render: create a depth map for the directional light
This commit is contained in:
parent
3a80c069c9
commit
e8974bbd44
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@ -22,8 +22,8 @@ pub use tint::*;
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mod fxaa;
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mod fxaa;
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pub use fxaa::*;
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pub use fxaa::*;
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/* mod shadow_maps;
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mod shadows;
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pub use shadow_maps::*; */
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pub use shadows::*;
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mod mesh_prepare;
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mod mesh_prepare;
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pub use mesh_prepare::*;
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pub use mesh_prepare::*;
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@ -0,0 +1,312 @@
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use std::{mem, num::NonZeroU64, rc::Rc, sync::Arc};
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use lyra_ecs::{query::Entities, AtomicRef, Entity, ResourceData};
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use lyra_game_derive::RenderGraphLabel;
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use lyra_math::{Transform, OPENGL_TO_WGPU_MATRIX};
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use rustc_hash::FxHashMap;
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use tracing::{debug, warn};
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use wgpu::util::DeviceExt;
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use crate::render::{
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graph::{Node, NodeDesc, NodeType},
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light::directional::DirectionalLight,
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resource::{FragmentState, PipelineDescriptor, RenderPipeline, RenderPipelineDescriptor, Shader, VertexState},
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transform_buffer_storage::TransformBuffers,
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vertex::Vertex,
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};
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use super::{MeshBufferStorage, RenderAssets, RenderMeshes};
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const SHADOW_SIZE: glam::UVec2 = glam::UVec2::new(1024, 1024);
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#[derive(Debug, Clone, Hash, PartialEq, RenderGraphLabel)]
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pub struct ShadowMapsPassLabel;
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struct LightDepthMap {
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light_projection_buffer: wgpu::Buffer,
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texture: wgpu::Texture,
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view: wgpu::TextureView,
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sampler: wgpu::Sampler,
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bindgroup: wgpu::BindGroup,
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}
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pub struct ShadowMapsPass {
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bgl: Arc<wgpu::BindGroupLayout>,
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/// depth maps for a light owned by an entity.
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depth_maps: FxHashMap<Entity, LightDepthMap>,
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// TODO: find a better way to extract these resources from the main world to be used in the
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// render stage.
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transform_buffers: Option<ResourceData>,
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render_meshes: Option<ResourceData>,
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mesh_buffers: Option<ResourceData>,
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pipeline: Option<RenderPipeline>,
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}
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impl ShadowMapsPass {
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pub fn new(device: &wgpu::Device) -> Self {
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let bgl = Arc::new(device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("shadows_bgl"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: Some(
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NonZeroU64::new(mem::size_of::<glam::Mat4>() as _).unwrap(),
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),
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},
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count: None,
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}],
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}));
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Self {
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bgl,
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depth_maps: Default::default(),
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transform_buffers: None,
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render_meshes: None,
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mesh_buffers: None,
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pipeline: None,
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}
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}
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fn create_depth_map(&mut self, device: &wgpu::Device, entity: Entity, light_pos: Transform) {
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let tex = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("texture_shadow_map_directional_light"),
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size: wgpu::Extent3d {
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width: SHADOW_SIZE.x,
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height: SHADOW_SIZE.y,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Depth32Float,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let view = tex.create_view(&wgpu::TextureViewDescriptor {
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label: Some("shadows_map_view"),
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..Default::default()
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("sampler_light_depth_map"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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border_color: Some(wgpu::SamplerBorderColor::OpaqueWhite),
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..Default::default()
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});
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const NEAR_PLANE: f32 = 0.1;
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const FAR_PLANE: f32 = 80.0;
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let ortho_proj =
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glam::Mat4::orthographic_rh_gl(-20.0, 20.0, -20.0, 20.0, NEAR_PLANE, FAR_PLANE);
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let look_view = glam::Mat4::look_to_rh(
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light_pos.translation,
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light_pos.forward(),
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light_pos.up()
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);
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let light_proj = OPENGL_TO_WGPU_MATRIX * (ortho_proj * look_view);
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let light_projection_buffer =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("shadows_light_view_mat_buffer"),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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contents: bytemuck::bytes_of(&light_proj),
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});
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let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("shadows_bind_group"),
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layout: &self.bgl,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: &light_projection_buffer,
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offset: 0,
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size: None,
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}),
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}],
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});
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self.depth_maps.insert(
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entity,
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LightDepthMap {
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light_projection_buffer,
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texture: tex,
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view,
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sampler,
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bindgroup: bg,
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},
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);
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}
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fn transform_buffers(&self) -> AtomicRef<TransformBuffers> {
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self.transform_buffers.as_ref().unwrap().get()
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}
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fn render_meshes(&self) -> AtomicRef<RenderMeshes> {
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self.render_meshes.as_ref().unwrap().get()
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}
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fn mesh_buffers(&self) -> AtomicRef<RenderAssets<MeshBufferStorage>> {
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self.mesh_buffers.as_ref().unwrap().get()
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}
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}
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impl Node for ShadowMapsPass {
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fn desc(
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&mut self,
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graph: &mut crate::render::graph::RenderGraph,
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) -> crate::render::graph::NodeDesc {
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NodeDesc::new(NodeType::Render, None, vec![])
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}
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fn prepare(
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&mut self,
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graph: &mut crate::render::graph::RenderGraph,
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world: &mut lyra_ecs::World,
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context: &mut crate::render::graph::RenderGraphContext,
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) {
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self.render_meshes = world.try_get_resource_data::<RenderMeshes>();
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self.transform_buffers = world.try_get_resource_data::<TransformBuffers>();
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self.mesh_buffers = world.try_get_resource_data::<RenderAssets<MeshBufferStorage>>();
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for (entity, pos, light) in world.view_iter::<(Entities, &Transform, &DirectionalLight)>() {
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if !self.depth_maps.contains_key(&entity) {
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self.create_depth_map(graph.device(), entity, *pos);
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debug!("Created depth map for {:?} light entity", entity);
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}
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}
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if self.pipeline.is_none() {
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let shader = Rc::new(Shader {
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label: Some("shader_shadows".into()),
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source: include_str!("../../shaders/shadows.wgsl").to_string(),
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});
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let bgl = self.bgl.clone();
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let transforms = self.transform_buffers().bindgroup_layout.clone();
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self.pipeline = Some(RenderPipeline::create(
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&graph.device,
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&RenderPipelineDescriptor {
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label: Some("pipeline_shadows".into()),
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layouts: vec![
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bgl,
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transforms,
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],
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push_constant_ranges: vec![],
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vertex: VertexState {
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module: shader.clone(),
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entry_point: "vs_main".into(),
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buffers: vec![Vertex::position_desc().into()],
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},
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fragment: None, /* Some(FragmentState {
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module: shader,
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entry_point: "fs_main".into(),
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targets: vec![],
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}), */
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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primitive: wgpu::PrimitiveState::default(),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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}
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));
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/* */
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}
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}
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fn execute(
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&mut self,
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graph: &mut crate::render::graph::RenderGraph,
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desc: &crate::render::graph::NodeDesc,
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context: &mut crate::render::graph::RenderGraphContext,
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) {
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let encoder = context.encoder.as_mut().unwrap();
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let pipeline = self.pipeline.as_ref().unwrap();
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let render_meshes = self.render_meshes();
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let mesh_buffers = self.mesh_buffers();
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let transforms = self.transform_buffers();
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debug_assert_eq!(
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self.depth_maps.len(),
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1,
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"shadows map pass only supports 1 light"
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);
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let (_, dir_depth_map) = self
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.depth_maps
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.iter()
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.next()
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.expect("missing directional light in scene");
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("pass_shadow_map"),
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &dir_depth_map.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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pass.set_pipeline(&pipeline);
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for job in render_meshes.iter() {
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// get the mesh (containing vertices) and the buffers from storage
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let buffers = mesh_buffers.get(&job.mesh_uuid);
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if buffers.is_none() {
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warn!("Skipping job since its mesh is missing {:?}", job.mesh_uuid);
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continue;
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}
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let buffers = buffers.unwrap();
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pass.set_bind_group(0, &dir_depth_map.bindgroup, &[]);
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// Get the bindgroup for job's transform and bind to it using an offset.
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let bindgroup = transforms.bind_group(job.transform_id);
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let offset = transforms.buffer_offset(job.transform_id);
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pass.set_bind_group(1, bindgroup, &[offset]);
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// if this mesh uses indices, use them to draw the mesh
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if let Some((idx_type, indices)) = buffers.buffer_indices.as_ref() {
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let indices_len = indices.count() as u32;
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pass.set_vertex_buffer(
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buffers.buffer_vertex.slot(),
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buffers.buffer_vertex.buffer().slice(..),
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);
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pass.set_index_buffer(indices.buffer().slice(..), *idx_type);
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pass.draw_indexed(0..indices_len, 0, 0..1);
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} else {
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let vertex_count = buffers.buffer_vertex.count();
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pass.set_vertex_buffer(
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buffers.buffer_vertex.slot(),
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buffers.buffer_vertex.buffer().slice(..),
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);
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pass.draw(0..vertex_count as u32, 0..1);
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}
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}
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}
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}
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}
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@ -9,7 +9,7 @@ use lyra_game_derive::RenderGraphLabel;
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use tracing::{debug, instrument, warn};
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use tracing::{debug, instrument, warn};
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use winit::window::Window;
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use winit::window::Window;
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use crate::render::graph::{BasePass, BasePassLabel, BasePassSlots, FxaaPass, FxaaPassLabel, LightBasePass, LightBasePassLabel, LightCullComputePass, LightCullComputePassLabel, MeshPass, MeshPrepNode, MeshPrepNodeLabel, MeshesPassLabel, PresentPass, PresentPassLabel, RenderGraphLabelValue, RenderTarget, SubGraphNode, ViewTarget};
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use crate::render::graph::{BasePass, BasePassLabel, BasePassSlots, FxaaPass, FxaaPassLabel, LightBasePass, LightBasePassLabel, LightCullComputePass, LightCullComputePassLabel, MeshPass, MeshPrepNode, MeshPrepNodeLabel, MeshesPassLabel, PresentPass, PresentPassLabel, RenderGraphLabelValue, RenderTarget, ShadowMapsPass, ShadowMapsPassLabel, SubGraphNode, ViewTarget};
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use super::graph::RenderGraph;
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use super::graph::RenderGraph;
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use super::{resource::RenderPipeline, render_job::RenderJob};
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use super::{resource::RenderPipeline, render_job::RenderJob};
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@ -152,9 +152,15 @@ impl BasicRenderer {
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forward_plus_graph.add_node(MeshPrepNodeLabel, mesh_prep);
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forward_plus_graph.add_node(MeshPrepNodeLabel, mesh_prep);
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forward_plus_graph.add_node(MeshesPassLabel, MeshPass::new(material_bgl));
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forward_plus_graph.add_node(MeshesPassLabel, MeshPass::new(material_bgl));
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forward_plus_graph.add_node(ShadowMapsPassLabel, ShadowMapsPass::new(&device));
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forward_plus_graph.add_edge(LightBasePassLabel, LightCullComputePassLabel);
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forward_plus_graph.add_edge(LightBasePassLabel, LightCullComputePassLabel);
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forward_plus_graph.add_edge(MeshPrepNodeLabel, MeshesPassLabel);
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forward_plus_graph.add_edge(MeshPrepNodeLabel, MeshesPassLabel);
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// run ShadowMapsPass after MeshPrep and before MeshesPass
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forward_plus_graph.add_edge(MeshPrepNodeLabel, ShadowMapsPassLabel);
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forward_plus_graph.add_edge(ShadowMapsPassLabel, MeshesPassLabel);
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main_graph.add_sub_graph(TestSubGraphLabel, forward_plus_graph);
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main_graph.add_sub_graph(TestSubGraphLabel, forward_plus_graph);
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main_graph.add_node(TestSubGraphLabel, SubGraphNode::new(TestSubGraphLabel,
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main_graph.add_node(TestSubGraphLabel, SubGraphNode::new(TestSubGraphLabel,
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vec![
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vec![
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@ -0,0 +1,23 @@
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struct TransformData {
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transform: mat4x4<f32>,
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normal_matrix: mat4x4<f32>,
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}
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@group(0) @binding(0)
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var<uniform> u_light_space_matrix: mat4x4<f32>;
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@group(1) @binding(0)
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var<uniform> u_model_transform_data: TransformData;
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struct VertexOutput {
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@builtin(position)
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clip_position: vec4<f32>,
|
||||||
|
}
|
||||||
|
|
||||||
|
@vertex
|
||||||
|
fn vs_main(
|
||||||
|
@location(0) position: vec3<f32>
|
||||||
|
) -> VertexOutput {
|
||||||
|
let pos = u_light_space_matrix * u_model_transform_data.transform * vec4<f32>(position, 1.0);
|
||||||
|
return VertexOutput(pos);
|
||||||
|
}
|
|
@ -15,6 +15,23 @@ impl Vertex {
|
||||||
position, tex_coords, normals
|
position, tex_coords, normals
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Returns a [`wgpu::VertexBufferLayout`] with only the position as a vertex attribute.
|
||||||
|
///
|
||||||
|
/// The stride is still `std::mem::size_of::<Vertex>()`, but only position is included.
|
||||||
|
pub fn position_desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||||
|
wgpu::VertexBufferLayout {
|
||||||
|
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||||
|
step_mode: wgpu::VertexStepMode::Vertex,
|
||||||
|
attributes: &[
|
||||||
|
wgpu::VertexAttribute {
|
||||||
|
offset: 0,
|
||||||
|
shader_location: 0,
|
||||||
|
format: wgpu::VertexFormat::Float32x3, // Vec3
|
||||||
|
},
|
||||||
|
]
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
impl DescVertexBufferLayout for Vertex {
|
impl DescVertexBufferLayout for Vertex {
|
||||||
|
|
Loading…
Reference in New Issue