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12 changed files with 167 additions and 207 deletions

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@ -25,8 +25,8 @@ impl Default for FreeFlyCamera {
Self {
speed: 4.0,
slow_speed_factor: 0.25,
look_speed: 0.5,
mouse_sensitivity: 0.9,
look_speed: 0.3,
mouse_sensitivity: 1.0,
look_with_keys: false,
}
}

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@ -1,6 +1,6 @@
use std::{cell::Ref, ptr::NonNull};
use lyra_engine::{assets::gltf::Gltf, change_tracker::Ct, ecs::{query::{QueryBorrow, ViewState}, system::{BatchedSystem, Criteria, CriteriaSchedule, IntoSystem}, Component, World}, game::Game, input::{Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource, InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput}, math::{self, Quat, Transform, Vec3}, render::{light::{directional::DirectionalLight, PointLight, SpotLight}, window::{CursorGrabMode, WindowOptions}}, scene::CameraComponent, DeltaTime};
use lyra_engine::{assets::gltf::Gltf, ecs::{query::{QueryBorrow, ViewState}, system::{BatchedSystem, Criteria, CriteriaSchedule, IntoSystem}, Component, World}, game::Game, input::{Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource, InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput}, math::{self, Quat, Transform, Vec3}, render::light::{directional::DirectionalLight, SpotLight}, scene::CameraComponent, DeltaTime};
use lyra_engine::assets::ResourceManager;
mod free_fly_camera;
@ -93,16 +93,15 @@ async fn main() {
//let diffuse_texture = resman.request::<Texture>("assets/happy-tree.png").unwrap();
//let antique_camera_model = resman.request::<Model>("assets/AntiqueCamera.glb").unwrap();
//let cube_model = resman.request::<Model>("assets/cube-texture-bin.glb").unwrap();
let cube_gltf = resman.request::<Gltf>("assets/texture-sep/texture-sep.gltf").unwrap();
/*let crate_gltf = resman.request::<Gltf>("assets/crate/crate.gltf").unwrap();
/* let cube_gltf = resman.request::<Gltf>("assets/texture-sep/texture-sep.gltf").unwrap();
let crate_gltf = resman.request::<Gltf>("assets/crate/crate.gltf").unwrap();
let separate_gltf = resman.request::<Gltf>("assets/pos-testing/child-node-cubes.glb").unwrap(); */
//drop(resman);
cube_gltf.wait_recurse_dependencies_load();
let cube_mesh = &cube_gltf.data_ref()
/* let cube_mesh = &cube_gltf.data_ref()
.unwrap().meshes[0];
/* let crate_mesh = &crate_gltf.data_ref()
let crate_mesh = &crate_gltf.data_ref()
.unwrap().meshes[0];
let separate_scene = &separate_gltf.data_ref()
@ -152,33 +151,29 @@ async fn main() {
));
}
{
//let mut light_tran = Transform::from_xyz(-3.5, 0.2, -4.5);
//light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
/* {
let mut light_tran = Transform::from_xyz(-3.5, 0.2, -4.5);
light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
world.spawn((
PointLight {
color: Vec3::new(0.0, 0.0, 1.0),
intensity: 3.3,
SpotLight {
color: Vec3::new(1.0, 0.2, 0.2),
cutoff: math::Angle::Degrees(12.5),
outer_cutoff: math::Angle::Degrees(17.5),
constant: 1.0,
linear: 0.09,
quadratic: 0.032,
ambient: 0.2,
diffuse: 1.0,
specular: 1.3,
linear: 0.007,
quadratic: 0.0002,
ambient: 0.0,
diffuse: 7.0,
specular: 1.0,
},
Transform::new(
Vec3::new(-5.0, 1.0, -1.28),
Quat::IDENTITY,
Vec3::new(0.25, 0.25, 0.25),
),
Transform::from(light_tran),
cube_mesh.clone(),
));
}
/* {
{
let mut light_tran = Transform::from_xyz(2.0, 2.5, -9.5);
light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
world.spawn((

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@ -5,7 +5,7 @@
"commandLine": "",
"environment": [
],
"executable": "/media/data_drive/Development/Rust/lyra-engine/target/debug/testbed",
"executable": "/media/data_drive/Development/Rust/lyra-test/engine/target/debug/testbed",
"inject": false,
"numQueuedFrames": 1,
"options": {
@ -23,6 +23,6 @@
"verifyBufferAccess": false
},
"queuedFrameCap": 5,
"workingDir": "/media/data_drive/Development/Rust/lyra-engine/examples/testbed"
"workingDir": "/media/data_drive/Development/Rust/lyra-test/engine/examples/testbed"
}
}

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@ -350,7 +350,6 @@ impl Game {
// done by prefix, so it includes all lyra subpackages
.with_target("lyra", Level::DEBUG)
.with_target("wgpu", Level::WARN)
.with_target("winit", Level::DEBUG)
.with_default(Level::INFO))
.init();

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@ -6,14 +6,14 @@ use lyra_ecs::{Entity, Tick, World, query::{Entities, TickOf}};
pub use point::*;
pub use spotlight::*;
use std::{collections::{HashMap, VecDeque}, marker::PhantomData};
use std::{collections::{VecDeque, HashMap}, marker::PhantomData};
use std::mem;
use crate::math::Transform;
use self::directional::DirectionalLight;
use super::render_buffer::BindGroupPair;
const MAX_LIGHT_COUNT: usize = 16;
/// A struct that stores a list of lights in a wgpu::Buffer.
@ -101,7 +101,8 @@ impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
pub(crate) struct LightUniformBuffers {
pub buffer: wgpu::Buffer,
pub bind_group_pair: BindGroupPair,
pub bindgroup_layout: wgpu::BindGroupLayout,
pub bindgroup: wgpu::BindGroup,
pub light_indexes: HashMap<Entity, u32>,
pub current_light_idx: u32,
}
@ -158,7 +159,8 @@ impl LightUniformBuffers {
Self {
buffer,
bind_group_pair: BindGroupPair::new(bindgroup, bindgroup_layout),
bindgroup_layout,
bindgroup,
light_indexes: Default::default(),
current_light_idx: 0,
}

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@ -1,36 +1,47 @@
use std::{borrow::Cow, mem, rc::Rc};
use std::{borrow::Cow, mem, num::NonZeroU32, ptr::NonNull, rc::Rc};
use glam::UVec2;
use wgpu::{util::DeviceExt, ComputePipeline};
use winit::dpi::PhysicalSize;
use super::{light::LightUniformBuffers, render_buffer::{BindGroupPair, BufferWrapper}, texture::RenderTexture};
use super::{light::LightUniformBuffers, render_buffer::BufferWrapper, renderer::RenderPass, texture::RenderTexture};
pub(crate) struct LightIndicesGridBuffer {
struct LightIndicesGridBuffer {
indices_buffer: wgpu::Buffer,
grid_texture: wgpu::Texture,
grid_texture_view: wgpu::TextureView,
pub bg_pair: BindGroupPair,
bind_group_layout: wgpu::BindGroupLayout,
bind_group: wgpu::BindGroup,
}
pub(crate) struct LightCullCompute {
device: Rc<wgpu::Device>,
queue: Rc<wgpu::Queue>,
pipeline: ComputePipeline,
pub light_indices_grid: LightIndicesGridBuffer,
lights: NonNull<LightUniformBuffers>,
camera: NonNull<BufferWrapper>,
light_indices_grid: LightIndicesGridBuffer,
screen_size_buffer: BufferWrapper,
workgroup_size: glam::UVec2,
depth_tex: NonNull<RenderTexture>,
}
impl LightCullCompute {
fn create_grid(device: &wgpu::Device, screen_size: PhysicalSize<u32>, workgroup_size: glam::UVec2) -> LightIndicesGridBuffer {
let mut contents = Vec::<u8>::new();
let contents_len = workgroup_size.x * workgroup_size.y * mem::size_of::<u8>() as u32;
contents.resize(contents_len as _, 0);
fn create_grid(device: &wgpu::Device, screen_size: PhysicalSize<u32>) -> LightIndicesGridBuffer {
let limits = device.limits();
//let max_buffer_sizes = (limits.max_uniform_buffer_binding_size as u64) / 2;
/* let light_indices_buffer = device.create_buffer(
&wgpu::BufferDescriptor {
label: Some("B_LightIndices"),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
size: (mem::size_of::<u32>() * 16 * 16) as u64,
mapped_at_creation: false,
}
); */
let light_indices_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("B_LightIndices"),
contents: &contents,
contents: &[0; mem::size_of::<u32>() * 16 * 16],
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
@ -117,11 +128,12 @@ impl LightCullCompute {
indices_buffer: light_indices_buffer,
grid_texture,
grid_texture_view,
bg_pair: BindGroupPair::new(light_indices_bg, light_indices_bg_layout),
bind_group_layout: light_indices_bg_layout,
bind_group: light_indices_bg,
}
}
pub fn new(device: Rc<wgpu::Device>, queue: Rc<wgpu::Queue>, screen_size: PhysicalSize<u32>, lights_buffers: &LightUniformBuffers, camera_buffers: &BufferWrapper, depth_texture: &mut RenderTexture) -> Self {
pub fn new(device: Rc<wgpu::Device>, queue: Rc<wgpu::Queue>, screen_size: PhysicalSize<u32>, lights: &LightUniformBuffers, camera_buffers: &BufferWrapper, depth_texture: &mut RenderTexture) -> Self {
let screen_size_buffer = BufferWrapper::builder()
.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
.label_prefix("ScreenSize")
@ -136,18 +148,18 @@ impl LightCullCompute {
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(shader_src)),
});
let workgroup_size = glam::UVec2::new((screen_size.width as f32 / 16.0).ceil() as u32, (screen_size.height as f32 / 16.0).ceil() as u32);
let light_grid = Self::create_grid(&device, screen_size, workgroup_size);
let light_grid = Self::create_grid(&device, screen_size);
let depth_tex_pair = depth_texture.create_bind_group(&device);
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("PipeLay_LightCull"),
bind_group_layouts: &[
//&depth_texture.bindgroup_pair.as_ref().unwrap().layout,
&depth_tex_pair.layout,
&camera_buffers.bindgroup_layout().unwrap(),
&lights_buffers.bind_group_pair.layout,
&light_grid.bg_pair.layout,
camera_buffers.bindgroup_layout().unwrap(),
&lights.bindgroup_layout,
&light_grid.bind_group_layout,
screen_size_buffer.bindgroup_layout().unwrap(),
],
push_constant_ranges: &[],
@ -164,19 +176,22 @@ impl LightCullCompute {
device,
queue,
pipeline,
lights: NonNull::from(lights),
camera: NonNull::from(camera_buffers),
light_indices_grid: light_grid,
screen_size_buffer,
workgroup_size,
depth_tex: NonNull::from(depth_texture),
}
}
pub fn update_screen_size(&mut self, size: PhysicalSize<u32>) {
pub fn update_screen_size(&self, size: PhysicalSize<u32>) {
self.screen_size_buffer.write_buffer(&self.queue, 0,
&[UVec2::new(size.width, size.height)]);
self.workgroup_size = glam::UVec2::new((size.width as f32 / 16.0).ceil() as u32, (size.height as f32 / 16.0).ceil() as u32);
}
pub fn compute(&mut self, camera_buffers: &BufferWrapper, lights_buffers: &LightUniformBuffers, depth_texture: &RenderTexture) {
pub fn compute(&mut self) {
//self.queue.write_buffer(&self.light_indices_grid.indices_buffer, 0, &[0; mem::size_of::<u32>() * 16 * 16]);
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("LightCullCompute"),
});
@ -187,14 +202,20 @@ impl LightCullCompute {
});
pass.set_pipeline(&self.pipeline);
let depth = unsafe { self.depth_tex.as_ref() };
pass.set_bind_group(0, depth.bind_group(), &[]);
pass.set_bind_group(0, depth_texture.bind_group(), &[]);
pass.set_bind_group(1, &camera_buffers.bindgroup(), &[]);
pass.set_bind_group(2, &lights_buffers.bind_group_pair.bindgroup, &[]);
pass.set_bind_group(3, &self.light_indices_grid.bg_pair.bindgroup, &[]);
let cam = unsafe { self.camera.as_ref() };
pass.set_bind_group(1, cam.bindgroup(), &[]);
let lights = unsafe { self.lights.as_ref() };
pass.set_bind_group(2, &lights.bindgroup, &[]);
pass.set_bind_group(3, &self.light_indices_grid.bind_group, &[]);
pass.set_bind_group(4, self.screen_size_buffer.bindgroup(), &[]);
pass.dispatch_workgroups(self.workgroup_size.x, self.workgroup_size.y, 1);
pass.dispatch_workgroups(16, 16, 1);
}
self.queue.submit(std::iter::once(encoder.finish()));
self.device.poll(wgpu::Maintain::Wait);

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@ -1,4 +1,4 @@
use std::rc::Rc;
use std::sync::Arc;
use lyra_resource::{ResHandle, Texture};
@ -11,7 +11,7 @@ pub struct MaterialSpecular {
pub color_texture: Option<RenderTexture>,
}
fn texture_to_render(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: &Rc<wgpu::BindGroupLayout>, i: &Option<ResHandle<Texture>>) -> Option<RenderTexture> {
fn texture_to_render(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: &Arc<wgpu::BindGroupLayout>, i: &Option<ResHandle<Texture>>) -> Option<RenderTexture> {
if let Some(tex) = i {
RenderTexture::from_resource(device, queue, bg_layout.clone(), tex, None).ok()
} else {
@ -20,7 +20,7 @@ fn texture_to_render(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: &Rc<
}
impl MaterialSpecular {
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<wgpu::BindGroupLayout>, value: &lyra_resource::gltf::Specular) -> Self {
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, value: &lyra_resource::gltf::Specular) -> Self {
let tex = texture_to_render(device, queue, &bg_layout, &value.texture);
let color_tex = texture_to_render(device, queue, &bg_layout, &value.color_texture);
@ -45,7 +45,7 @@ pub struct Material {
}
impl Material {
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<wgpu::BindGroupLayout>, value: &lyra_resource::gltf::Material) -> Self {
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, value: &lyra_resource::gltf::Material) -> Self {
let diffuse_texture = texture_to_render(device, queue, &bg_layout, &value.base_color_texture);
let specular = value.specular.as_ref().map(|s| MaterialSpecular::from_resource(device, queue, bg_layout.clone(), s));

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@ -1,4 +1,4 @@
use std::{num::NonZeroU32, rc::Rc};
use std::{num::NonZeroU32, ops::Deref, sync::Arc};
use wgpu::util::DeviceExt;
@ -23,13 +23,13 @@ impl RenderBuffer {
pub struct BindGroupPair {
pub bindgroup: wgpu::BindGroup,
pub layout: Rc<wgpu::BindGroupLayout>,
pub layout: Arc<wgpu::BindGroupLayout>,
}
impl BindGroupPair {
pub fn create_bind_group(device: &wgpu::Device, layout: Rc<wgpu::BindGroupLayout>, entries: &[wgpu::BindGroupEntry<'_>]) -> Self {
pub fn new_from_layout(device: &wgpu::Device, layout: Arc<wgpu::BindGroupLayout>, entries: &[wgpu::BindGroupEntry<'_>]) -> Self {
let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &layout,
layout: layout.as_ref(),
entries,
label: None,
});
@ -43,7 +43,7 @@ impl BindGroupPair {
pub fn new(bindgroup: wgpu::BindGroup, layout: wgpu::BindGroupLayout) -> Self {
Self {
bindgroup,
layout: Rc::new(layout),
layout: Arc::new(layout),
}
}
}
@ -92,7 +92,7 @@ impl BufferWrapper {
///
/// Returns None if this buffer object was not provided a bindgroup.
pub fn bindgroup_layout(&self) -> Option<&wgpu::BindGroupLayout> {
self.bindgroup_pair.as_ref().map(|bg| &*bg.layout)
self.bindgroup_pair.as_ref().map(|bg| bg.layout.deref())
}
/// Queue's the data to be written to `buffer` starting at `offset`.
@ -272,7 +272,7 @@ impl BufferWrapperBuilder {
],
label: self.format_label("BGL_").as_deref(),
});
//let bg_layout = Arc::new(bg_layout);
let bg_layout = Arc::new(bg_layout);
let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
@ -288,7 +288,7 @@ impl BufferWrapperBuilder {
BindGroupPair {
bindgroup: bg,
layout: Rc::new(bg_layout),
layout: bg_layout,
}
}
};

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@ -59,7 +59,7 @@ struct MeshBufferStorage {
//#[allow(dead_code)]
//render_texture: Option<RenderTexture>,
material: Option<Rc<Material>>,
material: Option<Material>,
// The index of the transform for this entity.
// The tuple is structured like this: (transform index, index of transform inside the buffer)
@ -88,7 +88,6 @@ pub struct BasicRenderer {
pub render_jobs: VecDeque<RenderJob>,
mesh_buffers: HashMap<uuid::Uuid, MeshBufferStorage>, // TODO: clean up left over buffers from deleted entities/components
material_buffers: HashMap<uuid::Uuid, Rc<Material>>,
entity_meshes: HashMap<Entity, uuid::Uuid>,
entity_last_transforms: HashMap<Entity, CachedTransform>,
@ -100,7 +99,7 @@ pub struct BasicRenderer {
camera_buffer: BufferWrapper,
//camera_bind_group: wgpu::BindGroup,
bgl_texture: Rc<BindGroupLayout>,
bgl_texture: Arc<BindGroupLayout>,
default_texture: RenderTexture,
depth_buffer_texture: RenderTexture,
@ -173,7 +172,7 @@ impl BasicRenderer {
};
surface.configure(&device, &config);
let bgl_texture = Rc::new(RenderTexture::create_layout(&device));
let bgl_texture = Arc::new(RenderTexture::create_layout(&device));
let shader_src = include_str!("shaders/base.wgsl");
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
@ -224,7 +223,6 @@ impl BasicRenderer {
render_pipelines: HashMap::new(),
render_jobs: VecDeque::new(),
mesh_buffers: HashMap::new(),
material_buffers: HashMap::new(),
entity_meshes: HashMap::new(),
render_limits,
@ -249,10 +247,8 @@ impl BasicRenderer {
vec![super::vertex::Vertex::desc(),],
vec![&s.bgl_texture, &s.transform_buffers.bindgroup_layout,
s.camera_buffer.bindgroup_layout().unwrap(),
&s.light_buffers.bind_group_pair.layout, &s.material_buffer.bindgroup_pair.as_ref().unwrap().layout,
&s.bgl_texture,
&s.light_cull_compute.light_indices_grid.bg_pair.layout,
])));
&s.light_buffers.bindgroup_layout, &s.material_buffer.bindgroup_pair.as_ref().unwrap().layout,
&s.bgl_texture])));
s.render_pipelines = pipelines;
s
@ -351,24 +347,18 @@ impl BasicRenderer {
let (vertex_buffer, buffer_indices) = self.create_vertex_index_buffers(mesh);
let material = mesh.material.as_ref()
.expect("Material resource not loaded yet");
let material_ref = material.data_ref()
.expect("Material resource not loaded yet")
.data_ref()
.unwrap();
let material = self.material_buffers.entry(material.uuid())
.or_insert_with(|| {
debug!(uuid=material.uuid().to_string(), "Sending material to gpu");
Rc::new(Material::from_resource(&self.device, &self.queue, self.bgl_texture.clone(), &material_ref))
});
// TODO: support material uniforms from multiple uniforms
let uni = MaterialUniform::from(&**material);
let material = Material::from_resource(&self.device, &self.queue, self.bgl_texture.clone(), &material);
let uni = MaterialUniform::from(&material);
self.queue.write_buffer(&self.material_buffer.inner_buf, 0, bytemuck::bytes_of(&uni));
debug!("Wrote material to buffer");
MeshBufferStorage {
buffer_vertex: vertex_buffer,
buffer_indices,
material: Some(material.clone()),
material: Some(material),
}
}
@ -519,7 +509,7 @@ impl Renderer for BasicRenderer {
let output = self.surface.get_current_texture()?;
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
self.light_cull_compute.compute(&self.camera_buffer, &self.light_buffers, &self.depth_buffer_texture);
//self.light_cull_compute.compute();
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Basic Renderer's Encoder")
@ -581,11 +571,9 @@ impl Renderer for BasicRenderer {
render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
render_pass.set_bind_group(2, &self.camera_buffer.bindgroup(), &[]);
render_pass.set_bind_group(3, &self.light_buffers.bind_group_pair.bindgroup, &[]);
render_pass.set_bind_group(3, &self.light_buffers.bindgroup, &[]);
render_pass.set_bind_group(4, &self.material_buffer.bindgroup_pair.as_ref().unwrap().bindgroup, &[]);
render_pass.set_bind_group(6, &self.light_cull_compute.light_indices_grid.bg_pair.bindgroup, &[]);
// 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;
@ -617,13 +605,7 @@ impl Renderer for BasicRenderer {
// tell other things of updated resize
self.surface.configure(&self.device, &self.config);
let create_bindgroup = self.depth_buffer_texture.bindgroup_pair.is_some();
self.depth_buffer_texture = RenderTexture::create_depth_texture(&self.device, &self.config, "Depth Buffer Texture");
if create_bindgroup {
self.depth_buffer_texture.create_bind_group(&self.device);
}
self.inuse_camera.update_aspect_ratio(self.size);
self.light_cull_compute.update_screen_size(new_size);
}

View File

@ -2,9 +2,9 @@
const max_light_count: u32 = 16u;
const LIGHT_TY_DIRECTIONAL = 0u;
const LIGHT_TY_POINT = 1u;
const LIGHT_TY_SPOT = 2u;
const light_ty_directional = 0u;
const light_ty_point = 1u;
const light_ty_spot = 2u;
struct VertexInput {
@location(0) position: vec3<f32>,
@ -97,79 +97,41 @@ var t_specular: texture_2d<f32>;
@group(5) @binding(1)
var s_specular: sampler;
@group(6) @binding(0)
var<storage, read_write> u_light_indices: array<u32>;
@group(6) @binding(1)
var t_light_grid: texture_storage_2d<rg32uint, read_write>; // vec2<u32>
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
/*let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
let specular_color: vec3<f32> = textureSample(t_specular, s_specular, in.tex_coords).xyz;
// this needs to be 0.0 for the math
//u_lights.directional_light.direction.w = 0.0;
var light_res = vec3<f32>(0.0);
for (var i = 0u; i < u_lights.light_count; i++) {
var light = u_lights.data[i];
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
if (light.light_ty == light_ty_directional) {
light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color);
} else if (light.light_ty == LIGHT_TY_POINT) {
} else if (light.light_ty == light_ty_point) {
light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color);
} else if (light.light_ty == LIGHT_TY_SPOT) {
} else if (light.light_ty == light_ty_spot) {
light_res += blinn_phong_spot_light(in.world_position, in.world_normal, light, u_material, specular_color);
}
}
/*var light_res = blinn_phong_dir_light(in.world_position, in.world_normal, u_lights.directional_light, u_material, specular_color);
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], u_material, specular_color);
}
for (var i = 0u; i < u_lights.spot_light_count; i++) {
light_res += blinn_phong_spot_light(in.world_position, in.world_normal, u_lights.spot_lights[i], u_material, specular_color);
}*/
let light_object_res = light_res * (object_color.xyz/* * u_material.diffuse.xyz*/);
return vec4<f32>(light_object_res, object_color.a);*/
let tile_index = vec2<u32>(floor(in.clip_position.xy / 16.0));
let tile: vec2<u32> = textureLoad(t_light_grid, tile_index).xy;
let object_color: vec4<f32> = textureSample(t_diffuse, s_diffuse, in.tex_coords);
let specular_color: vec3<f32> = textureSample(t_specular, s_specular, in.tex_coords).xyz;
var light_res = vec3<f32>(0.0);
let light_offset = tile.x;
let light_count = tile.y;
for (var i = 0u; i < light_count; i++) {
let light_index = u_light_indices[light_offset + i];
let light: Light = u_lights.data[light_index];
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color);
} else if (light.light_ty == LIGHT_TY_POINT) {
light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color);
} else if (light.light_ty == LIGHT_TY_SPOT) {
light_res += blinn_phong_spot_light(in.world_position, in.world_normal, light, u_material, specular_color);
}
}
let light_object_res = light_res * (object_color.xyz);
return vec4<f32>(light_object_res, object_color.a);
//return debug_grid(in);
}
fn debug_grid(in: VertexOutput) -> vec4<f32> {
let tile_index_float: vec2<f32> = in.clip_position.xy / 16.0;
let tile_index = vec2<u32>(floor(tile_index_float));
let tile: vec2<u32> = textureLoad(t_light_grid, tile_index).xy;
// detect where the line grids would be at
let x = tile_index_float.x - trunc(tile_index_float.x);
let y = tile_index_float.y - trunc(tile_index_float.y);
let ta: bool = x < 0.05 || y < 0.05;
let tb: bool = x > 0.95 || y > 0.95;
if ( ta || tb ) {
return vec4<f32>(0.0, 0.0, 0.0, 1.0);
} else {
return vec4<f32>(f32(tile_index.x) / 50.0, f32(tile_index.y) / 38.0, 0.0, 1.0);
}
}
fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {

View File

@ -1,9 +1,9 @@
const BLOCK_SIZE: i32 = 16;
const MAX_TILE_VISIBLE_LIGHTS: u32 = 1024u;
const block_size: i32 = 16;
const max_tile_visible_lights: u32 = 1024u;
const LIGHT_TY_DIRECTIONAL = 0u;
const LIGHT_TY_POINT = 1u;
const LIGHT_TY_SPOT = 2u;
const light_ty_directional = 0u;
const light_ty_point = 1u;
const light_ty_spot = 2u;
// Possible computer shader inputs:
//
@ -44,13 +44,13 @@ var<workgroup> wg_max_depth: atomic<u32>;
var<workgroup> wg_frustum_planes: array<vec4<f32>, 6>;
// index list of visible light sources for this tile
var<workgroup> wg_visible_light_indices: array<u32, MAX_TILE_VISIBLE_LIGHTS>;
var<workgroup> wg_visible_light_indices: array<u32, max_tile_visible_lights>;
var<workgroup> wg_visible_light_count: atomic<u32>;
//var<workgroup> view_projection: mat4x4;
@group(0) @binding(0)
var t_depthmap: texture_depth_2d;
var t_depthmap: texture_2d<f32>;
@group(0) @binding(1)
var s_depthmap: sampler;
@ -62,8 +62,11 @@ var<storage, read> u_lights: Lights;
@group(3) @binding(0)
var<storage, read_write> u_light_indices: array<u32>;
/*@group(3) @binding(1)
var<uniform> u_light_grid: array<array<vec2<u32>>>;*/
@group(3) @binding(1)
var t_light_grid: texture_storage_2d<rg32uint, read_write>;
var t_light_grid: texture_storage_2d<rg32uint, read_write>; // rg32uint = vec2<u32> or vec4<u32>(r, g, 0.0, 1.0)
@group(4) @binding(0)
var<uniform> u_screen_size: vec2<u32>;
@ -93,8 +96,9 @@ fn cs_main(
workgroupBarrier();
// step 1: calculate the minimum and maximum depth values for this tile (using the depth map)
var tex_coord = vec2<u32>(global_invocation_id.xy);
var depth_float: f32 = textureLoad(t_depthmap, tex_coord, 0);
var tex_coord = vec2<f32>(global_invocation_id.xy);
//var depth_float: f32 = textureSample(t_depthmap, s_depthmap, tex_coord).r;
var depth_float = 0.0;
// bitcast the floating depth to u32 for atomic comparisons between threads
var depth_uint: u32 = bitcast<u32>(depth_float);
@ -142,7 +146,7 @@ fn cs_main(
// Process the lights detecting which ones to cull for this tile.
// Processes 256 lights simultaniously, each on a thread in the workgroup. Requires multiple
// iterations for more lights.
var thread_count = u32(BLOCK_SIZE * BLOCK_SIZE);
var thread_count = u32(block_size * block_size);
var pass_count = (u_lights.light_count + thread_count - 1u) / thread_count;
for (var i = 0u; i < pass_count; i++) {
// find the light index to check on this thread, make sure we're not trying to test
@ -156,21 +160,18 @@ fn cs_main(
var position = light.position;
var radius = light.range;
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
add_light(light_index);
} else if (light.light_ty == LIGHT_TY_POINT
if (light.light_ty != light_ty_directional
&& sphere_inside_frustrum(wg_frustum_planes, position, radius)) {
// TODO: add the light to the transparent geometry list
// TODO: spotlights
if (!sphere_inside_plane(position, radius, wg_frustum_planes[4])) {
add_light(light_index);
/*var offset: u32 = wg_visible_light_count;
var offset: u32 = wg_visible_light_count;
if (offset < MAX_TILE_VISIBLE_LIGHTS) {
if (offset < max_tile_visible_lights) {
atomicAdd(&wg_visible_light_count, 1u);
wg_visible_light_indices[offset] = light_index;
}*/
}
}
}
}
@ -181,14 +182,28 @@ fn cs_main(
// first update the light grid on the first thread
if (local_invocation_index == 0u) {
var offset = u32(index) * MAX_TILE_VISIBLE_LIGHTS; // index in the global light list
var offset = u32(index) * max_tile_visible_lights; // index in the global light list
//t_light_grid[workgroup_id.x][workgroup_id.y] = vec2<f32>(offset, wg_visible_light_count);
textureStore(t_light_grid, workgroup_id.xy, vec4<u32>(offset, wg_visible_light_count, 0u, 1u));
// TODO: update transparent light grid
/*var offset = index * max_tile_visible_lights; // position in the global light buffer
// update the light
for (var i = 0u; i < wg_visible_light_count; i++) {
//u_visible_light_indices[offset + i] = wg_visible_light_indices[i];
}
if (wg_visible_light_count != 1024) {
// Mark the end of the visible lights for this tile
u_visible_light_indices[offset + wg_visible_light_count] = -1;
}*/
}
workgroupBarrier();
// now update the light index list on all threads.
var indices_offset = u32(index) * MAX_TILE_VISIBLE_LIGHTS;
var indices_offset = u32(index) * max_tile_visible_lights;
//var pass_count = (wg_visible_light_count + thread_count - 1) / thread_count;
for (var i = 0u; i < pass_count; i++) {
// find the light index to check on this thread, make sure we're not trying to test
@ -209,20 +224,6 @@ fn cs_main(
}
}
/// Add a light to the visible light indicies list.
/// Returns a boolean indicating if the light was added.
fn add_light(light_index: u32) -> bool {
var offset: u32 = wg_visible_light_count;
if (offset < MAX_TILE_VISIBLE_LIGHTS) {
atomicAdd(&wg_visible_light_count, 1u);
wg_visible_light_indices[offset] = light_index;
return true;
}
return false;
}
fn sphere_inside_frustrum(frustum: array<vec4<f32>, 6>, sphere_origin: vec3<f32>, radius: f32) -> bool {
// to be able to index this array with a non-const value,
// it must be defined as a var
@ -243,7 +244,5 @@ fn sphere_inside_frustrum(frustum: array<vec4<f32>, 6>, sphere_origin: vec3<f32>
/// Source: Real-time collision detection, Christer Ericson (2005)
/// (https://www.3dgep.com/forward-plus/#light-culling-compute-shader)
fn sphere_inside_plane(sphere_origin: vec3<f32>, radius: f32, plane: vec4<f32>) -> bool {
//return dot(plane.xyz, sphere_origin) - plane.w < -radius;
return dot(vec4<f32>(sphere_origin, 0.0), plane) + radius > 0.0;
return dot(plane.xyz, sphere_origin) - plane.w < -radius;
}

View File

@ -1,4 +1,4 @@
use std::rc::Rc;
use std::sync::Arc;
use image::GenericImageView;
use lyra_resource::{FilterMode, ResHandle, Texture, WrappingMode};
@ -44,7 +44,7 @@ impl RenderTexture {
})
}
fn create_bind_group_pair(device: &wgpu::Device, layout: Rc<wgpu::BindGroupLayout>, view: &wgpu::TextureView, sampler: &wgpu::Sampler) -> BindGroupPair {
fn create_bind_group_pair(device: &wgpu::Device, layout: Arc<wgpu::BindGroupLayout>, view: &wgpu::TextureView, sampler: &wgpu::Sampler) -> BindGroupPair {
let bg = device.create_bind_group(
&wgpu::BindGroupDescriptor {
layout: &layout,
@ -68,12 +68,12 @@ impl RenderTexture {
}
}
pub fn from_bytes(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<wgpu::BindGroupLayout>, bytes: &[u8], label: &str) -> anyhow::Result<Self> {
pub fn from_bytes(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, bytes: &[u8], label: &str) -> anyhow::Result<Self> {
let img = image::load_from_memory(bytes)?;
Self::from_image(device, queue, bg_layout, &img, Some(label))
}
pub fn from_image(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<wgpu::BindGroupLayout>, img: &image::DynamicImage, label: Option<&str>) -> anyhow::Result<Self> {
pub fn from_image(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, img: &image::DynamicImage, label: Option<&str>) -> anyhow::Result<Self> {
let rgba = img.to_rgba8();
let dimensions = img.dimensions();
@ -134,7 +134,7 @@ impl RenderTexture {
})
}
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<wgpu::BindGroupLayout>, texture_res: &ResHandle<Texture>, label: Option<&str>) -> anyhow::Result<Self> {
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, texture_res: &ResHandle<Texture>, label: Option<&str>) -> anyhow::Result<Self> {
let texture_ref = texture_res.data_ref().unwrap();
let img = texture_ref.image.data_ref().unwrap();