Merge branch 'feature/simple-lighting' into 'main'
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commit
a288c9b26c
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@ -1142,6 +1142,15 @@ dependencies = [
|
|||
"windows-sys 0.48.0",
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]
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||||
|
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[[package]]
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||||
name = "itertools"
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||||
version = "0.11.0"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "b1c173a5686ce8bfa551b3563d0c2170bf24ca44da99c7ca4bfdab5418c3fe57"
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dependencies = [
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"either",
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]
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[[package]]
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name = "itoa"
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version = "1.0.9"
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|
@ -1290,6 +1299,7 @@ dependencies = [
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"glam",
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"image",
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"instant",
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"itertools",
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"lyra-resource",
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"petgraph",
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"quote",
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|
|
|
@ -38,3 +38,4 @@ tracing-appender = "0.2.2"
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stopwatch = "0.0.7"
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petgraph = "0.6.4"
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uuid = { version = "1.5.0", features = ["v4", "fast-rng"] }
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itertools = "0.11.0"
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|
|
|
@ -20,7 +20,7 @@ pub struct FreeFlyCamera {
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impl Default for FreeFlyCamera {
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fn default() -> Self {
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Self {
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speed: 3.0,
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speed: 4.0,
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look_speed: 0.09,
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mouse_sensitivity: 0.4,
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look_with_keys: false,
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|
|
|
@ -1,4 +1,4 @@
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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};
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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};
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use lyra_engine::assets::{ResourceManager, Model};
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mod free_fly_camera;
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|
@ -69,7 +69,7 @@ async fn main() {
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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 antique_camera_model = resman.request::<Model>("assets/AntiqueCamera.glb").unwrap();
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//let cube_model = resman.request::<Model>("assets/texture-sep/texture-sep.gltf").unwrap();
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let cube_model = resman.request::<Model>("assets/cube-texture-bin.glb").unwrap();
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drop(resman);
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/* world.spawn((
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|
@ -82,6 +82,38 @@ async fn main() {
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TransformComponent::from(Transform::from_xyz(0.0, -5.0, -10.0)),
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));
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/* let light = PointLight {
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color: Vec3::new(1.0, 1.0, 1.0),
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position: Vec3::new(0.0, -5.0, -8.0),
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constant: 1.0,
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linear: 0.09,
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quadratic: 0.032,
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};
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world.spawn((light,)); */
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world.spawn((
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PointLight {
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color: Vec3::new(1.0, 1.0, 1.0),
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intensity: 1.0,
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constant: 1.0,
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linear: 0.045,
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quadratic: 0.0075,
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},
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TransformComponent::from(Transform::from_xyz(-2.5, 0.0, -10.0)),
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ModelComponent(cube_model.clone()),
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));
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world.spawn((
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PointLight {
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color: Vec3::new(0.361, 0.984, 0.0),
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intensity: 1.0,
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constant: 1.0,
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linear: 0.045,
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quadratic: 0.0075,
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},
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TransformComponent::from(Transform::from_xyz(2.5, 0.0, -10.0)),
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ModelComponent(cube_model),
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));
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|
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let mut camera = CameraComponent::new_3d();
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camera.transform.translation += math::Vec3::new(0.0, 0.0, 7.5);
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//camera.transform.rotate_y(Angle::Degrees(-25.0));
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|
|
|
@ -35,6 +35,23 @@ impl Projection {
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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, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct CameraUniform {
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pub view_proj: glam::Mat4,
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// vec4 is used because of the uniforms 16 byte spacing requirement
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pub view_pos: glam::Vec4,
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}
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|
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impl Default for CameraUniform {
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fn default() -> Self {
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Self {
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view_proj: glam::Mat4::IDENTITY,
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view_pos: Default::default()
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}
|
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}
|
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}
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|
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#[derive(Debug, Clone)]
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pub struct RenderCamera {
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view_proj: glam::Mat4,
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|
|
|
@ -0,0 +1,209 @@
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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 edict::query::EpochOf;
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pub use point::*;
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use tracing::debug;
|
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use wgpu::util::DeviceExt;
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use std::mem;
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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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pub struct LightBuffer<U: Default + bytemuck::Pod + bytemuck::Zeroable> {
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_phantom: PhantomData<U>,
|
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/// The max amount of light casters that could fit in this buffer.
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pub max_count: usize,
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/// The current amount of light casters in this buffer.
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pub current_count: usize,
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/// The buffer index for a specific entity/caster.
|
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used_indexes: HashMap<edict::EntityId, usize>,
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/// Indexes that were being used but are no longer needed.
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dead_indexes: VecDeque<usize>,
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}
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impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
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pub fn new(layout: &wgpu::BindGroupLayout, max_count: usize) -> Self {
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Self {
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_phantom: PhantomData::default(),
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max_count,
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current_count: 0,
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used_indexes: HashMap::new(),
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dead_indexes: VecDeque::new(),
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}
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}
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pub fn has_light(&self, entity: edict::EntityId) -> bool {
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self.used_indexes.contains_key(&entity)
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}
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/// Update an existing light in the light buffer.
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pub fn update_light(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: edict::EntityId, light: U) {
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let buffer_idx = *self.used_indexes.get(&entity)
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.expect("Entity for Light is not in buffer!");
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lights_buffer[buffer_idx] = light;
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}
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/// 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) {
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let buffer_idx = match self.dead_indexes.pop_front() {
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Some(i) => i,
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None => {
|
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let i = self.current_count;
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self.current_count += 1;
|
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i
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||||
},
|
||||
};
|
||||
|
||||
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) {
|
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if self.used_indexes.contains_key(&entity) {
|
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self.update_light(lights_buffer, entity, light);
|
||||
} else {
|
||||
self.add_light(lights_buffer, entity, light);
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}
|
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}
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|
||||
/// Remove a caster from the buffer, returns true if it was removed.
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pub fn remove_light(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: edict::EntityId) -> bool {
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if let Some(removed_idx) = self.used_indexes.remove(&entity) {
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self.dead_indexes.push_back(removed_idx);
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self.current_count -= 1;
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lights_buffer[removed_idx] = U::default();
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true
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} else {
|
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false
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}
|
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}
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}
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pub struct LightUniformBuffers {
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pub buffer: wgpu::Buffer,
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pub bindgroup_layout: wgpu::BindGroupLayout,
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pub bindgroup: wgpu::BindGroup,
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pub lights_uniform: LightsUniform,
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pub point_lights: LightBuffer<PointLightUniform>,
|
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}
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impl LightUniformBuffers {
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pub fn new(device: &wgpu::Device) -> Self {
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let buffer = device.create_buffer(
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&wgpu::BufferDescriptor {
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label: Some("Lights Uniform buffer"),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
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size: mem::size_of::<LightsUniform>() as u64,
|
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mapped_at_creation: false,
|
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}
|
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);
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|
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let bindgroup_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
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entries: &[
|
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wgpu::BindGroupLayoutEntry {
|
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binding: 0,
|
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
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has_dynamic_offset: false,
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min_binding_size: None,
|
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},
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count: None,
|
||||
}
|
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],
|
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label: Some("lights_bind_group_layout"),
|
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});
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let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
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layout: &bindgroup_layout,
|
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entries: &[
|
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wgpu::BindGroupEntry {
|
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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,
|
||||
}
|
||||
}
|
||||
}
|
|
@ -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,
|
||||
}
|
|
@ -11,3 +11,4 @@ pub mod material;
|
|||
pub mod camera;
|
||||
pub mod window;
|
||||
pub mod transform_buffer_storage;
|
||||
pub mod light;
|
|
@ -8,6 +8,7 @@ use edict::query::EpochOf;
|
|||
use edict::{EntityId, Entities};
|
||||
use glam::Vec3;
|
||||
use instant::Instant;
|
||||
use itertools::izip;
|
||||
use tracing::{debug, warn};
|
||||
use wgpu::{BindGroup, BindGroupLayout, Limits};
|
||||
use wgpu::util::DeviceExt;
|
||||
|
@ -16,10 +17,12 @@ use winit::window::Window;
|
|||
use crate::ecs::components::camera::CameraComponent;
|
||||
use crate::ecs::components::model::ModelComponent;
|
||||
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::light::{PointLight, LightUniformBuffers};
|
||||
use super::texture::RenderTexture;
|
||||
use super::transform_buffer_storage::{TransformBufferIndices, TransformBuffers};
|
||||
use super::vertex::Vertex;
|
||||
|
@ -87,6 +90,8 @@ pub struct BasicRenderer {
|
|||
texture_bind_group_layout: BindGroupLayout,
|
||||
default_texture_bind_group: BindGroup,
|
||||
depth_buffer_texture: RenderTexture,
|
||||
|
||||
light_buffers: LightUniformBuffers,
|
||||
}
|
||||
|
||||
impl BasicRenderer {
|
||||
|
@ -239,7 +244,7 @@ impl BasicRenderer {
|
|||
let camera_buffer = device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
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,
|
||||
}
|
||||
);
|
||||
|
@ -248,7 +253,7 @@ impl BasicRenderer {
|
|||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
|
@ -293,6 +298,8 @@ impl BasicRenderer {
|
|||
}
|
||||
);
|
||||
|
||||
let light_uniform_buffers = LightUniformBuffers::new(&device);
|
||||
|
||||
let mut s = Self {
|
||||
window,
|
||||
surface,
|
||||
|
@ -323,13 +330,16 @@ impl BasicRenderer {
|
|||
default_texture_bind_group: default_tex_bindgroup,
|
||||
depth_buffer_texture: depth_texture,
|
||||
entity_last_transforms: HashMap::new(),
|
||||
|
||||
light_buffers: light_uniform_buffers,
|
||||
};
|
||||
|
||||
// create the default pipelines
|
||||
let mut pipelines = HashMap::new();
|
||||
pipelines.insert(0, Arc::new(FullRenderPipeline::new(&s.device, &s.config, &shader,
|
||||
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
|
||||
|
@ -376,12 +386,14 @@ impl BasicRenderer {
|
|||
let positions = mesh.position().unwrap();
|
||||
let tex_coords: Vec<glam::Vec2> = mesh.tex_coords().cloned()
|
||||
.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)
|
||||
.map(|(v, t)| Vertex::new(*v, t))
|
||||
.collect();
|
||||
let mut vertex_inputs = vec![];
|
||||
for (v, t, n) in izip!(positions.iter(), tex_coords.iter(), normals.iter()) {
|
||||
vertex_inputs.push(Vertex::new(*v, *t, *n));
|
||||
}
|
||||
|
||||
let vertex_buffer = self.device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
|
@ -518,6 +530,7 @@ impl BasicRenderer {
|
|||
impl Renderer for BasicRenderer {
|
||||
fn prepare(&mut self, main_world: &mut edict::World) {
|
||||
let last_epoch = main_world.epoch();
|
||||
debug!("Last epoch: {last_epoch:?}");
|
||||
|
||||
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() {
|
||||
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 {
|
||||
warn!("Missing camera!");
|
||||
}
|
||||
|
||||
self.light_buffers.update_lights(&self.queue, last_epoch, &main_world);
|
||||
}
|
||||
|
||||
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
|
@ -651,6 +671,12 @@ impl Renderer for BasicRenderer {
|
|||
// Bind camera
|
||||
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 let Some((idx_type, indices)) = buffers.buffer_indices.as_ref() {
|
||||
let indices_len = indices.count() as u32;
|
||||
|
|
|
@ -1,32 +1,63 @@
|
|||
// Vertex shader
|
||||
|
||||
const max_light_count: u32 = 32u;
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
@location(1) tex_coords: vec2<f32>,
|
||||
@location(2) normal: vec3<f32>,
|
||||
}
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) tex_coords: vec2<f32>,
|
||||
@location(1) world_position: vec3<f32>,
|
||||
@location(2) world_normal: vec3<f32>,
|
||||
}
|
||||
|
||||
struct CameraUniform {
|
||||
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)
|
||||
var<uniform> u_model_transform: mat4x4<f32>;
|
||||
|
||||
@group(2) @binding(0)
|
||||
var<uniform> camera: CameraUniform;
|
||||
var<uniform> u_camera: CameraUniform;
|
||||
|
||||
@group(3) @binding(0)
|
||||
var<uniform> u_lights: Lights;
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
model: VertexInput,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
|
@ -39,5 +70,50 @@ var s_diffuse: sampler;
|
|||
|
||||
@fragment
|
||||
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);
|
||||
}
|
|
@ -4,14 +4,15 @@ use super::desc_buf_lay::DescVertexBufferLayout;
|
|||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct Vertex {
|
||||
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
|
||||
}
|
||||
|
||||
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 {
|
||||
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,
|
||||
shader_location: 1,
|
||||
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
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue