Implement a single point light with blinn-phong lighting
This commit is contained in:
parent
988fd6bf42
commit
e95a45fd53
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@ -1142,6 +1142,15 @@ dependencies = [
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"windows-sys 0.48.0",
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]
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[[package]]
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name = "itertools"
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version = "0.11.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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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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@ -37,4 +37,5 @@ aligned-vec = "0.5.0"
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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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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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@ -35,6 +35,23 @@ impl Projection {
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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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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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#[derive(Debug, Clone)]
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pub struct RenderCamera {
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view_proj: glam::Mat4,
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@ -0,0 +1,13 @@
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pub mod point;
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pub use point::*;
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct LightUniform {
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pub position: glam::Vec3,
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// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
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pub(crate) _padding: u32,
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pub color: glam::Vec3,
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// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
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pub(crate) _padding2: u32,
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}
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@ -0,0 +1,6 @@
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct PointLight {
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position: glam::Vec3,
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color: glam::Vec3,
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}
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@ -10,4 +10,5 @@ pub mod shader_loader;
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pub mod material;
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pub mod camera;
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pub mod window;
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pub mod transform_buffer_storage;
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pub mod transform_buffer_storage;
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pub mod light;
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@ -8,6 +8,7 @@ use edict::query::EpochOf;
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use edict::{EntityId, Entities};
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use glam::Vec3;
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use instant::Instant;
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use itertools::izip;
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use tracing::{debug, warn};
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use wgpu::{BindGroup, BindGroupLayout, Limits};
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use wgpu::util::DeviceExt;
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@ -16,10 +17,11 @@ use winit::window::Window;
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use crate::ecs::components::camera::CameraComponent;
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use crate::ecs::components::model::ModelComponent;
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use crate::ecs::components::transform::TransformComponent;
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use crate::math::Transform;
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use crate::math::{Transform, self};
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use super::camera::RenderCamera;
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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::LightUniform;
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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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@ -87,6 +89,11 @@ pub struct BasicRenderer {
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texture_bind_group_layout: BindGroupLayout,
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default_texture_bind_group: BindGroup,
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depth_buffer_texture: RenderTexture,
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point_light_uniform: LightUniform,
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point_light_buffer: wgpu::Buffer,
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point_light_bind_group_layout: BindGroupLayout,
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point_light_bind_group: BindGroup,
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}
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impl BasicRenderer {
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@ -236,10 +243,51 @@ impl BasicRenderer {
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next_indices: TransformBufferIndices { buffer_index: 0, transform_index: 0 },
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};
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let point_light_uniform = LightUniform {
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position: glam::Vec3::new(0.0, -2.0, -13.0),
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_padding: 0,
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color: glam::Vec3::new(1.0, 1.0, 1.0),
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_padding2: 0,
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};
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let point_light_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Point Light Buffer"),
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contents: bytemuck::cast_slice(&[glam::Mat4::IDENTITY]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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}
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);
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let point_light_bind_group_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 {
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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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],
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label: Some("point_light_bind_group_layout"),
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});
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let point_light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &point_light_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: point_light_buffer.as_entire_binding(),
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}
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],
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label: Some("point_light_bind_group"),
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});
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let camera_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[glam::Mat4::IDENTITY]),
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contents: bytemuck::cast_slice(&[CameraUniform::default()]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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}
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);
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@ -248,7 +296,7 @@ impl BasicRenderer {
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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,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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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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@ -323,13 +371,19 @@ impl BasicRenderer {
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default_texture_bind_group: default_tex_bindgroup,
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depth_buffer_texture: depth_texture,
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entity_last_transforms: HashMap::new(),
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point_light_uniform,
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point_light_buffer,
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point_light_bind_group_layout,
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point_light_bind_group,
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};
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// create the default pipelines
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let mut pipelines = HashMap::new();
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pipelines.insert(0, Arc::new(FullRenderPipeline::new(&s.device, &s.config, &shader,
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vec![super::vertex::Vertex::desc(),],
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vec![&s.texture_bind_group_layout, &s.transform_bind_group_layout, &camera_bind_group_layout])));
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vec![&s.texture_bind_group_layout, &s.transform_bind_group_layout, &camera_bind_group_layout,
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&s.point_light_bind_group_layout])));
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s.render_pipelines = pipelines;
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s
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@ -376,12 +430,14 @@ impl BasicRenderer {
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let positions = mesh.position().unwrap();
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let tex_coords: Vec<glam::Vec2> = mesh.tex_coords().cloned()
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.unwrap_or_else(|| vec![glam::Vec2::new(0.0, 0.0); positions.len()]);
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let normals = mesh.normals().unwrap();
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assert!(positions.len() == tex_coords.len());
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assert!(positions.len() == tex_coords.len() && positions.len() == normals.len());
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let vertex_inputs: Vec<Vertex> = std::iter::zip(positions, tex_coords)
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.map(|(v, t)| Vertex::new(*v, t))
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.collect();
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let mut vertex_inputs = vec![];
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for (v, t, n) in izip!(positions.iter(), tex_coords.iter(), normals.iter()) {
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vertex_inputs.push(Vertex::new(*v, *t, *n));
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}
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let vertex_buffer = self.device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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@ -588,10 +644,22 @@ impl Renderer for BasicRenderer {
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if let Some(camera) = main_world.query_mut::<(&mut CameraComponent,)>().into_iter().next() {
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let view_proj = self.inuse_camera.update_view_projection(camera);
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self.queue.write_buffer(&self.camera_buffer, 0, bytemuck::cast_slice(&[*view_proj]));
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let pos = camera.transform.translation;
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let uniform = CameraUniform {
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view_proj: *view_proj,
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view_pos: glam::Vec4::new(pos.x, pos.y, pos.z, 0.0),
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};
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self.queue.write_buffer(&self.camera_buffer, 0, bytemuck::cast_slice(&[uniform]));
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} else {
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warn!("Missing camera!");
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}
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{
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let old_pos = self.point_light_uniform.position;
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self.point_light_uniform.position = glam::Quat::from_axis_angle(glam::Vec3::Z,
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math::Angle::Degrees(1.0).to_radians()) * old_pos;
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self.queue.write_buffer(&self.point_light_buffer, 0, bytemuck::cast_slice(&[self.point_light_uniform]));
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}
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}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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@ -650,6 +718,9 @@ impl Renderer for BasicRenderer {
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// Bind camera
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render_pass.set_bind_group(2, &self.camera_bind_group, &[]);
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// bind light
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render_pass.set_bind_group(3, &self.point_light_bind_group, &[]);
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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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@ -3,15 +3,24 @@
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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@location(2) normal: vec3<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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@location(1) world_position: vec3<f32>,
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@location(2) world_normal: vec3<f32>,
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}
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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view_pos: vec4<f32>,
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};
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struct PointLight {
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position: vec3<f32>,
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color: vec3<f32>,
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};
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@group(1) @binding(0)
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@ -20,13 +29,25 @@ var<uniform> u_model_transform: mat4x4<f32>;
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@group(2) @binding(0)
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var<uniform> camera: CameraUniform;
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@group(3) @binding(0)
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var<uniform> point_light: PointLight;
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = camera.view_proj * u_model_transform * vec4<f32>(model.position, 1.0);
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out.world_normal = (u_model_transform * vec4<f32>(model.normal, 0.0)).xyz;
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//out.world_normal = model.normal;
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var world_position: vec4<f32> = u_model_transform * vec4<f32>(model.position, 1.0);
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out.world_position = world_position.xyz;
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return out;
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}
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@ -37,7 +58,35 @@ 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(3) @binding(0)
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//var<uniform> point_light: PointLight;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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//return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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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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let ambient_color = point_light.color * ambient_strength;
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//// diffuse ////
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let light_dir = normalize(point_light.position - in.world_position);
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let diffuse_strength = max(dot(in.world_normal, light_dir), 0.0);
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let diffuse_color = point_light.color * diffuse_strength;
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//// end of diffuse ////
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//// specular ////
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let view_dir = normalize(camera.view_pos.xyz - in.world_position);
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let half_dir = normalize(view_dir + light_dir);
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let specular_strength = pow(max(dot(in.world_normal, half_dir), 0.0), 32.0);
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let specular_color = specular_strength * point_light.color;
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//// end of specular ////
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let result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
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return vec4<f32>(result, object_color.a);
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}
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@ -4,14 +4,15 @@ use super::desc_buf_lay::DescVertexBufferLayout;
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct Vertex {
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pub position: glam::Vec3,
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pub tex_coords: glam::Vec2
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pub tex_coords: glam::Vec2,
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pub normals: glam::Vec3,
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//pub color: [f32; 3], // TODO: add color again
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}
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impl Vertex {
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pub fn new(position: glam::Vec3, tex_coords: glam::Vec2) -> Self {
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pub fn new(position: glam::Vec3, tex_coords: glam::Vec2, normals: glam::Vec3) -> Self {
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Self {
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position, tex_coords
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position, tex_coords, normals
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}
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}
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}
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@ -31,6 +32,11 @@ impl DescVertexBufferLayout for Vertex {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2, // Vec2
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3, // Vec3
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}
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]
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}
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