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After Width: | Height: | Size: 39 KiB |
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@ -69,7 +69,8 @@ async fn main() {
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let mut resman = world.get_resource_mut::<ResourceManager>().unwrap();
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let mut resman = world.get_resource_mut::<ResourceManager>().unwrap();
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//let diffuse_texture = resman.request::<Texture>("assets/happy-tree.png").unwrap();
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//let diffuse_texture = resman.request::<Texture>("assets/happy-tree.png").unwrap();
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let antique_camera_model = resman.request::<Model>("assets/AntiqueCamera.glb").unwrap();
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let antique_camera_model = resman.request::<Model>("assets/AntiqueCamera.glb").unwrap();
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let cube_model = resman.request::<Model>("assets/cube-texture-bin.glb").unwrap();
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//let cube_model = resman.request::<Model>("assets/cube-texture-bin.glb").unwrap();
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let cube_model = resman.request::<Model>("assets/texture-sep/texture-sep.gltf").unwrap();
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drop(resman);
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drop(resman);
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/* world.spawn((
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/* world.spawn((
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@ -113,6 +114,10 @@ async fn main() {
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constant: 1.0,
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constant: 1.0,
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linear: 0.045,
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linear: 0.045,
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quadratic: 0.0075,
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quadratic: 0.0075,
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|
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ambient: 0.2,
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diffuse: 0.5,
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specular: 1.0,
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},
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},
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TransformComponent::from(light_tran),
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TransformComponent::from(light_tran),
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ModelComponent(cube_model),
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ModelComponent(cube_model),
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|
|
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@ -1,5 +1,5 @@
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pub mod point;
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pub mod point;
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use std::{collections::{VecDeque, HashMap}, num::NonZeroU64, marker::PhantomData};
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use std::{collections::{VecDeque, HashMap}, num::{NonZeroU64, NonZeroU32}, marker::PhantomData};
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|
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use edict::query::EpochOf;
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use edict::query::EpochOf;
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pub use point::*;
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pub use point::*;
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@ -10,7 +10,7 @@ use std::mem;
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|
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use crate::{math::Transform, ecs::components::TransformComponent};
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use crate::{math::Transform, ecs::components::TransformComponent};
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const MAX_LIGHT_COUNT: usize = 32;
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const MAX_LIGHT_COUNT: usize = 16;
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|
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pub struct LightBuffer<U: Default + bytemuck::Pod + bytemuck::Zeroable> {
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pub struct LightBuffer<U: Default + bytemuck::Pod + bytemuck::Zeroable> {
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_phantom: PhantomData<U>,
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_phantom: PhantomData<U>,
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|
@ -106,7 +106,7 @@ impl LightUniformBuffers {
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pub fn new(device: &wgpu::Device) -> Self {
|
pub fn new(device: &wgpu::Device) -> Self {
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let buffer = device.create_buffer(
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let buffer = device.create_buffer(
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&wgpu::BufferDescriptor {
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&wgpu::BufferDescriptor {
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label: Some("Lights Uniform buffer"),
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label: Some("UB_Lights"),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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size: (mem::size_of::<LightsUniform>() * MAX_LIGHT_COUNT) as u64,
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size: (mem::size_of::<LightsUniform>() * MAX_LIGHT_COUNT) as u64,
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mapped_at_creation: false,
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mapped_at_creation: false,
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|
@ -126,7 +126,7 @@ impl LightUniformBuffers {
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count: None,
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count: None,
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}
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}
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],
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],
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label: Some("lights_bind_group_layout"),
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label: Some("BGL_Lights"),
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});
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});
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|
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let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
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|
@ -143,7 +143,7 @@ impl LightUniformBuffers {
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)
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)
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}
|
}
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],
|
],
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label: Some("light_bind_group"),
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label: Some("BG_Lights"),
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});
|
});
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|
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let point_lights = LightBuffer::new(&bindgroup_layout, MAX_LIGHT_COUNT);
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let point_lights = LightBuffer::new(&bindgroup_layout, MAX_LIGHT_COUNT);
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|
@ -199,6 +199,12 @@ pub struct PointLightUniform {
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pub linear: f32,
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pub linear: f32,
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/// The quadratic factor used in the quadratic attenuation calculation.
|
/// The quadratic factor used in the quadratic attenuation calculation.
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pub quadratic: f32,
|
pub quadratic: f32,
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|
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|
pub ambient: f32,
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|
pub diffuse: f32,
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|
pub specular: f32,
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|
|
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|
pub _padding: u32,
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}
|
}
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|
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impl PointLightUniform {
|
impl PointLightUniform {
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|
@ -213,6 +219,12 @@ impl PointLightUniform {
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constant: light.constant,
|
constant: light.constant,
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linear: light.linear,
|
linear: light.linear,
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quadratic: light.quadratic,
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quadratic: light.quadratic,
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|
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|
ambient: light.ambient,
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|
diffuse: light.diffuse,
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|
specular: light.specular,
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|
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|
_padding: 0,
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}
|
}
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}
|
}
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}
|
}
|
|
@ -6,4 +6,7 @@ pub struct PointLight {
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pub constant: f32,
|
pub constant: f32,
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pub linear: f32,
|
pub linear: f32,
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pub quadratic: f32,
|
pub quadratic: f32,
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|
pub ambient: f32,
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|
pub diffuse: f32,
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|
pub specular: f32,
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}
|
}
|
|
@ -24,4 +24,34 @@ impl Material {
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shininess: 32.0,
|
shininess: 32.0,
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}
|
}
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}
|
}
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|
}
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|
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|
#[repr(C)]
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|
#[derive(Copy, Clone, Debug, Default, bytemuck::Pod, bytemuck::Zeroable)]
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|
pub struct MaterialUniform {
|
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|
pub ambient: glam::Vec4,
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|
//pub _padding: u32,
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|
pub diffuse: glam::Vec4,
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|
//pub _padding2: u32,
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|
pub specular: glam::Vec4,
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|
//pub _padding3: u32,
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|
pub shininess: f32,
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|
pub _padding1: [u32; 3],
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|
}
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|
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|
impl From<&Material> for MaterialUniform {
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|
fn from(value: &Material) -> Self {
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|
Self {
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|
ambient: glam::Vec4::new(value.ambient.x, value.ambient.y, value.ambient.z, 0.0),
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|
diffuse: glam::Vec4::new(value.diffuse.x, value.diffuse.y, value.diffuse.z, 0.0),
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|
specular: glam::Vec4::new(value.specular.x, value.specular.y, value.specular.z, 0.0),
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|
shininess: value.shininess,
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||||||
|
_padding1: [0; 3]
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|
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||||||
|
/* _padding: 0,
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|
_padding2: 0,
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||||||
|
_padding3: 0,
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||||||
|
_padding4: [0; 3], */
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||||||
|
}
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||||||
|
}
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}
|
}
|
|
@ -1,3 +1,7 @@
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|
use std::{sync::Arc, num::NonZeroU32};
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|
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||||||
|
use wgpu::util::DeviceExt;
|
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|
|
||||||
use super::{desc_buf_lay::DescVertexBufferLayout, vertex::Vertex};
|
use super::{desc_buf_lay::DescVertexBufferLayout, vertex::Vertex};
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||||||
|
|
||||||
#[allow(dead_code)]
|
#[allow(dead_code)]
|
||||||
|
@ -17,6 +21,215 @@ impl RenderBuffer {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub struct BindGroupPair {
|
||||||
|
pub bindgroup: wgpu::BindGroup,
|
||||||
|
pub layout: Arc<wgpu::BindGroupLayout>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl BindGroupPair {
|
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|
pub fn new_from_layout(device: &wgpu::Device, layout: Arc<wgpu::BindGroupLayout>, entries: &[wgpu::BindGroupEntry<'_>]) -> Self {
|
||||||
|
let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
layout: layout.as_ref(),
|
||||||
|
entries,
|
||||||
|
label: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
Self {
|
||||||
|
bindgroup,
|
||||||
|
layout,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub struct BufferWrapper {
|
||||||
|
pub bindgroup_pair: Option<BindGroupPair>,
|
||||||
|
pub inner_buf: wgpu::Buffer,
|
||||||
|
pub len: usize,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl BufferWrapper {
|
||||||
|
pub fn new_init(device: &wgpu::Device, descriptor: &wgpu::util::BufferInitDescriptor<'_>, bind_group: Option<BindGroupPair>) -> Self {
|
||||||
|
let buffer = device.create_buffer_init(descriptor);
|
||||||
|
|
||||||
|
Self {
|
||||||
|
bindgroup_pair: bind_group,
|
||||||
|
inner_buf: buffer,
|
||||||
|
len: 0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn new(device: &wgpu::Device, descriptor: &wgpu::BufferDescriptor<'_>, bind_group: Option<BindGroupPair>) -> Self {
|
||||||
|
let buffer = device.create_buffer(descriptor);
|
||||||
|
|
||||||
|
Self {
|
||||||
|
bindgroup_pair: bind_group,
|
||||||
|
inner_buf: buffer,
|
||||||
|
len: 0,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn builder() -> BufferWrapperBuilder {
|
||||||
|
BufferWrapperBuilder::new()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#[derive(Default)]
|
||||||
|
pub struct BufferWrapperBuilder {
|
||||||
|
buffer_usage: Option<wgpu::BufferUsages>,
|
||||||
|
buffer_dynamic_offset: bool, // default false
|
||||||
|
label_prefix: Option<String>,
|
||||||
|
contents: Option<Vec<u8>>,
|
||||||
|
count: Option<u32>,
|
||||||
|
size: Option<u64>,
|
||||||
|
bind_group_pair: Option<BindGroupPair>,
|
||||||
|
bind_group_visibility: Option<wgpu::ShaderStages>,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl BufferWrapperBuilder {
|
||||||
|
pub fn new() -> Self {
|
||||||
|
Self::default()
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn buffer_usage(mut self, usages: wgpu::BufferUsages) -> Self {
|
||||||
|
self.buffer_usage = Some(usages);
|
||||||
|
self
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn buffer_dynamic_offset(mut self, val: bool) -> Self {
|
||||||
|
self.buffer_dynamic_offset = val;
|
||||||
|
self
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn visibility(mut self, val: wgpu::ShaderStages) -> Self {
|
||||||
|
self.bind_group_visibility = Some(val);
|
||||||
|
self
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn bind_group_pair(mut self, pair: BindGroupPair) -> Self {
|
||||||
|
self.bind_group_pair = Some(pair);
|
||||||
|
self
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn label_prefix(mut self, val: &str) -> Self {
|
||||||
|
self.label_prefix = Some(val.into());
|
||||||
|
self
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn contents<T>(mut self, val: &[T]) -> Self
|
||||||
|
where
|
||||||
|
T: bytemuck::NoUninit
|
||||||
|
{
|
||||||
|
self.contents = Some(bytemuck::cast_slice(val).to_vec());
|
||||||
|
self.count = if val.len() > 1 {
|
||||||
|
Some(val.len() as u32)
|
||||||
|
} else { None };
|
||||||
|
|
||||||
|
self
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn size(mut self, val: usize) -> Self {
|
||||||
|
self.size = Some(val as u64);
|
||||||
|
self
|
||||||
|
}
|
||||||
|
|
||||||
|
fn format_label(&self, prefix: &str) -> Option<String> {
|
||||||
|
match self.label_prefix.as_ref() {
|
||||||
|
Some(v) => Some(format!("{}{}", prefix, v)),
|
||||||
|
None => None
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// Finish building the BufferWrapper
|
||||||
|
///
|
||||||
|
/// You must specify a value for `buffer_usage`
|
||||||
|
///
|
||||||
|
/// If you did not provide a BindGroupPair with `BufferWrapperBuilder::bind_group_pair`,
|
||||||
|
/// one will be created for the buffer. A value for `visibility` is required.
|
||||||
|
/// You would need to provide `size` or `contents`:
|
||||||
|
/// * `size` - The size (in bytes) of the buffer.
|
||||||
|
/// * `contents` - The contents to initialize the buffer with.
|
||||||
|
///
|
||||||
|
/// If a field is missing, a panic will occur.
|
||||||
|
pub fn finish(self, device: &wgpu::Device) -> BufferWrapper {
|
||||||
|
let buf_usage = self.buffer_usage.expect("Buffer usage was not set");
|
||||||
|
let buffer = if let Some(contents) = self.contents.as_ref() {
|
||||||
|
device.create_buffer_init(
|
||||||
|
&wgpu::util::BufferInitDescriptor {
|
||||||
|
label: self.format_label("B_").as_deref(),
|
||||||
|
contents: bytemuck::cast_slice(contents.as_slice()),
|
||||||
|
usage: buf_usage,
|
||||||
|
}
|
||||||
|
)
|
||||||
|
} else {
|
||||||
|
device.create_buffer(
|
||||||
|
&wgpu::BufferDescriptor {
|
||||||
|
label: self.format_label("B_").as_deref(),
|
||||||
|
usage: buf_usage,
|
||||||
|
size: self.size.unwrap(),
|
||||||
|
mapped_at_creation: false,
|
||||||
|
}
|
||||||
|
)
|
||||||
|
};
|
||||||
|
|
||||||
|
let bg_pair = match self.bind_group_pair {
|
||||||
|
Some(v) => v,
|
||||||
|
None => {
|
||||||
|
let buffer_ty = {
|
||||||
|
let val;
|
||||||
|
if buf_usage.contains(wgpu::BufferUsages::UNIFORM) {
|
||||||
|
val = wgpu::BufferBindingType::Uniform;
|
||||||
|
} else if buf_usage.contains(wgpu::BufferUsages::STORAGE) {
|
||||||
|
val = wgpu::BufferBindingType::Storage { read_only: false }; // TODO: take in to see if its readonly
|
||||||
|
} else {
|
||||||
|
panic!("Unknown buffer binding type!");
|
||||||
|
}
|
||||||
|
|
||||||
|
val
|
||||||
|
};
|
||||||
|
let bg_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||||
|
entries: &[
|
||||||
|
wgpu::BindGroupLayoutEntry {
|
||||||
|
binding: 0,
|
||||||
|
visibility: self.bind_group_visibility.expect("Expected bind_group_visibility to be set!"),
|
||||||
|
ty: wgpu::BindingType::Buffer {
|
||||||
|
ty: buffer_ty,
|
||||||
|
has_dynamic_offset: self.buffer_dynamic_offset,
|
||||||
|
min_binding_size: None,
|
||||||
|
},
|
||||||
|
count: self.count.and_then(|v| NonZeroU32::try_from(v).ok()),
|
||||||
|
}
|
||||||
|
],
|
||||||
|
label: self.format_label("BGL_").as_deref(),
|
||||||
|
});
|
||||||
|
let bg_layout = Arc::new(bg_layout);
|
||||||
|
|
||||||
|
|
||||||
|
let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||||
|
layout: &bg_layout,
|
||||||
|
entries: &[
|
||||||
|
wgpu::BindGroupEntry {
|
||||||
|
binding: 0,
|
||||||
|
resource: buffer.as_entire_binding(),
|
||||||
|
}
|
||||||
|
],
|
||||||
|
label: self.format_label("BG_").as_deref(),
|
||||||
|
});
|
||||||
|
|
||||||
|
BindGroupPair {
|
||||||
|
bindgroup: bg,
|
||||||
|
layout: bg_layout,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
BufferWrapper {
|
||||||
|
bindgroup_pair: Some(bg_pair),
|
||||||
|
inner_buf: buffer,
|
||||||
|
len: self.count.unwrap_or_default() as usize,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
pub struct BufferStorage {
|
pub struct BufferStorage {
|
||||||
buffer: wgpu::Buffer,
|
buffer: wgpu::Buffer,
|
||||||
|
|
|
@ -19,11 +19,14 @@ use crate::ecs::components::model::ModelComponent;
|
||||||
use crate::ecs::components::transform::TransformComponent;
|
use crate::ecs::components::transform::TransformComponent;
|
||||||
use crate::math::{Transform, self};
|
use crate::math::{Transform, self};
|
||||||
use crate::render::light::PointLightUniform;
|
use crate::render::light::PointLightUniform;
|
||||||
|
use crate::render::material::MaterialUniform;
|
||||||
|
use crate::render::render_buffer::{BufferWrapperBuilder, BindGroupPair};
|
||||||
|
|
||||||
use super::camera::{RenderCamera, CameraUniform};
|
use super::camera::{RenderCamera, CameraUniform};
|
||||||
use super::desc_buf_lay::DescVertexBufferLayout;
|
use super::desc_buf_lay::DescVertexBufferLayout;
|
||||||
use super::light::{PointLight, LightUniformBuffers};
|
use super::light::{PointLight, LightUniformBuffers};
|
||||||
use super::material::Material;
|
use super::material::Material;
|
||||||
|
use super::render_buffer::BufferWrapper;
|
||||||
use super::texture::RenderTexture;
|
use super::texture::RenderTexture;
|
||||||
use super::transform_buffer_storage::{TransformBufferIndices, TransformBuffers};
|
use super::transform_buffer_storage::{TransformBufferIndices, TransformBuffers};
|
||||||
use super::vertex::Vertex;
|
use super::vertex::Vertex;
|
||||||
|
@ -91,8 +94,7 @@ pub struct BasicRenderer {
|
||||||
default_texture_bind_group: BindGroup,
|
default_texture_bind_group: BindGroup,
|
||||||
depth_buffer_texture: RenderTexture,
|
depth_buffer_texture: RenderTexture,
|
||||||
|
|
||||||
material_buffer: wgpu::Buffer,
|
material_buffer: BufferWrapper,
|
||||||
material_bind_group: wgpu::BindGroup,
|
|
||||||
|
|
||||||
light_buffers: LightUniformBuffers,
|
light_buffers: LightUniformBuffers,
|
||||||
}
|
}
|
||||||
|
@ -127,7 +129,9 @@ impl BasicRenderer {
|
||||||
limits: if cfg!(target_arch = "wasm32") {
|
limits: if cfg!(target_arch = "wasm32") {
|
||||||
wgpu::Limits::downlevel_webgl2_defaults()
|
wgpu::Limits::downlevel_webgl2_defaults()
|
||||||
} else {
|
} else {
|
||||||
wgpu::Limits::default()
|
let mut v = wgpu::Limits::default();
|
||||||
|
v.max_bind_groups = 5;
|
||||||
|
v
|
||||||
},
|
},
|
||||||
label: None,
|
label: None,
|
||||||
},
|
},
|
||||||
|
@ -251,6 +255,13 @@ impl BasicRenderer {
|
||||||
|
|
||||||
let light_uniform_buffers = LightUniformBuffers::new(&device);
|
let light_uniform_buffers = LightUniformBuffers::new(&device);
|
||||||
|
|
||||||
|
let mat_buffer = BufferWrapperBuilder::new()
|
||||||
|
.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
|
||||||
|
.visibility(wgpu::ShaderStages::FRAGMENT)
|
||||||
|
.contents(&[MaterialUniform::default()])
|
||||||
|
//.size(mem::size_of::<MaterialUniform>())
|
||||||
|
.finish(&device);
|
||||||
|
|
||||||
let mut s = Self {
|
let mut s = Self {
|
||||||
window,
|
window,
|
||||||
surface,
|
surface,
|
||||||
|
@ -282,6 +293,7 @@ impl BasicRenderer {
|
||||||
entity_last_transforms: HashMap::new(),
|
entity_last_transforms: HashMap::new(),
|
||||||
|
|
||||||
light_buffers: light_uniform_buffers,
|
light_buffers: light_uniform_buffers,
|
||||||
|
material_buffer: mat_buffer,
|
||||||
};
|
};
|
||||||
|
|
||||||
// create the default pipelines
|
// create the default pipelines
|
||||||
|
@ -289,7 +301,7 @@ impl BasicRenderer {
|
||||||
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.texture_bind_group_layout, &s.transform_buffers.bindgroup_layout, &camera_bind_group_layout,
|
vec![&s.texture_bind_group_layout, &s.transform_buffers.bindgroup_layout, &camera_bind_group_layout,
|
||||||
&s.light_buffers.bindgroup_layout])));
|
&s.light_buffers.bindgroup_layout, &s.material_buffer.bindgroup_pair.as_ref().unwrap().layout])));
|
||||||
s.render_pipelines = pipelines;
|
s.render_pipelines = pipelines;
|
||||||
|
|
||||||
s
|
s
|
||||||
|
@ -384,8 +396,8 @@ impl BasicRenderer {
|
||||||
fn create_mesh_buffers(&mut self, mesh: &Mesh, transform_indices: TransformBufferIndices) -> MeshBufferStorage {
|
fn create_mesh_buffers(&mut self, mesh: &Mesh, transform_indices: TransformBufferIndices) -> MeshBufferStorage {
|
||||||
let (vertex_buffer, buffer_indices) = self.create_vertex_index_buffers(mesh);
|
let (vertex_buffer, buffer_indices) = self.create_vertex_index_buffers(mesh);
|
||||||
|
|
||||||
|
let material = Material::from_resource(&self.device, &self.queue, &mesh.material());
|
||||||
let diffuse_bindgroup = if let Some(model_texture) = &mesh.material().base_color_texture {
|
let diffuse_bindgroup = if let Some(model_texture) = &mesh.material().base_color_texture {
|
||||||
let material = Material::from_resource(&self.device, &self.queue, &mesh.material());
|
|
||||||
let diffuse_texture = &material.diffuse_texture;
|
let diffuse_texture = &material.diffuse_texture;
|
||||||
|
|
||||||
let diffuse_bind_group = self.device.create_bind_group(
|
let diffuse_bind_group = self.device.create_bind_group(
|
||||||
|
@ -410,10 +422,15 @@ impl BasicRenderer {
|
||||||
None
|
None
|
||||||
};
|
};
|
||||||
|
|
||||||
|
//let mat = Material::from_resource(&self.device, &self.queue, )
|
||||||
|
let uni = MaterialUniform::from(&material);
|
||||||
|
self.queue.write_buffer(&self.material_buffer.inner_buf, 0, bytemuck::bytes_of(&uni));
|
||||||
|
debug!("Wrote material to buffer");
|
||||||
|
|
||||||
MeshBufferStorage {
|
MeshBufferStorage {
|
||||||
buffer_vertex: vertex_buffer,
|
buffer_vertex: vertex_buffer,
|
||||||
buffer_indices,
|
buffer_indices,
|
||||||
material: None,
|
material: Some(material),
|
||||||
texture_bindgroup: diffuse_bindgroup,
|
texture_bindgroup: diffuse_bindgroup,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -427,6 +444,9 @@ impl BasicRenderer {
|
||||||
let indices = self.transform_buffers.update_or_insert(&self.queue, &self.render_limits,
|
let indices = self.transform_buffers.update_or_insert(&self.queue, &self.render_limits,
|
||||||
entity, || ( transform.calculate_mat4(), glam::Mat3::from_quat(transform.rotation) ));
|
entity, || ( transform.calculate_mat4(), glam::Mat3::from_quat(transform.rotation) ));
|
||||||
|
|
||||||
|
//let mat = Material::from_resource(&self.device, &self.queue, )
|
||||||
|
//self.queue.write_buffer(&self.material_buffer.inner_buf, 0, bytemuck::bytes_of(t))
|
||||||
|
|
||||||
#[allow(clippy::map_entry)]
|
#[allow(clippy::map_entry)]
|
||||||
if !self.mesh_buffers.contains_key(&mesh.uuid) {
|
if !self.mesh_buffers.contains_key(&mesh.uuid) {
|
||||||
// create the mesh's buffers
|
// create the mesh's buffers
|
||||||
|
@ -587,6 +607,8 @@ impl Renderer for BasicRenderer {
|
||||||
// bind light
|
// bind light
|
||||||
//render_pass.set_bind_group(3, &self.point_light_bind_group, &[]);
|
//render_pass.set_bind_group(3, &self.point_light_bind_group, &[]);
|
||||||
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, &[]);
|
||||||
////self.light_buffers.bind_lights(&mut render_pass, 3);
|
////self.light_buffers.bind_lights(&mut render_pass, 3);
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
// Vertex shader
|
// Vertex shader
|
||||||
|
|
||||||
const max_light_count: u32 = 32u;
|
const max_light_count: u32 = 16u;
|
||||||
|
|
||||||
struct VertexInput {
|
struct VertexInput {
|
||||||
@location(0) position: vec3<f32>,
|
@location(0) position: vec3<f32>,
|
||||||
|
@ -23,10 +23,15 @@ struct CameraUniform {
|
||||||
struct PointLight {
|
struct PointLight {
|
||||||
position: vec4<f32>,
|
position: vec4<f32>,
|
||||||
color: vec4<f32>,
|
color: vec4<f32>,
|
||||||
|
|
||||||
intensity: f32,
|
intensity: f32,
|
||||||
constant: f32,
|
constant: f32,
|
||||||
linear: f32,
|
linear: f32,
|
||||||
quadratic: f32,
|
quadratic: f32,
|
||||||
|
|
||||||
|
ambient: f32,
|
||||||
|
diffuse: f32,
|
||||||
|
specular: f32,
|
||||||
};
|
};
|
||||||
|
|
||||||
struct Lights {
|
struct Lights {
|
||||||
|
@ -65,9 +70,9 @@ fn vs_main(
|
||||||
// Fragment shader
|
// Fragment shader
|
||||||
|
|
||||||
struct Material {
|
struct Material {
|
||||||
ambient: vec3<f32>,
|
ambient: vec4<f32>,
|
||||||
diffuse: vec3<f32>,
|
diffuse: vec4<f32>,
|
||||||
specular: vec3<f32>,
|
specular: vec4<f32>,
|
||||||
shininess: f32,
|
shininess: f32,
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -77,7 +82,7 @@ var t_diffuse: texture_2d<f32>;
|
||||||
var s_diffuse: sampler;
|
var s_diffuse: sampler;
|
||||||
|
|
||||||
@group(4) @binding(0)
|
@group(4) @binding(0)
|
||||||
var u_material: Material;
|
var<uniform> u_material: Material;
|
||||||
|
|
||||||
@fragment
|
@fragment
|
||||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||||
|
@ -99,13 +104,13 @@ fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_li
|
||||||
|
|
||||||
// We don't need (or want) much ambient light, so 0.1 is fine
|
// We don't need (or want) much ambient light, so 0.1 is fine
|
||||||
//let ambient_strength = 0.1;
|
//let ambient_strength = 0.1;
|
||||||
var ambient_color = light_color * material.ambient;
|
var ambient_color = light_color * material.ambient.xyz;
|
||||||
|
|
||||||
//// diffuse ////
|
//// diffuse ////
|
||||||
let light_dir = normalize(light_pos - world_pos);
|
let light_dir = normalize(light_pos - world_pos);
|
||||||
|
|
||||||
let diffuse_strength = max(dot(world_norm, light_dir), 0.0);
|
let diffuse_strength = max(dot(world_norm, light_dir), 0.0);
|
||||||
var diffuse_color = light_color * (diffuse_strength * material.diffuse);
|
var diffuse_color = light_color * (diffuse_strength * material.diffuse.xyz);
|
||||||
//// end of diffuse ////
|
//// end of diffuse ////
|
||||||
|
|
||||||
//// specular ////
|
//// specular ////
|
||||||
|
@ -113,7 +118,7 @@ fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_li
|
||||||
let half_dir = normalize(view_dir + light_dir);
|
let half_dir = normalize(view_dir + light_dir);
|
||||||
|
|
||||||
let specular_strength = pow(max(dot(world_norm, half_dir), 0.0), material.shininess);
|
let specular_strength = pow(max(dot(world_norm, half_dir), 0.0), material.shininess);
|
||||||
var specular_color = specular_strength * (light_color * material.specular);
|
var specular_color = specular_strength * (light_color * material.specular.xyz);
|
||||||
//// end of specular ////
|
//// end of specular ////
|
||||||
|
|
||||||
//// point light attenuation ////
|
//// point light attenuation ////
|
||||||
|
@ -121,9 +126,9 @@ fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_li
|
||||||
let attenuation = 1.0 / (point_light.constant + point_light.linear * distance +
|
let attenuation = 1.0 / (point_light.constant + point_light.linear * distance +
|
||||||
point_light.quadratic * (distance * distance));
|
point_light.quadratic * (distance * distance));
|
||||||
|
|
||||||
ambient_color *= attenuation * point_light.intensity;
|
ambient_color *= attenuation * point_light.intensity * point_light.ambient;
|
||||||
diffuse_color *= attenuation * point_light.intensity;
|
diffuse_color *= attenuation * point_light.intensity * point_light.diffuse;
|
||||||
specular_color *= attenuation * point_light.intensity;
|
specular_color *= attenuation * point_light.intensity * point_light.specular;
|
||||||
//// end of point light attenuation ////
|
//// end of point light attenuation ////
|
||||||
|
|
||||||
return (ambient_color + diffuse_color + specular_color);
|
return (ambient_color + diffuse_color + specular_color);
|
||||||
|
|
Loading…
Reference in New Issue