Get multiple light sources working
ci/woodpecker/push/build Pipeline was successful Details

This commit is contained in:
SeanOMik 2023-11-10 17:52:11 -05:00
parent 6510d5a7b9
commit aa79ace401
Signed by: SeanOMik
GPG Key ID: 568F326C7EB33ACB
4 changed files with 91 additions and 98 deletions

View File

@ -90,16 +90,27 @@ async fn main() {
quadratic: 0.032,
};
world.spawn((light,)); */
let pos = Vec3::new(0.0, 0.0, -10.0);
world.spawn((
PointLight {
color: Vec3::new(1.0, 1.0, 1.0),
intensity: 2.0,
intensity: 1.0,
constant: 1.0,
linear: 0.045,
quadratic: 0.0075,
},
TransformComponent::from(Transform::from_xyz(pos.x, pos.y, pos.z)),
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),
));

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@ -1,5 +1,5 @@
pub mod point;
use std::{collections::{VecDeque, HashMap}, num::NonZeroU64};
use std::{collections::{VecDeque, HashMap}, num::NonZeroU64, marker::PhantomData};
use edict::query::EpochOf;
pub use point::*;
@ -10,11 +10,10 @@ use std::mem;
use crate::{math::Transform, ecs::components::TransformComponent};
pub struct LightBuffer {
pub bind_group: wgpu::BindGroup,
/// The buffer on the gpu storing the lights
buffer: wgpu::Buffer,
device_limits: wgpu::Limits,
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.
@ -25,59 +24,10 @@ pub struct LightBuffer {
dead_indexes: VecDeque<usize>,
}
impl LightBuffer {
pub fn new<U>(device: &wgpu::Device, layout: &wgpu::BindGroupLayout, max_count: usize) -> Self
where
U: Default + bytemuck::Pod + bytemuck::Zeroable
{
let device_limits = device.limits();
let buffer = device.create_buffer(
&wgpu::BufferDescriptor {
label: Some("Light buffer"),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
size: (mem::size_of::<U>() * max_count) as u64,//render_limits.max_uniform_buffer_binding_size as u64,
mapped_at_creation: false,
/* label: Some("Light Buffer"),
contents: bytemuck::cast_slice(&[U::default()]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, */
}
);
/* let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
}
],
label: Some("light_bind_group"),
}); */
let stride = device_limits.min_uniform_buffer_offset_alignment as usize + mem::size_of::<U>();
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &buffer,
offset: 0,
size: Some(NonZeroU64::new(stride as u64).unwrap())
}
)
}
],
label: Some("light_bind_group"),
});
impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
pub fn new(layout: &wgpu::BindGroupLayout, max_count: usize) -> Self {
Self {
buffer,
bind_group,
device_limits,
_phantom: PhantomData::default(),
max_count,
current_count: 0,
used_indexes: HashMap::new(),
@ -90,16 +40,15 @@ impl LightBuffer {
}
/// Update an existing light in the light buffer.
pub fn update_light(&mut self, queue: &wgpu::Queue, entity: edict::EntityId, light: &PointLightUniform) {
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!");
let offset = buffer_idx as u64 * self.device_limits.min_uniform_buffer_offset_alignment as u64;
queue.write_buffer(&self.buffer, offset, bytemuck::bytes_of(light));
lights_buffer[buffer_idx] = light;
}
/// Add a new light to the light buffer.
pub fn add_light(&mut self, queue: &wgpu::Queue, entity: edict::EntityId, light: &PointLightUniform) {
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 => {
@ -110,15 +59,15 @@ impl LightBuffer {
};
self.used_indexes.insert(entity, buffer_idx);
self.update_light(queue, entity, light);
self.update_light(lights_buffer, entity, light);
}
/// Update, or add a new caster, to the light buffer.
pub fn update_or_add(&mut self, queue: &wgpu::Queue, entity: edict::EntityId, light: &PointLightUniform) {
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(queue, entity, light);
self.update_light(lights_buffer, entity, light);
} else {
self.add_light(queue, entity, light);
self.add_light(lights_buffer, entity, light);
}
}
@ -132,14 +81,24 @@ impl LightBuffer {
}
pub struct LightUniformBuffers {
pub buffer: wgpu::Buffer,
pub bindgroup_layout: wgpu::BindGroupLayout,
pub point_lights: LightBuffer,
//spotlights: LightBuffer,
//directional_light
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 {
@ -153,41 +112,58 @@ impl LightUniformBuffers {
count: None,
}
],
label: Some("light_bind_group_layout"),
label: Some("lights_bind_group_layout"),
});
let point_lights = LightBuffer::new::<PointLightUniform>(device, &bindgroup_layout, 10);
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: &edict::World) {
let now_epoch = world.epoch();
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 == now_epoch || transform_epoch == now_epoch {
debug!("Updated light after update!");
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(queue, entity, &uniform);
} */
let uniform = PointLightUniform::from_bundle(point_light, &transform.transform);
self.point_lights.update_or_add(queue, entity, &uniform);
self.point_lights.update_or_add(&mut self.lights_uniform.point_lights, entity, uniform);
}
}
// Binds the light buffer to the render pass.
//
// Parameters:
// * `render_pass` - The render pass to bind the buffers to.
// * `point_bind_index` - The bind group index that the point light buffers will be bound to.
/* pub fn bind_lights<'a, 'b: 'a>(&'a mut self, render_pass: &'b mut wgpu::RenderPass<'b>, point_bind_index: u32) {
render_pass.set_bind_group(point_bind_index, &self.point_lights.bind_group, &[]);
//render_pass.set_bind_group(3, &self.point_light_bind_group, &[]);
} */
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)]

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@ -530,6 +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();
@ -610,7 +611,7 @@ impl Renderer for BasicRenderer {
warn!("Missing camera!");
}
self.light_buffers.update_lights(&self.queue, &main_world);
self.light_buffers.update_lights(&self.queue, last_epoch, &main_world);
}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
@ -672,7 +673,7 @@ impl Renderer for BasicRenderer {
// bind light
//render_pass.set_bind_group(3, &self.point_light_bind_group, &[]);
render_pass.set_bind_group(3, &self.light_buffers.point_lights.bind_group, &[]);
render_pass.set_bind_group(3, &self.light_buffers.bindgroup, &[]);
////self.light_buffers.bind_lights(&mut render_pass, 3);

View File

@ -1,6 +1,6 @@
// Vertex shader
const max_light_count: i32 = 10;
const max_light_count: u32 = 32u;
struct VertexInput {
@location(0) position: vec3<f32>,
@ -29,6 +29,11 @@ struct PointLight {
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>;
@ -36,7 +41,7 @@ var<uniform> u_model_transform: mat4x4<f32>;
var<uniform> u_camera: CameraUniform;
@group(3) @binding(0)
var<uniform> u_point_lights: array<PointLight, max_light_count>;
var<uniform> u_lights: Lights;
@vertex
fn vs_main(
@ -68,8 +73,8 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
var light_res = vec3<f32>(0.0);
for (var i = 0; i < 1; i++) {
light_res += blinn_phong_point_light(in.world_position, in.world_normal, u_point_lights[i]);
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;