Merge branch 'feature/simple-lighting' into 'main'
ci/woodpecker/push/build Pipeline was successful Details

This commit is contained in:
SeanOMik 2023-11-11 09:08:13 -05:00
commit a288c9b26c
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
11 changed files with 408 additions and 21 deletions

10
Cargo.lock generated
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@ -1142,6 +1142,15 @@ dependencies = [
"windows-sys 0.48.0", "windows-sys 0.48.0",
] ]
[[package]]
name = "itertools"
version = "0.11.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b1c173a5686ce8bfa551b3563d0c2170bf24ca44da99c7ca4bfdab5418c3fe57"
dependencies = [
"either",
]
[[package]] [[package]]
name = "itoa" name = "itoa"
version = "1.0.9" version = "1.0.9"
@ -1290,6 +1299,7 @@ dependencies = [
"glam", "glam",
"image", "image",
"instant", "instant",
"itertools",
"lyra-resource", "lyra-resource",
"petgraph", "petgraph",
"quote", "quote",

3
Cargo.toml Executable file → Normal file
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@ -37,4 +37,5 @@ aligned-vec = "0.5.0"
tracing-appender = "0.2.2" tracing-appender = "0.2.2"
stopwatch = "0.0.7" stopwatch = "0.0.7"
petgraph = "0.6.4" petgraph = "0.6.4"
uuid = { version = "1.5.0", features = ["v4", "fast-rng"] } uuid = { version = "1.5.0", features = ["v4", "fast-rng"] }
itertools = "0.11.0"

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@ -20,7 +20,7 @@ pub struct FreeFlyCamera {
impl Default for FreeFlyCamera { impl Default for FreeFlyCamera {
fn default() -> Self { fn default() -> Self {
Self { Self {
speed: 3.0, speed: 4.0,
look_speed: 0.09, look_speed: 0.09,
mouse_sensitivity: 0.4, mouse_sensitivity: 0.4,
look_with_keys: false, look_with_keys: false,

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@ -1,4 +1,4 @@
use lyra_engine::{math::{self, Vec3}, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent, DeltaTime}, EventQueue, SimpleSystem, Component, Criteria, CriteriaSchedule, BatchedSystem}, math::Transform, input::{KeyCode, InputButtons, MouseMotion, ActionHandler, Layout, Action, ActionKind, LayoutId, ActionMapping, Binding, ActionSource, ActionMappingId, InputActionPlugin, ActionState}, game::Game, plugin::Plugin, render::window::{CursorGrabMode, WindowOptions}, change_tracker::Ct}; use lyra_engine::{math::{self, Vec3}, ecs::{World, components::{transform::TransformComponent, camera::CameraComponent, model::ModelComponent, DeltaTime}, EventQueue, SimpleSystem, Component, Criteria, CriteriaSchedule, BatchedSystem}, math::Transform, input::{KeyCode, InputButtons, MouseMotion, ActionHandler, Layout, Action, ActionKind, LayoutId, ActionMapping, Binding, ActionSource, ActionMappingId, InputActionPlugin, ActionState}, game::Game, plugin::Plugin, render::{window::{CursorGrabMode, WindowOptions}, light::PointLight}, change_tracker::Ct};
use lyra_engine::assets::{ResourceManager, Model}; use lyra_engine::assets::{ResourceManager, Model};
mod free_fly_camera; mod free_fly_camera;
@ -69,7 +69,7 @@ async fn main() {
let mut resman = world.get_resource_mut::<ResourceManager>().unwrap(); let mut resman = world.get_resource_mut::<ResourceManager>().unwrap();
//let diffuse_texture = resman.request::<Texture>("assets/happy-tree.png").unwrap(); //let diffuse_texture = resman.request::<Texture>("assets/happy-tree.png").unwrap();
let antique_camera_model = resman.request::<Model>("assets/AntiqueCamera.glb").unwrap(); let antique_camera_model = resman.request::<Model>("assets/AntiqueCamera.glb").unwrap();
//let cube_model = resman.request::<Model>("assets/texture-sep/texture-sep.gltf").unwrap(); let cube_model = resman.request::<Model>("assets/cube-texture-bin.glb").unwrap();
drop(resman); drop(resman);
/* world.spawn(( /* world.spawn((
@ -82,6 +82,38 @@ async fn main() {
TransformComponent::from(Transform::from_xyz(0.0, -5.0, -10.0)), TransformComponent::from(Transform::from_xyz(0.0, -5.0, -10.0)),
)); ));
/* let light = PointLight {
color: Vec3::new(1.0, 1.0, 1.0),
position: Vec3::new(0.0, -5.0, -8.0),
constant: 1.0,
linear: 0.09,
quadratic: 0.032,
};
world.spawn((light,)); */
world.spawn((
PointLight {
color: Vec3::new(1.0, 1.0, 1.0),
intensity: 1.0,
constant: 1.0,
linear: 0.045,
quadratic: 0.0075,
},
TransformComponent::from(Transform::from_xyz(-2.5, 0.0, -10.0)),
ModelComponent(cube_model.clone()),
));
world.spawn((
PointLight {
color: Vec3::new(0.361, 0.984, 0.0),
intensity: 1.0,
constant: 1.0,
linear: 0.045,
quadratic: 0.0075,
},
TransformComponent::from(Transform::from_xyz(2.5, 0.0, -10.0)),
ModelComponent(cube_model),
));
let mut camera = CameraComponent::new_3d(); let mut camera = CameraComponent::new_3d();
camera.transform.translation += math::Vec3::new(0.0, 0.0, 7.5); camera.transform.translation += math::Vec3::new(0.0, 0.0, 7.5);
//camera.transform.rotate_y(Angle::Degrees(-25.0)); //camera.transform.rotate_y(Angle::Degrees(-25.0));

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@ -35,6 +35,23 @@ impl Projection {
} }
} }
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct CameraUniform {
pub view_proj: glam::Mat4,
// vec4 is used because of the uniforms 16 byte spacing requirement
pub view_pos: glam::Vec4,
}
impl Default for CameraUniform {
fn default() -> Self {
Self {
view_proj: glam::Mat4::IDENTITY,
view_pos: Default::default()
}
}
}
#[derive(Debug, Clone)] #[derive(Debug, Clone)]
pub struct RenderCamera { pub struct RenderCamera {
view_proj: glam::Mat4, view_proj: glam::Mat4,

209
src/render/light/mod.rs Normal file
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@ -0,0 +1,209 @@
pub mod point;
use std::{collections::{VecDeque, HashMap}, num::NonZeroU64, marker::PhantomData};
use edict::query::EpochOf;
pub use point::*;
use tracing::debug;
use wgpu::util::DeviceExt;
use std::mem;
use crate::{math::Transform, ecs::components::TransformComponent};
const MAX_LIGHT_COUNT: usize = 32;
pub struct LightBuffer<U: Default + bytemuck::Pod + bytemuck::Zeroable> {
_phantom: PhantomData<U>,
/// The max amount of light casters that could fit in this buffer.
pub max_count: usize,
/// The current amount of light casters in this buffer.
pub current_count: usize,
/// The buffer index for a specific entity/caster.
used_indexes: HashMap<edict::EntityId, usize>,
/// Indexes that were being used but are no longer needed.
dead_indexes: VecDeque<usize>,
}
impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
pub fn new(layout: &wgpu::BindGroupLayout, max_count: usize) -> Self {
Self {
_phantom: PhantomData::default(),
max_count,
current_count: 0,
used_indexes: HashMap::new(),
dead_indexes: VecDeque::new(),
}
}
pub fn has_light(&self, entity: edict::EntityId) -> bool {
self.used_indexes.contains_key(&entity)
}
/// Update an existing light in the light buffer.
pub fn update_light(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: edict::EntityId, 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: edict::EntityId, light: U) {
let buffer_idx = match self.dead_indexes.pop_front() {
Some(i) => i,
None => {
let i = self.current_count;
self.current_count += 1;
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: edict::EntityId, light: U) {
if self.used_indexes.contains_key(&entity) {
self.update_light(lights_buffer, entity, light);
} else {
self.add_light(lights_buffer, entity, light);
}
}
/// 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: edict::EntityId) -> bool {
if let Some(removed_idx) = self.used_indexes.remove(&entity) {
self.dead_indexes.push_back(removed_idx);
self.current_count -= 1;
lights_buffer[removed_idx] = U::default();
true
} else {
false
}
}
}
pub struct LightUniformBuffers {
pub buffer: wgpu::Buffer,
pub bindgroup_layout: wgpu::BindGroupLayout,
pub bindgroup: wgpu::BindGroup,
pub lights_uniform: LightsUniform,
pub point_lights: LightBuffer<PointLightUniform>,
}
impl LightUniformBuffers {
pub fn new(device: &wgpu::Device) -> Self {
let buffer = device.create_buffer(
&wgpu::BufferDescriptor {
label: Some("Lights Uniform buffer"),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
size: mem::size_of::<LightsUniform>() as u64,
mapped_at_creation: false,
}
);
let bindgroup_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
],
label: Some("lights_bind_group_layout"),
});
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: Some(NonZeroU64::new(mem::size_of::<LightsUniform>() as u64).unwrap())
}
)
}
],
label: Some("light_bind_group"),
});
let point_lights = LightBuffer::new(&bindgroup_layout, MAX_LIGHT_COUNT);
Self {
buffer,
bindgroup_layout,
bindgroup,
lights_uniform: LightsUniform::default(),
point_lights,
}
}
pub fn update_lights(&mut self, queue: &wgpu::Queue, world_epoch: edict::epoch::EpochId, world: &edict::World) {
for (entity, point_light, transform, light_epoch, transform_epoch)
in world.query::<(edict::Entities, &PointLight, &TransformComponent, EpochOf<PointLight>, EpochOf<TransformComponent>)>().iter() {
if !self.point_lights.has_light(entity) || light_epoch == world_epoch || transform_epoch == world_epoch {
let uniform = PointLightUniform::from_bundle(point_light, &transform.transform);
self.point_lights.update_or_add(&mut self.lights_uniform.point_lights, entity, uniform);
}
}
self.lights_uniform.point_light_count = self.point_lights.current_count as u32;
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[self.lights_uniform]));
}
}
#[repr(C)]
#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LightsUniform {
point_lights: [PointLightUniform; MAX_LIGHT_COUNT],
point_light_count: u32,
_padding: [u32; 3],
}
#[repr(C)]
#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct PointLightUniform {
/// The position of the light
/// vec4 is used here for gpu padding, w is ignored in the shader
pub position: glam::Vec4,
/// The color of the light
/// vec4 is used here for gpu padding, w is ignored in the shader
pub color: glam::Vec4,
/// The intensity of the light
/// This works by just multiplying the result of the lighting
/// calculations by this scalar
pub intensity: f32,
/// The constant used in the quadratic attenuation calculation. Its best to leave this at 1.0
pub constant: f32,
/// The linear factor used in the quadratic attenuation calculation.
pub linear: f32,
/// The quadratic factor used in the quadratic attenuation calculation.
pub quadratic: f32,
}
impl PointLightUniform {
/// Create the PointLightUniform from an ECS bundle
pub fn from_bundle(light: &PointLight, transform: &Transform) -> Self {
Self {
position: glam::Vec4::new(transform.translation.x, transform.translation.y, transform.translation.z, 0.0),
//_padding: 0,
color: glam::Vec4::new(light.color.x, light.color.y, light.color.z, 0.0),
//_padding2: 0,
intensity: light.intensity,
constant: light.constant,
linear: light.linear,
quadratic: light.quadratic,
}
}
}

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@ -0,0 +1,9 @@
#[repr(C)]
#[derive(Default, Debug, Copy, Clone, edict::Component)]
pub struct PointLight {
pub color: glam::Vec3,
pub intensity: f32,
pub constant: f32,
pub linear: f32,
pub quadratic: f32,
}

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@ -10,4 +10,5 @@ pub mod shader_loader;
pub mod material; pub mod material;
pub mod camera; pub mod camera;
pub mod window; pub mod window;
pub mod transform_buffer_storage; pub mod transform_buffer_storage;
pub mod light;

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@ -8,6 +8,7 @@ use edict::query::EpochOf;
use edict::{EntityId, Entities}; use edict::{EntityId, Entities};
use glam::Vec3; use glam::Vec3;
use instant::Instant; use instant::Instant;
use itertools::izip;
use tracing::{debug, warn}; use tracing::{debug, warn};
use wgpu::{BindGroup, BindGroupLayout, Limits}; use wgpu::{BindGroup, BindGroupLayout, Limits};
use wgpu::util::DeviceExt; use wgpu::util::DeviceExt;
@ -16,10 +17,12 @@ use winit::window::Window;
use crate::ecs::components::camera::CameraComponent; use crate::ecs::components::camera::CameraComponent;
use crate::ecs::components::model::ModelComponent; use crate::ecs::components::model::ModelComponent;
use crate::ecs::components::transform::TransformComponent; use crate::ecs::components::transform::TransformComponent;
use crate::math::Transform; use crate::math::{Transform, self};
use crate::render::light::PointLightUniform;
use super::camera::RenderCamera; use super::camera::{RenderCamera, CameraUniform};
use super::desc_buf_lay::DescVertexBufferLayout; use super::desc_buf_lay::DescVertexBufferLayout;
use super::light::{PointLight, LightUniformBuffers};
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;
@ -87,6 +90,8 @@ pub struct BasicRenderer {
texture_bind_group_layout: BindGroupLayout, texture_bind_group_layout: BindGroupLayout,
default_texture_bind_group: BindGroup, default_texture_bind_group: BindGroup,
depth_buffer_texture: RenderTexture, depth_buffer_texture: RenderTexture,
light_buffers: LightUniformBuffers,
} }
impl BasicRenderer { impl BasicRenderer {
@ -239,7 +244,7 @@ impl BasicRenderer {
let camera_buffer = device.create_buffer_init( let camera_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor { &wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"), label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[glam::Mat4::IDENTITY]), contents: bytemuck::cast_slice(&[CameraUniform::default()]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
} }
); );
@ -248,7 +253,7 @@ impl BasicRenderer {
entries: &[ entries: &[
wgpu::BindGroupLayoutEntry { wgpu::BindGroupLayoutEntry {
binding: 0, binding: 0,
visibility: wgpu::ShaderStages::VERTEX, visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer { ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform, ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false, has_dynamic_offset: false,
@ -293,6 +298,8 @@ impl BasicRenderer {
} }
); );
let light_uniform_buffers = LightUniformBuffers::new(&device);
let mut s = Self { let mut s = Self {
window, window,
surface, surface,
@ -323,13 +330,16 @@ impl BasicRenderer {
default_texture_bind_group: default_tex_bindgroup, default_texture_bind_group: default_tex_bindgroup,
depth_buffer_texture: depth_texture, depth_buffer_texture: depth_texture,
entity_last_transforms: HashMap::new(), entity_last_transforms: HashMap::new(),
light_buffers: light_uniform_buffers,
}; };
// create the default pipelines // create the default pipelines
let mut pipelines = HashMap::new(); let mut pipelines = HashMap::new();
pipelines.insert(0, Arc::new(FullRenderPipeline::new(&s.device, &s.config, &shader, pipelines.insert(0, Arc::new(FullRenderPipeline::new(&s.device, &s.config, &shader,
vec![super::vertex::Vertex::desc(),], vec![super::vertex::Vertex::desc(),],
vec![&s.texture_bind_group_layout, &s.transform_bind_group_layout, &camera_bind_group_layout]))); vec![&s.texture_bind_group_layout, &s.transform_bind_group_layout, &camera_bind_group_layout,
&s.light_buffers.bindgroup_layout])));
s.render_pipelines = pipelines; s.render_pipelines = pipelines;
s s
@ -376,12 +386,14 @@ impl BasicRenderer {
let positions = mesh.position().unwrap(); let positions = mesh.position().unwrap();
let tex_coords: Vec<glam::Vec2> = mesh.tex_coords().cloned() let tex_coords: Vec<glam::Vec2> = mesh.tex_coords().cloned()
.unwrap_or_else(|| vec![glam::Vec2::new(0.0, 0.0); positions.len()]); .unwrap_or_else(|| vec![glam::Vec2::new(0.0, 0.0); positions.len()]);
let normals = mesh.normals().unwrap();
assert!(positions.len() == tex_coords.len()); assert!(positions.len() == tex_coords.len() && positions.len() == normals.len());
let vertex_inputs: Vec<Vertex> = std::iter::zip(positions, tex_coords) let mut vertex_inputs = vec![];
.map(|(v, t)| Vertex::new(*v, t)) for (v, t, n) in izip!(positions.iter(), tex_coords.iter(), normals.iter()) {
.collect(); vertex_inputs.push(Vertex::new(*v, *t, *n));
}
let vertex_buffer = self.device.create_buffer_init( let vertex_buffer = self.device.create_buffer_init(
&wgpu::util::BufferInitDescriptor { &wgpu::util::BufferInitDescriptor {
@ -518,6 +530,7 @@ impl BasicRenderer {
impl Renderer for BasicRenderer { impl Renderer for BasicRenderer {
fn prepare(&mut self, main_world: &mut edict::World) { fn prepare(&mut self, main_world: &mut edict::World) {
let last_epoch = main_world.epoch(); let last_epoch = main_world.epoch();
debug!("Last epoch: {last_epoch:?}");
let mut alive_entities = HashSet::new(); let mut alive_entities = HashSet::new();
@ -588,10 +601,17 @@ impl Renderer for BasicRenderer {
if let Some(camera) = main_world.query_mut::<(&mut CameraComponent,)>().into_iter().next() { if let Some(camera) = main_world.query_mut::<(&mut CameraComponent,)>().into_iter().next() {
let view_proj = self.inuse_camera.update_view_projection(camera); let view_proj = self.inuse_camera.update_view_projection(camera);
self.queue.write_buffer(&self.camera_buffer, 0, bytemuck::cast_slice(&[*view_proj])); let pos = camera.transform.translation;
let uniform = CameraUniform {
view_proj: *view_proj,
view_pos: glam::Vec4::new(pos.x, pos.y, pos.z, 0.0),
};
self.queue.write_buffer(&self.camera_buffer, 0, bytemuck::cast_slice(&[uniform]));
} else { } else {
warn!("Missing camera!"); warn!("Missing camera!");
} }
self.light_buffers.update_lights(&self.queue, last_epoch, &main_world);
} }
fn render(&mut self) -> Result<(), wgpu::SurfaceError> { fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
@ -650,6 +670,12 @@ impl Renderer for BasicRenderer {
// Bind camera // Bind camera
render_pass.set_bind_group(2, &self.camera_bind_group, &[]); render_pass.set_bind_group(2, &self.camera_bind_group, &[]);
// bind light
//render_pass.set_bind_group(3, &self.point_light_bind_group, &[]);
render_pass.set_bind_group(3, &self.light_buffers.bindgroup, &[]);
////self.light_buffers.bind_lights(&mut render_pass, 3);
// if this mesh uses indices, use them to draw the mesh // if this mesh uses indices, use them to draw the mesh
if let Some((idx_type, indices)) = buffers.buffer_indices.as_ref() { if let Some((idx_type, indices)) = buffers.buffer_indices.as_ref() {

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@ -1,32 +1,63 @@
// Vertex shader // Vertex shader
const max_light_count: u32 = 32u;
struct VertexInput { struct VertexInput {
@location(0) position: vec3<f32>, @location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>, @location(1) tex_coords: vec2<f32>,
@location(2) normal: vec3<f32>,
} }
struct VertexOutput { struct VertexOutput {
@builtin(position) clip_position: vec4<f32>, @builtin(position) clip_position: vec4<f32>,
@location(0) tex_coords: vec2<f32>, @location(0) tex_coords: vec2<f32>,
@location(1) world_position: vec3<f32>,
@location(2) world_normal: vec3<f32>,
} }
struct CameraUniform { struct CameraUniform {
view_proj: mat4x4<f32>, view_proj: mat4x4<f32>,
view_pos: vec4<f32>,
}; };
struct PointLight {
position: vec4<f32>,
color: vec4<f32>,
intensity: f32,
constant: f32,
linear: f32,
quadratic: f32,
};
struct Lights {
point_lights: array<PointLight, max_light_count>,
point_light_count: u32,
}
@group(1) @binding(0) @group(1) @binding(0)
var<uniform> u_model_transform: mat4x4<f32>; var<uniform> u_model_transform: mat4x4<f32>;
@group(2) @binding(0) @group(2) @binding(0)
var<uniform> camera: CameraUniform; var<uniform> u_camera: CameraUniform;
@group(3) @binding(0)
var<uniform> u_lights: Lights;
@vertex @vertex
fn vs_main( fn vs_main(
model: VertexInput, model: VertexInput,
) -> VertexOutput { ) -> VertexOutput {
var out: VertexOutput; var out: VertexOutput;
out.tex_coords = model.tex_coords; out.tex_coords = model.tex_coords;
out.clip_position = camera.view_proj * u_model_transform * vec4<f32>(model.position, 1.0); out.clip_position = u_camera.view_proj * u_model_transform * vec4<f32>(model.position, 1.0);
out.world_normal = (u_model_transform * vec4<f32>(model.normal, 0.0)).xyz;
//out.world_normal = model.normal;
var world_position: vec4<f32> = u_model_transform * vec4<f32>(model.position, 1.0);
out.world_position = world_position.xyz;
return out; return out;
} }
@ -39,5 +70,50 @@ var s_diffuse: sampler;
@fragment @fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> { fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return textureSample(t_diffuse, s_diffuse, in.tex_coords); let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
var light_res = vec3<f32>(0.0);
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]);
}
let light_object_res = light_res * object_color.xyz;
return vec4<f32>(light_object_res, object_color.a);
} }
fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: PointLight) -> vec3<f32> {
let light_color = point_light.color.xyz;
let light_pos = point_light.position.xyz;
let camera_view_pos = u_camera.view_pos.xyz;
// We don't need (or want) much ambient light, so 0.1 is fine
let ambient_strength = 0.1;
var ambient_color = light_color * ambient_strength;
//// diffuse ////
let light_dir = normalize(light_pos - world_pos);
let diffuse_strength = max(dot(world_norm, light_dir), 0.0);
var diffuse_color = light_color * diffuse_strength;
//// end of diffuse ////
//// specular ////
let view_dir = normalize(camera_view_pos - world_pos);
let half_dir = normalize(view_dir + light_dir);
let specular_strength = pow(max(dot(world_norm, half_dir), 0.0), 32.0);
var specular_color = specular_strength * light_color;
//// end of specular ////
//// point light attenuation ////
let distance = length(light_pos - world_pos);
let attenuation = 1.0 / (point_light.constant + point_light.linear * distance +
point_light.quadratic * (distance * distance));
ambient_color *= attenuation * point_light.intensity;
diffuse_color *= attenuation * point_light.intensity;
specular_color *= attenuation * point_light.intensity;
//// end of point light attenuation ////
return (ambient_color + diffuse_color + specular_color);
}

View File

@ -4,14 +4,15 @@ use super::desc_buf_lay::DescVertexBufferLayout;
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] #[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
pub struct Vertex { pub struct Vertex {
pub position: glam::Vec3, pub position: glam::Vec3,
pub tex_coords: glam::Vec2 pub tex_coords: glam::Vec2,
pub normals: glam::Vec3,
//pub color: [f32; 3], // TODO: add color again //pub color: [f32; 3], // TODO: add color again
} }
impl Vertex { impl Vertex {
pub fn new(position: glam::Vec3, tex_coords: glam::Vec2) -> Self { pub fn new(position: glam::Vec3, tex_coords: glam::Vec2, normals: glam::Vec3) -> Self {
Self { Self {
position, tex_coords position, tex_coords, normals
} }
} }
} }
@ -31,6 +32,11 @@ impl DescVertexBufferLayout for Vertex {
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1, shader_location: 1,
format: wgpu::VertexFormat::Float32x2, // Vec2 format: wgpu::VertexFormat::Float32x2, // Vec2
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3, // Vec3
} }
] ]
} }