustum_planes[4])) {
var offset: u32 = wg_visible_light_count;
add_light(light_index);
/*var offset: u32 = wg_visible_light_count;
if (offset < max_tile_visible_lights) {
if (offset < MAX_TILE_VISIBLE_LIGHTS) {
atomicAdd(&wg_visible_light_count, 1u);
wg_visible_light_indices[offset] = light_index;
}
}*/
}
}
}
@ -179,28 +181,14 @@ fn cs_main(
// first update the light grid on the first thread
if (local_invocation_index == 0u) {
var offset = u32(index) * max_tile_visible_lights; // index in the global light list
//t_light_grid[workgroup_id.x][workgroup_id.y] = vec2<f32>(offset, wg_visible_light_count);
var offset = u32(index) * MAX_TILE_VISIBLE_LIGHTS; // index in the global light list
textureStore(t_light_grid, workgroup_id.xy, vec4<u32>(offset, wg_visible_light_count, 0u, 1u));
// TODO: update transparent light grid
/*var offset = index * max_tile_visible_lights; // position in the global light buffer
// update the light
for (var i = 0u; i < wg_visible_light_count; i++) {
//u_visible_light_indices[offset + i] = wg_visible_light_indices[i];
}
if (wg_visible_light_count != 1024) {
// Mark the end of the visible lights for this tile
u_visible_light_indices[offset + wg_visible_light_count] = -1;
}*/
}
workgroupBarrier();
// now update the light index list on all threads.
var indices_offset = u32(index) * max_tile_visible_lights;
var indices_offset = u32(index) * MAX_TILE_VISIBLE_LIGHTS;
//var pass_count = (wg_visible_light_count + thread_count - 1) / thread_count;
for (var i = 0u; i < pass_count; i++) {
// find the light index to check on this thread, make sure we're not trying to test
@ -221,6 +209,20 @@ fn cs_main(
}
}
/// Add a light to the visible light indicies list.
/// Returns a boolean indicating if the light was added.
fn add_light(light_index: u32) -> bool {
var offset: u32 = wg_visible_light_count;
if (offset < MAX_TILE_VISIBLE_LIGHTS) {
atomicAdd(&wg_visible_light_count, 1u);
wg_visible_light_indices[offset] = light_index;
return true;
}
return false;
}
fn sphere_inside_frustrum(frustum: array<vec4<f32>, 6>, sphere_origin: vec3<f32>, radius: f32) -> bool {
// to be able to index this array with a non-const value,
// it must be defined as a var
@ -241,5 +243,7 @@ fn sphere_inside_frustrum(frustum: array<vec4<f32>, 6>, sphere_origin: vec3<f32>
/// Source: Real-time collision detection, Christer Ericson (2005)
/// (https://www.3dgep.com/forward-plus/#light-culling-compute-shader)
fn sphere_inside_plane(sphere_origin: vec3<f32>, radius: f32, plane: vec4<f32>) -> bool {
return dot(plane.xyz, sphere_origin) - plane.w < -radius;
//return dot(plane.xyz, sphere_origin) - plane.w < -radius;
return dot(vec4<f32>(sphere_origin, 0.0), plane) + radius > 0.0;
}