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@ -1,9 +1,27 @@
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use std::sync::Arc;
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use lyra_resource::{Texture, Resource};
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use super::texture::RenderTexture;
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#[derive(Clone)]
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pub struct Material {
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pub shader_id: u32,
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pub texture: Arc<Resource<Texture>>,
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pub shader_id: u64,
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pub diffuse_texture: RenderTexture,
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pub ambient: glam::Vec3,
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pub diffuse: glam::Vec3,
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pub specular: glam::Vec3,
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pub shininess: f32,
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}
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impl Material {
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pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, value: &lyra_resource::Material) -> Self {
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let image = value.base_color_texture.as_ref().map(|t| &t.data.as_ref().unwrap().image).unwrap();
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let diffuse_texture = RenderTexture::from_image(device, queue, image, None).unwrap();
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Self {
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shader_id: value.shader_uuid.unwrap_or(0),
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diffuse_texture,
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ambient: glam::Vec3::new(1.0, 0.5, 0.31),
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diffuse: glam::Vec3::new(value.base_color.x, value.base_color.y, value.base_color.z),
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specular: glam::Vec3::new(0.5, 0.5, 0.5),
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shininess: 32.0,
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}
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}
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}
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@ -2,11 +2,12 @@ use edict::EntityId;
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use crate::math::Transform;
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use super::material::Material;
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pub struct RenderJob {
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pub entity: EntityId,
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pub shader_id: u64,
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pub mesh_buffer_id: uuid::Uuid,
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pub transform: Transform,
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}
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@ -23,6 +23,7 @@ use crate::render::light::PointLightUniform;
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use super::camera::{RenderCamera, CameraUniform};
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use super::desc_buf_lay::DescVertexBufferLayout;
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use super::light::{PointLight, LightUniformBuffers};
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use super::material::Material;
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use super::texture::RenderTexture;
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use super::transform_buffer_storage::{TransformBufferIndices, TransformBuffers};
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use super::vertex::Vertex;
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@ -43,8 +44,9 @@ struct MeshBufferStorage {
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buffer_vertex: BufferStorage,
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buffer_indices: Option<(wgpu::IndexFormat, BufferStorage)>,
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#[allow(dead_code)]
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render_texture: Option<RenderTexture>,
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//#[allow(dead_code)]
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//render_texture: Option<RenderTexture>,
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material: Option<Material>,
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texture_bindgroup: Option<BindGroup>,
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// The index of the transform for this entity.
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@ -89,6 +91,9 @@ pub struct BasicRenderer {
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default_texture_bind_group: BindGroup,
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depth_buffer_texture: RenderTexture,
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material_buffer: wgpu::Buffer,
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material_bind_group: wgpu::BindGroup,
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light_buffers: LightUniformBuffers,
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}
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@ -380,8 +385,8 @@ impl BasicRenderer {
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let (vertex_buffer, buffer_indices) = self.create_vertex_index_buffers(mesh);
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let diffuse_bindgroup = if let Some(model_texture) = &mesh.material().base_color_texture {
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let image = &model_texture.data.as_ref().unwrap().image;
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let diffuse_texture = RenderTexture::from_image(&self.device, &self.queue, image, None).unwrap();
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let material = Material::from_resource(&self.device, &self.queue, &mesh.material());
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let diffuse_texture = &material.diffuse_texture;
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let diffuse_bind_group = self.device.create_bind_group(
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&wgpu::BindGroupDescriptor {
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@ -408,7 +413,7 @@ impl BasicRenderer {
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MeshBufferStorage {
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buffer_vertex: vertex_buffer,
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buffer_indices,
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render_texture: None,
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material: None,
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texture_bindgroup: diffuse_bindgroup,
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}
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}
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@ -64,46 +64,56 @@ fn vs_main(
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// Fragment shader
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struct Material {
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ambient: vec3<f32>,
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diffuse: vec3<f32>,
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specular: vec3<f32>,
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shininess: f32,
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}
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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@group(4) @binding(0)
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var u_material: Material;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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var light_res = vec3<f32>(0.0);
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for (var i = 0u; i < u_lights.point_light_count; i++) {
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light_res += blinn_phong_point_light(in.world_position, in.world_normal, u_lights.point_lights[i]);
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light_res += blinn_phong_point_light(in.world_position, in.world_normal, u_lights.point_lights[i], u_material);
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}
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let light_object_res = light_res * object_color.xyz;
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return vec4<f32>(light_object_res, object_color.a);
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}
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fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: PointLight) -> vec3<f32> {
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fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: PointLight, material: Material) -> vec3<f32> {
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let light_color = point_light.color.xyz;
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let light_pos = point_light.position.xyz;
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let camera_view_pos = u_camera.view_pos.xyz;
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// We don't need (or want) much ambient light, so 0.1 is fine
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let ambient_strength = 0.1;
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var ambient_color = light_color * ambient_strength;
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//let ambient_strength = 0.1;
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var ambient_color = light_color * material.ambient;
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//// diffuse ////
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let light_dir = normalize(light_pos - world_pos);
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let diffuse_strength = max(dot(world_norm, light_dir), 0.0);
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var diffuse_color = light_color * diffuse_strength;
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var diffuse_color = light_color * (diffuse_strength * material.diffuse);
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//// end of diffuse ////
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//// specular ////
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let view_dir = normalize(camera_view_pos - world_pos);
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let half_dir = normalize(view_dir + light_dir);
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let specular_strength = pow(max(dot(world_norm, half_dir), 0.0), 32.0);
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var specular_color = specular_strength * light_color;
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let specular_strength = pow(max(dot(world_norm, half_dir), 0.0), material.shininess);
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var specular_color = specular_strength * (light_color * material.specular);
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//// end of specular ////
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//// point light attenuation ////
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