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2 Commits
87aa440691
...
b45c2f4fab
Author | SHA1 | Date |
---|---|---|
SeanOMik | b45c2f4fab | |
SeanOMik | 40fa9c09da |
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@ -22,6 +22,24 @@
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"args": [],
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"cwd": "${workspaceFolder}/examples/testbed"
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},
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{
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"type": "lldb",
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"request": "launch",
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"name": "Debug lyra shadows",
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"cargo": {
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"args": [
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"build",
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"--manifest-path", "${workspaceFolder}/examples/shadows/Cargo.toml"
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//"--bin=shadows",
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],
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"filter": {
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"name": "shadows",
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"kind": "bin"
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}
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},
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"args": [],
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"cwd": "${workspaceFolder}/examples/shadows"
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},
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{
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"type": "lldb",
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"request": "launch",
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|
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@ -1881,7 +1881,6 @@ dependencies = [
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"lyra-scene",
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"petgraph",
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"quote",
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"rectangle-pack",
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"round_mult",
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"rustc-hash",
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"syn 2.0.51",
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@ -2769,12 +2768,6 @@ dependencies = [
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"rand_core 0.3.1",
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]
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[[package]]
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name = "rectangle-pack"
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version = "0.4.2"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "a0d463f2884048e7153449a55166f91028d5b0ea53c79377099ce4e8cf0cf9bb"
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[[package]]
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name = "redox_syscall"
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version = "0.3.5"
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@ -6,7 +6,7 @@ use lyra_engine::{
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InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput,
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},
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math::{self, Transform, Vec3},
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render::light::directional::DirectionalLight,
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render::light::{directional::DirectionalLight, PointLight},
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scene::{
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CameraComponent, FreeFlyCamera, FreeFlyCameraPlugin, WorldTransform,
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ACTLBL_LOOK_LEFT_RIGHT, ACTLBL_LOOK_ROLL, ACTLBL_LOOK_UP_DOWN,
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@ -130,12 +130,14 @@ fn setup_scene_plugin(game: &mut Game) {
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drop(resman);
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// cube in the air
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world.spawn((
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cube_mesh.clone(),
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WorldTransform::default(),
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Transform::from_xyz(0.0, -2.0, -5.0),
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));
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// cube on the right, on the ground
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world.spawn((
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cube_mesh.clone(),
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WorldTransform::default(),
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@ -159,10 +161,34 @@ fn setup_scene_plugin(game: &mut Game) {
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DirectionalLight {
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enabled: true,
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color: Vec3::new(1.0, 0.95, 0.9),
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intensity: 1.0,
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intensity: 0.5,
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},
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light_tran,
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));
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world.spawn((
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//cube_mesh.clone(),
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PointLight {
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enabled: true,
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color: Vec3::new(0.133, 0.098, 0.91),
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intensity: 2.0,
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range: 9.0,
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..Default::default()
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},
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Transform::from_xyz(5.0, -2.5, -3.3),
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));
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world.spawn((
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//cube_mesh.clone(),
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PointLight {
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enabled: true,
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color: Vec3::new(0.278, 0.984, 0.0),
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intensity: 2.0,
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range: 9.0,
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..Default::default()
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},
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Transform::from_xyz(-0.5, 2.0, -5.0),
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));
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}
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let mut camera = CameraComponent::new_3d();
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|
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@ -38,7 +38,6 @@ unique = "0.9.1"
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rustc-hash = "1.1.0"
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petgraph = { version = "0.6.5", features = ["matrix_graph"] }
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bind_match = "0.1.2"
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rectangle-pack = "0.4.2"
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round_mult = "0.1.3"
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[features]
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@ -1,7 +1,6 @@
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use std::{
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collections::VecDeque,
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mem,
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num::NonZeroU64,
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rc::Rc,
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sync::{Arc, RwLock, RwLockReadGuard, RwLockWriteGuard},
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};
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@ -11,18 +10,18 @@ use lyra_ecs::{
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AtomicRef, Component, Entity, ResourceData,
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};
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use lyra_game_derive::RenderGraphLabel;
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use lyra_math::Transform;
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use lyra_math::{Angle, Transform};
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use rustc_hash::FxHashMap;
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use tracing::{debug, warn};
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use tracing::warn;
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use wgpu::util::DeviceExt;
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use crate::render::{
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graph::{Node, NodeDesc, NodeType, SlotAttribute, SlotValue},
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light::directional::DirectionalLight,
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resource::{RenderPipeline, RenderPipelineDescriptor, Shader, VertexState},
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light::{directional::DirectionalLight, LightType, PointLight},
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resource::{FragmentState, RenderPipeline, RenderPipelineDescriptor, Shader, VertexState},
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transform_buffer_storage::TransformBuffers,
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vertex::Vertex,
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AtlasViewport, GpuSlotBuffer, TextureAtlas,
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AtlasFrame, GpuSlotBuffer, TextureAtlas,
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};
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use super::{MeshBufferStorage, RenderAssets, RenderMeshes};
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@ -43,10 +42,15 @@ pub struct ShadowMapsPassLabel;
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#[derive(Clone, Copy)]
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struct LightDepthMap {
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//light_projection_buffer: Arc<wgpu::Buffer>,
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//bindgroup: wgpu::BindGroup,
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/// The type of the light that this map is created for.
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light_type: LightType,
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/// The index of the first shadow depth map.
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///
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/// If the light is a point light, this is the index of the FIRST depth map in the atlas with
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/// the maps of the other sides following the index.
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atlas_index: u64,
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uniform_index: u64,
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/// The index of the uniform for the light in the uniform array.
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uniform_index: [u64; 6],
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}
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pub struct ShadowMapsPass {
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@ -63,6 +67,7 @@ pub struct ShadowMapsPass {
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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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point_light_pipeline: Option<RenderPipeline>,
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atlas: LightShadowMapAtlas,
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/// The depth map atlas sampler
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@ -79,10 +84,8 @@ impl ShadowMapsPass {
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: true,
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min_binding_size: Some(
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NonZeroU64::new(mem::size_of::<LightShadowUniform>() as _).unwrap(),
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),
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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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@ -93,7 +96,7 @@ impl ShadowMapsPass {
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device,
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wgpu::TextureFormat::Depth32Float,
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wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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SHADOW_SIZE * 4,
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SHADOW_SIZE * 8,
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);
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let atlas_size_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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@ -116,12 +119,11 @@ impl ShadowMapsPass {
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let cap = device.limits().max_storage_buffer_binding_size as u64
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/ mem::size_of::<LightShadowUniform>() as u64;
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let uniforms_buffer = GpuSlotBuffer::new_aligned(
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let uniforms_buffer = GpuSlotBuffer::new(
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device,
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Some("buffer_shadow_maps_light"),
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wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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cap,
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256,
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);
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let uniforms_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
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@ -132,7 +134,7 @@ impl ShadowMapsPass {
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: uniforms_buffer.buffer(),
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offset: 0,
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size: Some(NonZeroU64::new(mem::size_of::<LightShadowUniform>() as _).unwrap()),
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size: None,
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}),
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}],
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});
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@ -147,6 +149,7 @@ impl ShadowMapsPass {
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render_meshes: None,
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mesh_buffers: None,
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pipeline: None,
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point_light_pipeline: None,
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atlas_sampler: Rc::new(sampler),
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atlas: LightShadowMapAtlas(Arc::new(RwLock::new(atlas))),
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@ -157,41 +160,156 @@ impl ShadowMapsPass {
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fn create_depth_map(
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&mut self,
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queue: &wgpu::Queue,
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light_type: LightType,
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entity: Entity,
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light_pos: Transform,
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far_plane: f32,
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) -> LightDepthMap {
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const NEAR_PLANE: f32 = 0.1;
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const FAR_PLANE: f32 = 45.0;
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let mut atlas = self.atlas.get_mut();
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let (start_atlas_idx, uniform_indices) = match light_type {
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LightType::Directional => {
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// directional lights require a single map, so allocate that in the atlas.
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let atlas_index = atlas
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.pack_new_texture(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.expect("failed to pack new shadow map into texture atlas");
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let atlas_frame = atlas.texture_viewport(atlas_index);
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let atlas_frame = atlas.texture_frame(atlas_index)
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.expect("Frame missing");
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let ortho_proj =
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let projection =
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glam::Mat4::orthographic_rh(-10.0, 10.0, -10.0, 10.0, 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 look_view =
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glam::Mat4::look_to_rh(light_pos.translation, light_pos.forward(), light_pos.up());
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let light_proj = projection * look_view;
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let light_proj = ortho_proj * look_view;
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let uniform = LightShadowUniform {
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let u = LightShadowUniform {
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space_mat: light_proj,
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atlas_frame,
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near_plane: NEAR_PLANE,
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far_plane,
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_padding1: [0; 2],
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light_pos: light_pos.translation,
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_padding2: 0,
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};
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/* let uniform_index = self.light_uniforms_index;
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self.light_uniforms_index += 1;
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let uniform_index = self.light_uniforms_buffer.insert(queue, &u);
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let mut indices = [0; 6];
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indices[0] = uniform_index;
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(atlas_index, indices)
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}
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LightType::Spotlight => todo!(),
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LightType::Point => {
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let aspect = SHADOW_SIZE.x as f32 / SHADOW_SIZE.y as f32;
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let projection = glam::Mat4::perspective_rh(
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Angle::Degrees(90.0).to_radians(),
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aspect,
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NEAR_PLANE,
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far_plane,
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);
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//self.light_uniforms_buffer
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let offset = uniform_index_offset(&device.limits(), uniform_index);
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queue.write_buffer(&self.light_uniforms_buffer, offset as u64, bytemuck::bytes_of(&uniform)); */
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let uniform_index = self.light_uniforms_buffer.insert(queue, &uniform);
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let light_trans = light_pos.translation;
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// right, left, top, bottom, near, and far
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let views = [
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(1.0, 0.0, 0.0),
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glam::vec3(0.0, -1.0, 0.0),
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),
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(-1.0, 0.0, 0.0),
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glam::vec3(0.0, -1.0, 0.0),
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),
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(0.0, 1.0, 0.0),
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glam::vec3(0.0, 0.0, 1.0),
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),
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(0.0, -1.0, 0.0),
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glam::vec3(0.0, 0.0, -1.0),
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),
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(0.0, 0.0, 1.0),
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glam::vec3(0.0, -1.0, 0.0),
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),
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projection
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* glam::Mat4::look_at_rh(
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light_trans,
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light_trans + glam::vec3(0.0, 0.0, -1.0),
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glam::vec3(0.0, -1.0, 0.0),
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),
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];
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let atlas_idx_1 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let atlas_idx_2 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let atlas_idx_3 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let atlas_idx_4 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let atlas_idx_5 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let atlas_idx_6 =
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atlas.pack(SHADOW_SIZE.x as _, SHADOW_SIZE.y as _)
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.unwrap();
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let frames = [
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atlas.texture_frame(atlas_idx_1).unwrap(),
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atlas.texture_frame(atlas_idx_2).unwrap(),
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atlas.texture_frame(atlas_idx_3).unwrap(),
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atlas.texture_frame(atlas_idx_4).unwrap(),
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atlas.texture_frame(atlas_idx_5).unwrap(),
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atlas.texture_frame(atlas_idx_6).unwrap(),
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];
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// create the uniforms of the light, storing them in the gpu buffer, and
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// collecting the indices in the buffer they're at.
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let mut indices = [0; 6];
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for i in 0..6 {
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let uniform_i = self.light_uniforms_buffer.insert(
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queue,
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&LightShadowUniform {
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space_mat: views[i],
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atlas_frame: frames[i],
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near_plane: NEAR_PLANE,
|
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far_plane,
|
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_padding1: [0; 2],
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light_pos: light_trans,
|
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_padding2: 0,
|
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},
|
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);
|
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indices[i] = uniform_i;
|
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}
|
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|
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(atlas_idx_1, indices)
|
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}
|
||||
};
|
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|
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let v = LightDepthMap {
|
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atlas_index,
|
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uniform_index,
|
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light_type,
|
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atlas_index: start_atlas_idx,
|
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uniform_index: uniform_indices,
|
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};
|
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self.depth_maps.insert(entity, v);
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|
@ -270,14 +388,39 @@ impl Node for ShadowMapsPass {
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// use a queue for storing atlas ids to add to entities after the entities are iterated
|
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let mut index_components_queue = VecDeque::new();
|
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|
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/* for (entity, pos, (has_dir, has_point)) in world.view_iter::<(Entities, &Transform, Or<Has<DirectionalLight>, Has<PointLight>>)>() {
|
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if !self.depth_maps.contains_key(&entity) {
|
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// TODO: calculate far plane
|
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let (light_type, far_plane) = if has_dir.is_some() {
|
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(LightType::Directional, 45.0)
|
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} else if has_point.is_some() {
|
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(LightType::Point, 45.0)
|
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} else {
|
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todo!("Spot lights")
|
||||
};
|
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|
||||
// TODO: dont pack the textures as they're added
|
||||
let atlas_index =
|
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self.create_depth_map(&context.queue, light_type, entity, *pos, far_plane);
|
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index_components_queue.push_back((entity, atlas_index));
|
||||
}
|
||||
} */
|
||||
|
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for (entity, pos, _) in world.view_iter::<(Entities, &Transform, Has<DirectionalLight>)>() {
|
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if !self.depth_maps.contains_key(&entity) {
|
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// TODO: dont pack the textures as they're added
|
||||
let atlas_index =
|
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self.create_depth_map(&context.queue, entity, *pos);
|
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self.create_depth_map(&context.queue, LightType::Directional, entity, *pos, 45.0);
|
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index_components_queue.push_back((entity, atlas_index));
|
||||
}
|
||||
}
|
||||
|
||||
debug!("Created depth map for {:?} light entity", entity);
|
||||
for (entity, pos, _) in world.view_iter::<(Entities, &Transform, Has<PointLight>)>() {
|
||||
if !self.depth_maps.contains_key(&entity) {
|
||||
// TODO: dont pack the textures as they're added
|
||||
let atlas_index =
|
||||
self.create_depth_map(&context.queue, LightType::Point, entity, *pos, 30.0);
|
||||
index_components_queue.push_back((entity, atlas_index));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -287,7 +430,7 @@ impl Node for ShadowMapsPass {
|
|||
entity,
|
||||
LightShadowMapId {
|
||||
atlas_index: depth.atlas_index,
|
||||
uniform_index: depth.uniform_index,
|
||||
uniform_indices: depth.uniform_index,
|
||||
},
|
||||
);
|
||||
}
|
||||
|
@ -305,18 +448,14 @@ impl Node for ShadowMapsPass {
|
|||
&graph.device,
|
||||
&RenderPipelineDescriptor {
|
||||
label: Some("pipeline_shadows".into()),
|
||||
layouts: vec![bgl, transforms],
|
||||
layouts: vec![bgl.clone(), transforms.clone()],
|
||||
push_constant_ranges: vec![],
|
||||
vertex: VertexState {
|
||||
module: shader.clone(),
|
||||
entry_point: "vs_main".into(),
|
||||
buffers: vec![Vertex::position_desc().into()],
|
||||
},
|
||||
fragment: None, /* Some(FragmentState {
|
||||
module: shader,
|
||||
entry_point: "fs_main".into(),
|
||||
targets: vec![],
|
||||
}), */
|
||||
fragment: None,
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
|
@ -325,6 +464,40 @@ impl Node for ShadowMapsPass {
|
|||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
//cull_mode: Some(wgpu::Face::Front),
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
..Default::default()
|
||||
},
|
||||
multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
},
|
||||
));
|
||||
|
||||
self.point_light_pipeline = Some(RenderPipeline::create(
|
||||
&graph.device,
|
||||
&RenderPipelineDescriptor {
|
||||
label: Some("pipeline_point_light_shadows".into()),
|
||||
layouts: vec![bgl, transforms],
|
||||
push_constant_ranges: vec![],
|
||||
vertex: VertexState {
|
||||
module: shader.clone(),
|
||||
entry_point: "vs_main".into(),
|
||||
buffers: vec![Vertex::position_desc().into()],
|
||||
},
|
||||
fragment: Some(FragmentState {
|
||||
module: shader,
|
||||
entry_point: "fs_point_light_main".into(),
|
||||
targets: vec![],
|
||||
}),
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
//cull_mode: Some(wgpu::Face::Front),
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
..Default::default()
|
||||
},
|
||||
|
@ -332,7 +505,6 @@ impl Node for ShadowMapsPass {
|
|||
multiview: None,
|
||||
},
|
||||
));
|
||||
/* */
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -344,23 +516,12 @@ impl Node for ShadowMapsPass {
|
|||
) {
|
||||
let encoder = context.encoder.as_mut().unwrap();
|
||||
let pipeline = self.pipeline.as_ref().unwrap();
|
||||
let point_light_pipeline = self.point_light_pipeline.as_ref().unwrap();
|
||||
|
||||
let render_meshes = self.render_meshes();
|
||||
let mesh_buffers = self.mesh_buffers();
|
||||
let transforms = self.transform_buffers();
|
||||
|
||||
debug_assert_eq!(
|
||||
self.depth_maps.len(),
|
||||
1,
|
||||
"shadows map pass only supports 1 light"
|
||||
);
|
||||
let (_, dir_depth_map) = self
|
||||
.depth_maps
|
||||
.iter()
|
||||
.next()
|
||||
.expect("missing directional light in scene");
|
||||
|
||||
{
|
||||
let atlas = self.atlas.get();
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("pass_shadow_map"),
|
||||
|
@ -374,27 +535,75 @@ impl Node for ShadowMapsPass {
|
|||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
|
||||
for light_depth_map in self.depth_maps.values() {
|
||||
|
||||
match light_depth_map.light_type {
|
||||
LightType::Directional => {
|
||||
pass.set_pipeline(&pipeline);
|
||||
let viewport = atlas.texture_viewport(dir_depth_map.atlas_index);
|
||||
debug!(
|
||||
"Rendering shadow map to viewport: {viewport:?}, uniform index: {}",
|
||||
dir_depth_map.uniform_index
|
||||
|
||||
let frame = atlas.texture_frame(light_depth_map.atlas_index)
|
||||
.expect("missing atlas frame for light");
|
||||
|
||||
light_shadow_pass_impl(
|
||||
&mut pass,
|
||||
&self.uniforms_bg,
|
||||
&render_meshes,
|
||||
&mesh_buffers,
|
||||
&transforms,
|
||||
&frame,
|
||||
light_depth_map.uniform_index[0] as _,
|
||||
);
|
||||
},
|
||||
LightType::Point => {
|
||||
pass.set_pipeline(&point_light_pipeline);
|
||||
|
||||
for side in 0..6 {
|
||||
let frame = atlas.texture_frame(light_depth_map.atlas_index + side)
|
||||
.expect("missing atlas frame of light");
|
||||
let ui = light_depth_map.uniform_index[side as usize];
|
||||
|
||||
light_shadow_pass_impl(
|
||||
&mut pass,
|
||||
&self.uniforms_bg,
|
||||
&render_meshes,
|
||||
&mesh_buffers,
|
||||
&transforms,
|
||||
&frame,
|
||||
ui as _,
|
||||
);
|
||||
}
|
||||
},
|
||||
LightType::Spotlight => todo!(),
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn light_shadow_pass_impl<'a>(
|
||||
pass: &mut wgpu::RenderPass<'a>,
|
||||
uniforms_bind_group: &'a wgpu::BindGroup,
|
||||
render_meshes: &RenderMeshes,
|
||||
mesh_buffers: &'a RenderAssets<MeshBufferStorage>,
|
||||
transforms: &'a TransformBuffers,
|
||||
shadow_atlas_viewport: &AtlasFrame,
|
||||
uniform_index: u32,
|
||||
) {
|
||||
// only render to the light's map in the atlas
|
||||
pass.set_viewport(
|
||||
viewport.offset.x as _,
|
||||
viewport.offset.y as _,
|
||||
viewport.size.x as _,
|
||||
viewport.size.y as _,
|
||||
shadow_atlas_viewport.x as _,
|
||||
shadow_atlas_viewport.y as _,
|
||||
shadow_atlas_viewport.width as _,
|
||||
shadow_atlas_viewport.height as _,
|
||||
0.0,
|
||||
1.0,
|
||||
);
|
||||
// only clear the light map in the atlas
|
||||
pass.set_scissor_rect(
|
||||
viewport.offset.x,
|
||||
viewport.offset.y,
|
||||
viewport.size.x,
|
||||
viewport.size.y,
|
||||
shadow_atlas_viewport.x as _,
|
||||
shadow_atlas_viewport.y as _,
|
||||
shadow_atlas_viewport.width as _,
|
||||
shadow_atlas_viewport.height as _,
|
||||
);
|
||||
|
||||
for job in render_meshes.iter() {
|
||||
|
@ -406,10 +615,8 @@ impl Node for ShadowMapsPass {
|
|||
}
|
||||
let buffers = buffers.unwrap();
|
||||
|
||||
let uniform_index =
|
||||
self.light_uniforms_buffer
|
||||
.offset_of(dir_depth_map.uniform_index) as u32;
|
||||
pass.set_bind_group(0, &self.uniforms_bg, &[uniform_index]);
|
||||
//let uniform_index = light_uniforms_buffer.offset_of(light_depth_map.uniform_index[0]) as u32;
|
||||
pass.set_bind_group(0, &uniforms_bind_group, &[]);
|
||||
|
||||
// Get the bindgroup for job's transform and bind to it using an offset.
|
||||
let bindgroup = transforms.bind_group(job.transform_id);
|
||||
|
@ -425,7 +632,7 @@ impl Node for ShadowMapsPass {
|
|||
buffers.buffer_vertex.buffer().slice(..),
|
||||
);
|
||||
pass.set_index_buffer(indices.buffer().slice(..), *idx_type);
|
||||
pass.draw_indexed(0..indices_len, 0, 0..1);
|
||||
pass.draw_indexed(0..indices_len, 0, uniform_index..uniform_index + 1);
|
||||
} else {
|
||||
let vertex_count = buffers.buffer_vertex.count();
|
||||
|
||||
|
@ -433,9 +640,7 @@ impl Node for ShadowMapsPass {
|
|||
buffers.buffer_vertex.slot(),
|
||||
buffers.buffer_vertex.buffer().slice(..),
|
||||
);
|
||||
pass.draw(0..vertex_count as u32, 0..1);
|
||||
}
|
||||
}
|
||||
pass.draw(0..vertex_count as u32, uniform_index..uniform_index + 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -444,7 +649,12 @@ impl Node for ShadowMapsPass {
|
|||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct LightShadowUniform {
|
||||
space_mat: glam::Mat4,
|
||||
atlas_frame: AtlasViewport, // 2xUVec2 (4xf32), so no padding needed
|
||||
atlas_frame: AtlasFrame, // 2xUVec2 (4xf32), so no padding needed
|
||||
near_plane: f32,
|
||||
far_plane: f32,
|
||||
_padding1: [u32; 2],
|
||||
light_pos: glam::Vec3,
|
||||
_padding2: u32,
|
||||
}
|
||||
|
||||
/// A component that stores the ID of a shadow map in the shadow map atlas for the entities.
|
||||
|
@ -454,7 +664,7 @@ pub struct LightShadowUniform {
|
|||
#[derive(Debug, Default, Copy, Clone, Component)]
|
||||
pub struct LightShadowMapId {
|
||||
atlas_index: u64,
|
||||
uniform_index: u64,
|
||||
uniform_indices: [u64; 6],
|
||||
}
|
||||
|
||||
impl LightShadowMapId {
|
||||
|
@ -462,8 +672,8 @@ impl LightShadowMapId {
|
|||
self.atlas_index
|
||||
}
|
||||
|
||||
pub fn uniform_index(&self) -> u64 {
|
||||
self.uniform_index
|
||||
pub fn uniform_index(&self, side: usize) -> u64 {
|
||||
self.uniform_indices[side]
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -480,8 +690,3 @@ impl LightShadowMapAtlas {
|
|||
self.0.write().unwrap()
|
||||
}
|
||||
}
|
||||
|
||||
/* fn uniform_index_offset(limits: &wgpu::Limits, uniform_idx: u64) -> u32 {
|
||||
let t = uniform_idx as u32 % (limits.max_storage_buffer_binding_size / mem::size_of::<LightShadowUniform>() as u32);
|
||||
t * limits.min_uniform_buffer_offset_alignment
|
||||
} */
|
||||
|
|
|
@ -1,12 +1,17 @@
|
|||
pub mod point;
|
||||
pub mod directional;
|
||||
pub mod point;
|
||||
pub mod spotlight;
|
||||
|
||||
use lyra_ecs::{Entity, Tick, World};
|
||||
pub use point::*;
|
||||
pub use spotlight::*;
|
||||
|
||||
use std::{collections::{HashMap, VecDeque}, marker::PhantomData, mem, sync::Arc};
|
||||
use std::{
|
||||
collections::{HashMap, VecDeque},
|
||||
marker::PhantomData,
|
||||
mem,
|
||||
sync::Arc,
|
||||
};
|
||||
|
||||
use crate::math::Transform;
|
||||
|
||||
|
@ -49,15 +54,27 @@ impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
|
|||
}
|
||||
|
||||
/// Update an existing light in the light buffer.
|
||||
pub fn update_light(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: Entity, light: U) {
|
||||
let buffer_idx = *self.used_indexes.get(&entity)
|
||||
pub fn update_light(
|
||||
&mut self,
|
||||
lights_buffer: &mut [U; MAX_LIGHT_COUNT],
|
||||
entity: Entity,
|
||||
light: U,
|
||||
) {
|
||||
let buffer_idx = *self
|
||||
.used_indexes
|
||||
.get(&entity)
|
||||
.expect("Entity for Light is not in buffer!");
|
||||
|
||||
lights_buffer[buffer_idx] = light;
|
||||
}
|
||||
|
||||
/// Add a new light to the light buffer.
|
||||
pub fn add_light(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: Entity, light: U) {
|
||||
pub fn add_light(
|
||||
&mut self,
|
||||
lights_buffer: &mut [U; MAX_LIGHT_COUNT],
|
||||
entity: Entity,
|
||||
light: U,
|
||||
) {
|
||||
let buffer_idx = match self.dead_indexes.pop_front() {
|
||||
Some(i) => i,
|
||||
None => {
|
||||
|
@ -69,7 +86,7 @@ impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
|
|||
assert!(self.buffer_count <= self.max_count);
|
||||
|
||||
i
|
||||
},
|
||||
}
|
||||
};
|
||||
|
||||
self.used_indexes.insert(entity, buffer_idx);
|
||||
|
@ -77,7 +94,12 @@ impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
|
|||
}
|
||||
|
||||
/// Update, or add a new caster, to the light buffer.
|
||||
pub fn update_or_add(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: Entity, light: U) {
|
||||
pub fn update_or_add(
|
||||
&mut self,
|
||||
lights_buffer: &mut [U; MAX_LIGHT_COUNT],
|
||||
entity: Entity,
|
||||
light: U,
|
||||
) {
|
||||
if self.used_indexes.contains_key(&entity) {
|
||||
self.update_light(lights_buffer, entity, light);
|
||||
} else {
|
||||
|
@ -86,7 +108,11 @@ impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
|
|||
}
|
||||
|
||||
/// Remove a caster from the buffer, returns true if it was removed.
|
||||
pub fn remove_light(&mut self, lights_buffer: &mut [U; MAX_LIGHT_COUNT], entity: Entity) -> bool {
|
||||
pub fn remove_light(
|
||||
&mut self,
|
||||
lights_buffer: &mut [U; MAX_LIGHT_COUNT],
|
||||
entity: Entity,
|
||||
) -> bool {
|
||||
if let Some(removed_idx) = self.used_indexes.remove(&entity) {
|
||||
self.dead_indexes.push_back(removed_idx);
|
||||
//self.current_count -= 1;
|
||||
|
@ -112,47 +138,37 @@ impl LightUniformBuffers {
|
|||
// TODO: ensure we dont write over this limit
|
||||
let max_buffer_sizes = (limits.max_uniform_buffer_binding_size as u64) / 2;
|
||||
|
||||
let buffer = device.create_buffer(
|
||||
&wgpu::BufferDescriptor {
|
||||
let buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("UBO_Lights"),
|
||||
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
|
||||
size: max_buffer_sizes,
|
||||
mapped_at_creation: false,
|
||||
}
|
||||
);
|
||||
});
|
||||
|
||||
let bindgroup_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Storage {
|
||||
read_only: true
|
||||
},
|
||||
ty: wgpu::BufferBindingType::Storage { read_only: true },
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
}],
|
||||
label: Some("BGL_Lights"),
|
||||
});
|
||||
|
||||
let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bindgroup_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
wgpu::BufferBinding {
|
||||
resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
|
||||
buffer: &buffer,
|
||||
offset: 0,
|
||||
size: None, // use the full buffer
|
||||
}
|
||||
)
|
||||
},
|
||||
],
|
||||
}),
|
||||
}],
|
||||
label: Some("BG_Lights"),
|
||||
});
|
||||
|
||||
|
@ -168,21 +184,30 @@ impl LightUniformBuffers {
|
|||
let _ = world_tick;
|
||||
let mut lights = vec![];
|
||||
|
||||
for (point_light, transform, shadow_map_id) in world.view_iter::<(&PointLight, &Transform, Option<&LightShadowMapId>)>() {
|
||||
for (point_light, transform, shadow_map_id) in
|
||||
world.view_iter::<(&PointLight, &Transform, Option<&LightShadowMapId>)>()
|
||||
{
|
||||
let shadow_map_id = shadow_map_id.map(|m| m.clone());
|
||||
let uniform = LightUniform::from_point_light_bundle(&point_light, &transform, shadow_map_id);
|
||||
let uniform =
|
||||
LightUniform::from_point_light_bundle(&point_light, &transform, shadow_map_id);
|
||||
lights.push(uniform);
|
||||
}
|
||||
|
||||
for (spot_light, transform, shadow_map_id) in world.view_iter::<(&SpotLight, &Transform, Option<&LightShadowMapId>)>() {
|
||||
for (spot_light, transform, shadow_map_id) in
|
||||
world.view_iter::<(&SpotLight, &Transform, Option<&LightShadowMapId>)>()
|
||||
{
|
||||
let shadow_map_id = shadow_map_id.map(|m| m.clone());
|
||||
let uniform = LightUniform::from_spot_light_bundle(&spot_light, &transform, shadow_map_id);
|
||||
let uniform =
|
||||
LightUniform::from_spot_light_bundle(&spot_light, &transform, shadow_map_id);
|
||||
lights.push(uniform);
|
||||
}
|
||||
|
||||
for (dir_light, transform, shadow_map_id) in world.view_iter::<(&DirectionalLight, &Transform, Option<&LightShadowMapId>)>() {
|
||||
for (dir_light, transform, shadow_map_id) in
|
||||
world.view_iter::<(&DirectionalLight, &Transform, Option<&LightShadowMapId>)>()
|
||||
{
|
||||
let shadow_map_id = shadow_map_id.map(|m| m.clone());
|
||||
let uniform = LightUniform::from_directional_bundle(&dir_light, &transform, shadow_map_id);
|
||||
let uniform =
|
||||
LightUniform::from_directional_bundle(&dir_light, &transform, shadow_map_id);
|
||||
lights.push(uniform);
|
||||
}
|
||||
|
||||
|
@ -191,7 +216,11 @@ impl LightUniformBuffers {
|
|||
// write the amount of lights to the buffer, and right after that the list of lights.
|
||||
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[lights.len()]));
|
||||
// the size of u32 is multiplied by 4 because of gpu alignment requirements
|
||||
queue.write_buffer(&self.buffer, mem::size_of::<u32>() as u64 * 4, bytemuck::cast_slice(lights.as_slice()));
|
||||
queue.write_buffer(
|
||||
&self.buffer,
|
||||
mem::size_of::<u32>() as u64 * 4,
|
||||
bytemuck::cast_slice(lights.as_slice()),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -214,18 +243,22 @@ pub(crate) struct LightUniform {
|
|||
pub color: glam::Vec3,
|
||||
// no padding is needed here since range acts as the padding
|
||||
// that would usually be needed for the vec3
|
||||
|
||||
pub range: f32,
|
||||
pub intensity: f32,
|
||||
pub smoothness: f32,
|
||||
|
||||
pub spot_cutoff_rad: f32,
|
||||
pub spot_outer_cutoff_rad: f32,
|
||||
pub light_shadow_uniform_index: i32,
|
||||
pub light_shadow_uniform_index: [i32; 6],
|
||||
_padding: [u32; 2],
|
||||
}
|
||||
|
||||
impl LightUniform {
|
||||
pub fn from_point_light_bundle(light: &PointLight, transform: &Transform, map_id: Option<LightShadowMapId>) -> Self {
|
||||
pub fn from_point_light_bundle(
|
||||
light: &PointLight,
|
||||
transform: &Transform,
|
||||
map_id: Option<LightShadowMapId>,
|
||||
) -> Self {
|
||||
Self {
|
||||
light_type: LightType::Point as u32,
|
||||
enabled: light.enabled as u32,
|
||||
|
@ -239,12 +272,27 @@ impl LightUniform {
|
|||
|
||||
spot_cutoff_rad: 0.0,
|
||||
spot_outer_cutoff_rad: 0.0,
|
||||
light_shadow_uniform_index: map_id.map(|m| m.uniform_index() as i32).unwrap_or(-1),
|
||||
|
||||
light_shadow_uniform_index: map_id
|
||||
.map(|m| {
|
||||
[
|
||||
m.uniform_index(0) as i32,
|
||||
m.uniform_index(1) as i32,
|
||||
m.uniform_index(2) as i32,
|
||||
m.uniform_index(3) as i32,
|
||||
m.uniform_index(4) as i32,
|
||||
m.uniform_index(5) as i32,
|
||||
]
|
||||
})
|
||||
.unwrap_or([-1; 6]),
|
||||
_padding: [0; 2],
|
||||
}
|
||||
}
|
||||
|
||||
pub fn from_directional_bundle(light: &DirectionalLight, transform: &Transform, map_id: Option<LightShadowMapId>) -> Self {
|
||||
pub fn from_directional_bundle(
|
||||
light: &DirectionalLight,
|
||||
transform: &Transform,
|
||||
map_id: Option<LightShadowMapId>,
|
||||
) -> Self {
|
||||
Self {
|
||||
light_type: LightType::Directional as u32,
|
||||
enabled: light.enabled as u32,
|
||||
|
@ -258,12 +306,28 @@ impl LightUniform {
|
|||
|
||||
spot_cutoff_rad: 0.0,
|
||||
spot_outer_cutoff_rad: 0.0,
|
||||
light_shadow_uniform_index: map_id.map(|m| m.uniform_index() as i32).unwrap_or(-1),
|
||||
light_shadow_uniform_index: map_id
|
||||
.map(|m| {
|
||||
[
|
||||
m.uniform_index(0) as i32,
|
||||
m.uniform_index(1) as i32,
|
||||
m.uniform_index(2) as i32,
|
||||
m.uniform_index(3) as i32,
|
||||
m.uniform_index(4) as i32,
|
||||
m.uniform_index(5) as i32,
|
||||
]
|
||||
})
|
||||
.unwrap_or([-1; 6]),
|
||||
_padding: [0; 2],
|
||||
}
|
||||
}
|
||||
|
||||
// Create the SpotLightUniform from an ECS bundle
|
||||
pub fn from_spot_light_bundle(light: &SpotLight, transform: &Transform, map_id: Option<LightShadowMapId>) -> Self {
|
||||
pub fn from_spot_light_bundle(
|
||||
light: &SpotLight,
|
||||
transform: &Transform,
|
||||
map_id: Option<LightShadowMapId>,
|
||||
) -> Self {
|
||||
Self {
|
||||
light_type: LightType::Spotlight as u32,
|
||||
enabled: light.enabled as u32,
|
||||
|
@ -277,8 +341,19 @@ impl LightUniform {
|
|||
|
||||
spot_cutoff_rad: light.cutoff.to_radians(),
|
||||
spot_outer_cutoff_rad: light.outer_cutoff.to_radians(),
|
||||
light_shadow_uniform_index: map_id.map(|m| m.uniform_index() as i32).unwrap_or(-1),
|
||||
light_shadow_uniform_index: map_id
|
||||
.map(|m| {
|
||||
[
|
||||
m.uniform_index(0) as i32,
|
||||
m.uniform_index(1) as i32,
|
||||
m.uniform_index(2) as i32,
|
||||
m.uniform_index(3) as i32,
|
||||
m.uniform_index(4) as i32,
|
||||
m.uniform_index(5) as i32,
|
||||
]
|
||||
})
|
||||
.unwrap_or([-1; 6]),
|
||||
_padding: [0; 2],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -23,8 +23,12 @@ struct VertexOutput {
|
|||
}
|
||||
|
||||
struct TextureAtlasFrame {
|
||||
offset: vec2<u32>,
|
||||
size: vec2<u32>,
|
||||
/*offset: vec2<u32>,
|
||||
size: vec2<u32>,*/
|
||||
x: u32,
|
||||
y: u32,
|
||||
width: u32,
|
||||
height: u32,
|
||||
}
|
||||
|
||||
struct TransformData {
|
||||
|
@ -54,7 +58,7 @@ struct Light {
|
|||
|
||||
spot_cutoff: f32,
|
||||
spot_outer_cutoff: f32,
|
||||
light_shadow_uniform_index: i32,
|
||||
light_shadow_uniform_index: array<i32, 6>,
|
||||
};
|
||||
|
||||
struct Lights {
|
||||
|
@ -111,11 +115,9 @@ var s_diffuse: sampler;
|
|||
struct LightShadowMapUniform {
|
||||
light_space_matrix: mat4x4<f32>,
|
||||
atlas_frame: TextureAtlasFrame,
|
||||
}
|
||||
|
||||
struct LightShadowMapUniformAligned {
|
||||
@size(256)
|
||||
inner: LightShadowMapUniform
|
||||
near_plane: f32,
|
||||
far_plane: f32,
|
||||
light_pos: vec3<f32>,
|
||||
}
|
||||
|
||||
@group(4) @binding(0)
|
||||
|
@ -130,7 +132,7 @@ var s_shadow_maps_atlas: sampler;
|
|||
@group(5) @binding(2)
|
||||
var<uniform> u_shadow_maps_atlas_size: vec2<u32>;
|
||||
@group(5) @binding(3)
|
||||
var<storage, read> u_light_shadow: array<LightShadowMapUniformAligned>;
|
||||
var<storage, read> u_light_shadow: array<LightShadowMapUniform>;
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
|
@ -152,21 +154,22 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
let light_offset = tile.x;
|
||||
let light_count = tile.y;
|
||||
|
||||
let atlas_dimensions: vec2<i32> = textureDimensions(t_shadow_maps_atlas);
|
||||
let atlas_dimensions = textureDimensions(t_shadow_maps_atlas);
|
||||
|
||||
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];
|
||||
let light_dir = normalize(-light.direction);
|
||||
|
||||
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
|
||||
let light_dir = normalize(-light.direction);
|
||||
let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index].inner;
|
||||
let shadow_u: LightShadowMapUniform = u_light_shadow[light.light_shadow_uniform_index[0]];
|
||||
let frag_pos_light_space = shadow_u.light_space_matrix * vec4<f32>(in.world_position, 1.0);
|
||||
|
||||
let shadow = calc_shadow(in.world_normal, light_dir, frag_pos_light_space, atlas_dimensions, shadow_u.atlas_frame);
|
||||
let shadow = calc_shadow_dir_light(in.world_normal, light_dir, frag_pos_light_space, atlas_dimensions, shadow_u.atlas_frame);
|
||||
light_res += blinn_phong_dir_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
|
||||
} 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);
|
||||
let shadow = calc_shadow_point(in.world_position, in.world_normal, light_dir, light, atlas_dimensions);
|
||||
light_res += blinn_phong_point_light(in.world_position, in.world_normal, light, u_material, specular_color, shadow);
|
||||
} 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);
|
||||
}
|
||||
|
@ -176,9 +179,70 @@ fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
|||
return vec4<f32>(light_object_res, object_color.a);
|
||||
}
|
||||
|
||||
fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: vec4<f32>, atlas_dimensions: vec2<i32>, atlas_region: TextureAtlasFrame) -> f32 {
|
||||
/// Get the cube map side index of a 3d texture coord
|
||||
///
|
||||
/// 0 -> UNKNOWN
|
||||
/// 1 -> right
|
||||
/// 2 -> left
|
||||
/// 3 -> top
|
||||
/// 4 -> bottom
|
||||
/// 5 -> near
|
||||
/// 6 -> far
|
||||
fn get_side_idx(tex_coord: vec3<f32>) -> vec3<f32> {
|
||||
let abs_x = abs(tex_coord.x);
|
||||
let abs_y = abs(tex_coord.y);
|
||||
let abs_z = abs(tex_coord.z);
|
||||
|
||||
var major_axis: f32 = 0.0;
|
||||
var cube_idx: i32 = 0;
|
||||
var res = vec2<f32>(0.0);
|
||||
|
||||
// Determine the dominant axis
|
||||
if (abs_x >= abs_y && abs_x >= abs_z) {
|
||||
major_axis = tex_coord.x;
|
||||
if (tex_coord.x > 0.0) {
|
||||
cube_idx = 1;
|
||||
res = vec2<f32>(-tex_coord.z, -tex_coord.y);
|
||||
} else {
|
||||
cube_idx = 2;
|
||||
res = vec2<f32>(tex_coord.z, -tex_coord.y);
|
||||
}
|
||||
} else if (abs_y >= abs_x && abs_y >= abs_z) {
|
||||
major_axis = tex_coord.y;
|
||||
if (tex_coord.y > 0.0) {
|
||||
cube_idx = 3;
|
||||
res = vec2<f32>(tex_coord.x, tex_coord.z);
|
||||
} else {
|
||||
cube_idx = 4;
|
||||
res = vec2<f32>(tex_coord.x, -tex_coord.z);
|
||||
}
|
||||
} else {
|
||||
major_axis = tex_coord.z;
|
||||
if (tex_coord.z > 0.0) {
|
||||
cube_idx = 5;
|
||||
res = vec2<f32>(tex_coord.x, -tex_coord.y);
|
||||
} else {
|
||||
cube_idx = 6;
|
||||
res = vec2<f32>(-tex_coord.x, -tex_coord.y);
|
||||
}
|
||||
}
|
||||
|
||||
res = (res / abs(major_axis) + 1.0) * 0.5;
|
||||
//res = normalize(res);
|
||||
//res.y = 1.0-res.y; // invert y because wgsl
|
||||
//let t = res.x;
|
||||
//res.x = res.y;
|
||||
|
||||
//res.y = 1.0 - t;
|
||||
res.y = 1.0 - res.y;
|
||||
//res.x = 1.0 - res.x;
|
||||
|
||||
return vec3<f32>(res, f32(cube_idx));
|
||||
}
|
||||
|
||||
fn calc_shadow_dir_light(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: vec4<f32>, atlas_dimensions: vec2<i32>, atlas_region: TextureAtlasFrame) -> f32 {
|
||||
var proj_coords = frag_pos_light_space.xyz / frag_pos_light_space.w;
|
||||
// for some reason the y component is clipped after transforming
|
||||
// for some reason the y component is flipped after transforming
|
||||
proj_coords.y = -proj_coords.y;
|
||||
|
||||
// dont cast shadows outside the light's far plane
|
||||
|
@ -190,8 +254,8 @@ fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: ve
|
|||
let xy_remapped = proj_coords.xy * 0.5 + 0.5;
|
||||
|
||||
// no need to get the y since the maps are square
|
||||
let atlas_start = f32(atlas_region.offset.x) / f32(atlas_dimensions.x);
|
||||
let atlas_end = f32(atlas_region.offset.x + atlas_region.size.x) / f32(atlas_dimensions.x);
|
||||
let atlas_start = f32(atlas_region.x) / f32(atlas_dimensions.x);
|
||||
let atlas_end = f32(atlas_region.x + atlas_region.width) / f32(atlas_dimensions.x);
|
||||
// lerp the tex coords to the shadow map for this light.
|
||||
proj_coords.x = mix(atlas_start, atlas_end, xy_remapped.x);
|
||||
proj_coords.y = mix(atlas_start, atlas_end, xy_remapped.y);
|
||||
|
@ -204,7 +268,7 @@ fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: ve
|
|||
|
||||
// must manually apply offset to the texture coords since `textureSampleLevel` requires a
|
||||
// const value.
|
||||
let offset_coords = proj_coords.xy + (vec2<f32>(atlas_region.offset) / vec2<f32>(atlas_dimensions));
|
||||
let offset_coords = proj_coords.xy + (vec2<f32>(f32(atlas_region.x), f32(atlas_region.y)) / vec2<f32>(atlas_dimensions));
|
||||
let closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, offset_coords, 0.0);
|
||||
let current_depth = proj_coords.z;
|
||||
|
||||
|
@ -218,6 +282,52 @@ fn calc_shadow(normal: vec3<f32>, light_dir: vec3<f32>, frag_pos_light_space: ve
|
|||
return shadow;
|
||||
}
|
||||
|
||||
fn calc_shadow_point(world_pos: vec3<f32>, world_normal: vec3<f32>, light_dir: vec3<f32>, light: Light, atlas_dimensions: vec2<i32>) -> f32 {
|
||||
var frag_to_light = world_pos - light.position;
|
||||
let temp = get_side_idx(normalize(frag_to_light));
|
||||
var coords_2d = temp.xy;
|
||||
let cube_idx = i32(temp.z);
|
||||
|
||||
/// if an unknown cube side was returned, something is broken
|
||||
if cube_idx == 0 {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
var indices = light.light_shadow_uniform_index;
|
||||
let i = indices[cube_idx - 1];
|
||||
let u: LightShadowMapUniform = u_light_shadow[i];
|
||||
|
||||
// get the atlas frame in [0; 1] in the atlas texture
|
||||
// z is width, w is height
|
||||
var region_coords = vec4<f32>(f32(u.atlas_frame.x), f32(u.atlas_frame.y), f32(u.atlas_frame.width), f32(u.atlas_frame.height));
|
||||
region_coords /= f32(atlas_dimensions.x);
|
||||
|
||||
// simulate `ClampToBorder`, not creating shadows past the shadow map regions
|
||||
if (coords_2d.x >= 1.0 || coords_2d.y >= 1.0) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
// get the coords inside of the region
|
||||
coords_2d.x = mix(region_coords.x, region_coords.x + region_coords.z, coords_2d.x);
|
||||
coords_2d.y = mix(region_coords.y, region_coords.y + region_coords.w, coords_2d.y);
|
||||
|
||||
var closest_depth = textureSampleLevel(t_shadow_maps_atlas, s_shadow_maps_atlas, coords_2d, 0.0);
|
||||
let current_depth = length(frag_to_light);
|
||||
|
||||
// convert depth from [0; 1] to the original depth value
|
||||
closest_depth *= u.far_plane;
|
||||
|
||||
// use a bias to avoid shadow acne
|
||||
let bias = max(0.05 * (1.0 - dot(world_normal, light_dir)), 0.005);
|
||||
|
||||
var shadow = 0.0;
|
||||
if current_depth - bias > closest_depth {
|
||||
shadow = 1.0;
|
||||
}
|
||||
|
||||
return shadow;
|
||||
}
|
||||
|
||||
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));
|
||||
|
@ -262,7 +372,7 @@ fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light:
|
|||
return (ambient_color + (1.0 - shadow) * (diffuse_color + specular_color)) * dir_light.intensity;
|
||||
}
|
||||
|
||||
fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
|
||||
fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: Light, material: Material, specular_factor: vec3<f32>, shadow: f32) -> vec3<f32> {
|
||||
let light_color = point_light.color.xyz;
|
||||
let light_pos = point_light.position.xyz;
|
||||
let camera_view_pos = u_camera.position;
|
||||
|
@ -292,7 +402,7 @@ fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_li
|
|||
diffuse_color *= attenuation;
|
||||
specular_color *= attenuation;
|
||||
|
||||
return (ambient_color + diffuse_color + specular_color) * point_light.intensity;
|
||||
return (ambient_color + (1.0 - shadow) * (diffuse_color + specular_color)) * point_light.intensity;
|
||||
}
|
||||
|
||||
fn blinn_phong_spot_light(world_pos: vec3<f32>, world_norm: vec3<f32>, spot_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
|
||||
|
|
|
@ -31,6 +31,7 @@ struct Light {
|
|||
|
||||
spot_cutoff: f32,
|
||||
spot_outer_cutoff: f32,
|
||||
light_shadow_uniform_index: array<i32, 6>,
|
||||
};
|
||||
|
||||
struct Lights {
|
||||
|
|
|
@ -11,23 +11,54 @@ struct TextureAtlasFrame {
|
|||
struct LightShadowMapUniform {
|
||||
light_space_matrix: mat4x4<f32>,
|
||||
atlas_frame: TextureAtlasFrame,
|
||||
near_plane: f32,
|
||||
far_plane: f32,
|
||||
light_pos: vec3<f32>,
|
||||
}
|
||||
|
||||
@group(0) @binding(0)
|
||||
var<storage, read> u_light_shadow: LightShadowMapUniform;
|
||||
var<storage, read> u_light_shadow: array<LightShadowMapUniform>;
|
||||
/*@group(0) @binding(1)
|
||||
var<uniform> u_light_pos: vec3<f32>;
|
||||
@group(0) @binding(2)
|
||||
var<uniform> u_light_far_plane: f32;*/
|
||||
|
||||
@group(1) @binding(0)
|
||||
var<uniform> u_model_transform_data: TransformData;
|
||||
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position)
|
||||
clip_position: vec4<f32>,
|
||||
@location(0) world_pos: vec3<f32>,
|
||||
@location(1) instance_index: u32,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
@location(0) position: vec3<f32>
|
||||
@location(0) position: vec3<f32>,
|
||||
@builtin(instance_index) instance_index: u32,
|
||||
) -> VertexOutput {
|
||||
let pos = u_light_shadow.light_space_matrix * u_model_transform_data.transform * vec4<f32>(position, 1.0);
|
||||
return VertexOutput(pos);
|
||||
let world_pos = u_model_transform_data.transform * vec4<f32>(position, 1.0);
|
||||
let pos = u_light_shadow[instance_index].light_space_matrix * world_pos;
|
||||
return VertexOutput(pos, world_pos.xyz, instance_index);
|
||||
}
|
||||
|
||||
struct FragmentOutput {
|
||||
@builtin(frag_depth) depth: f32,
|
||||
}
|
||||
|
||||
/// Fragment shader used for point lights (or other perspective lights) to create linear depth
|
||||
@fragment
|
||||
fn fs_point_light_main(
|
||||
in: VertexOutput
|
||||
) -> FragmentOutput {
|
||||
let u = u_light_shadow[in.instance_index];
|
||||
|
||||
var light_dis = length(in.world_pos - u.light_pos);
|
||||
|
||||
// map to [0; 1] range by dividing by far plane
|
||||
light_dis = light_dis / u.far_plane;
|
||||
|
||||
return FragmentOutput(light_dis);
|
||||
}
|
|
@ -1,4 +1,4 @@
|
|||
use std::{collections::VecDeque, marker::PhantomData, mem, num::NonZeroU64, sync::Arc};
|
||||
use std::{collections::VecDeque, marker::PhantomData, mem, sync::Arc};
|
||||
|
||||
/// A buffer on the GPU that has persistent indices.
|
||||
///
|
||||
|
@ -54,12 +54,11 @@ impl<T: bytemuck::Pod + bytemuck::Zeroable> GpuSlotBuffer<T> {
|
|||
|
||||
/// Calculates the byte offset in the buffer of the element at `i`.
|
||||
pub fn offset_of(&self, i: u64) -> u64 {
|
||||
let offset = i * mem::size_of::<T>() as u64;
|
||||
|
||||
if let Some(align) = self.alignment {
|
||||
round_mult::up(offset, NonZeroU64::new(align).unwrap()).unwrap()
|
||||
let transform_index = i % self.capacity;
|
||||
transform_index * align
|
||||
} else {
|
||||
offset
|
||||
i * mem::size_of::<T>() as u64
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -1,10 +1,8 @@
|
|||
use std::{
|
||||
collections::BTreeMap,
|
||||
sync::Arc,
|
||||
cmp::max, collections::HashMap, sync::Arc
|
||||
};
|
||||
|
||||
use glam::UVec2;
|
||||
use rectangle_pack::{pack_rects, GroupedRectsToPlace, RectToInsert, RectanglePackOk, TargetBin};
|
||||
|
||||
#[derive(Debug, thiserror::Error)]
|
||||
pub enum AtlasPackError {
|
||||
|
@ -14,28 +12,33 @@ pub enum AtlasPackError {
|
|||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct AtlasViewport {
|
||||
pub offset: UVec2,
|
||||
pub size: UVec2,
|
||||
#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
|
||||
pub struct AtlasFrame {
|
||||
pub x: u32,
|
||||
pub y: u32,
|
||||
pub width: u32,
|
||||
pub height: u32,
|
||||
}
|
||||
|
||||
pub struct TextureAtlas {
|
||||
impl AtlasFrame {
|
||||
pub fn new(x: u32, y: u32, width: u32, height: u32) -> Self {
|
||||
Self {
|
||||
x, y, width, height
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct TextureAtlas<P: AtlasPacker = SkylinePacker> {
|
||||
atlas_size: UVec2,
|
||||
|
||||
texture_format: wgpu::TextureFormat,
|
||||
texture: Arc<wgpu::Texture>,
|
||||
view: Arc<wgpu::TextureView>,
|
||||
|
||||
/// The next id of the next texture that will be added to the atlas.
|
||||
next_texture_id: u64,
|
||||
|
||||
rects: GroupedRectsToPlace<u64>,
|
||||
bins: BTreeMap<u64, TargetBin>,
|
||||
placement: Option<RectanglePackOk<u64, u64>>,
|
||||
packer: P,
|
||||
}
|
||||
|
||||
impl TextureAtlas {
|
||||
impl<P: AtlasPacker> TextureAtlas<P> {
|
||||
pub fn new(
|
||||
device: &wgpu::Device,
|
||||
format: wgpu::TextureFormat,
|
||||
|
@ -58,19 +61,12 @@ impl TextureAtlas {
|
|||
});
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let mut bins = BTreeMap::new();
|
||||
// max_depth=1 for 2d
|
||||
bins.insert(0, TargetBin::new(atlas_size.x, atlas_size.y, 1));
|
||||
|
||||
Self {
|
||||
atlas_size,
|
||||
texture_format: format,
|
||||
texture: Arc::new(texture),
|
||||
view: Arc::new(view),
|
||||
next_texture_id: 0,
|
||||
rects: GroupedRectsToPlace::new(),
|
||||
bins,
|
||||
placement: None,
|
||||
packer: P::new(atlas_size),
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -80,76 +76,15 @@ impl TextureAtlas {
|
|||
/// If you are adding multiple textures at a time and want to wait to pack the atlas, use
|
||||
/// [`TextureAtlas::add_texture_unpacked`] and then after you're done adding them, pack them
|
||||
/// with [`TextureAtlas::pack_atlas`].
|
||||
pub fn pack_new_texture(&mut self, width: u32, height: u32) -> Result<u64, AtlasPackError> {
|
||||
let id = self.next_texture_id;
|
||||
self.next_texture_id += 1;
|
||||
pub fn pack(&mut self, width: u32, height: u32) -> Result<u64, AtlasPackError> {
|
||||
let id = self.packer.pack(width, height)?;
|
||||
|
||||
// for 2d rects, set depth to 1
|
||||
let r = RectToInsert::new(width, height, 1);
|
||||
self.rects.push_rect(id, None, r);
|
||||
|
||||
self.pack_atlas()?;
|
||||
|
||||
Ok(id)
|
||||
}
|
||||
|
||||
/// Add a new texture and **DO NOT** pack it into the atlas.
|
||||
///
|
||||
/// <div class="warning">
|
||||
///
|
||||
/// The texture will not be packed into the atlas meaning
|
||||
/// [`TextureAtlas::texture_viewport`] will return `None`. To pack the texture,
|
||||
/// use [`TextureAtlas::pack_atlas`] or use [`TextureAtlas::pack_new_texture`]
|
||||
/// when only adding a single texture.
|
||||
///
|
||||
/// </div>
|
||||
pub fn add_texture_unpacked(&mut self, width: u32, height: u32) -> Result<u64, AtlasPackError> {
|
||||
let id = self.next_texture_id;
|
||||
self.next_texture_id += 1;
|
||||
|
||||
// for 2d rects, set depth to 1
|
||||
let r = RectToInsert::new(width, height, 1);
|
||||
self.rects.push_rect(id, None, r);
|
||||
|
||||
self.pack_atlas()?;
|
||||
|
||||
Ok(id)
|
||||
}
|
||||
|
||||
/// Pack the textures into the atlas.
|
||||
pub fn pack_atlas(&mut self) -> Result<(), AtlasPackError> {
|
||||
let placement = pack_rects(
|
||||
&self.rects,
|
||||
&mut self.bins,
|
||||
&rectangle_pack::volume_heuristic,
|
||||
&rectangle_pack::contains_smallest_box,
|
||||
)
|
||||
.map_err(|e| match e {
|
||||
rectangle_pack::RectanglePackError::NotEnoughBinSpace => AtlasPackError::NotEnoughSpace,
|
||||
})?;
|
||||
self.placement = Some(placement);
|
||||
|
||||
Ok(())
|
||||
Ok(id as u64)
|
||||
}
|
||||
|
||||
/// Get the viewport of a texture index in the atlas.
|
||||
pub fn texture_viewport(&self, atlas_index: u64) -> AtlasViewport {
|
||||
let locations = self.placement.as_ref().unwrap().packed_locations();
|
||||
let (bin_id, loc) = locations
|
||||
.get(&atlas_index)
|
||||
.expect("atlas index is incorrect");
|
||||
debug_assert_eq!(*bin_id, 0, "somehow the texture was put in some other bin");
|
||||
|
||||
AtlasViewport {
|
||||
offset: UVec2 {
|
||||
x: loc.x(),
|
||||
y: loc.y(),
|
||||
},
|
||||
size: UVec2 {
|
||||
x: loc.width(),
|
||||
y: loc.height(),
|
||||
},
|
||||
}
|
||||
pub fn texture_frame(&self, atlas_index: u64) -> Option<AtlasFrame> {
|
||||
self.packer.frame(atlas_index as _)
|
||||
}
|
||||
|
||||
pub fn view(&self) -> &Arc<wgpu::TextureView> {
|
||||
|
@ -164,12 +99,199 @@ impl TextureAtlas {
|
|||
&self.texture_format
|
||||
}
|
||||
|
||||
pub fn total_texture_count(&self) -> u64 {
|
||||
self.next_texture_id // starts at zero, so no need to increment
|
||||
}
|
||||
|
||||
/// Returns the size of the entire texture atlas.
|
||||
pub fn atlas_size(&self) -> UVec2 {
|
||||
self.atlas_size
|
||||
}
|
||||
}
|
||||
|
||||
pub trait AtlasPacker {
|
||||
fn new(size: UVec2) -> Self;
|
||||
|
||||
/// Get an [`AtlasFrame`] of a texture with `id`.
|
||||
fn frame(&self, id: usize) -> Option<AtlasFrame>;
|
||||
|
||||
/// Get all [`AtlasFrame`]s in the atlas.
|
||||
fn frames(&self) -> &HashMap<usize, AtlasFrame>;
|
||||
|
||||
/// Pack a new rect into the atlas.
|
||||
fn pack(&mut self, width: u32, height: u32) -> Result<usize, AtlasPackError>;
|
||||
}
|
||||
|
||||
struct Skyline {
|
||||
/// Starting x of the skyline
|
||||
x: usize,
|
||||
/// Starting y of the skyline
|
||||
y: usize,
|
||||
/// Width of the skyline
|
||||
width: usize,
|
||||
}
|
||||
|
||||
impl Skyline {
|
||||
fn right(&self) -> usize {
|
||||
self.x + self.width
|
||||
}
|
||||
}
|
||||
|
||||
pub struct SkylinePacker {
|
||||
size: UVec2,
|
||||
skylines: Vec<Skyline>,
|
||||
frame_idx: usize,
|
||||
frames: HashMap<usize, AtlasFrame>,
|
||||
}
|
||||
|
||||
impl SkylinePacker {
|
||||
pub fn new(size: UVec2) -> Self {
|
||||
let skylines = vec![Skyline {
|
||||
x: 0,
|
||||
y: 0,
|
||||
width: size.x as _,
|
||||
}];
|
||||
|
||||
Self {
|
||||
size,
|
||||
skylines,
|
||||
frame_idx: 0,
|
||||
frames: Default::default(),
|
||||
}
|
||||
}
|
||||
|
||||
fn can_add(&self, mut i: usize, w: u32, h: u32) -> Option<usize> {
|
||||
let x = self.skylines[i].x as u32;
|
||||
if x + w > self.size.x {
|
||||
return None;
|
||||
}
|
||||
|
||||
let mut width_left = w;
|
||||
let mut y = self.skylines[i].y as u32;
|
||||
|
||||
loop {
|
||||
y = max(y, self.skylines[i].y as u32);
|
||||
|
||||
if y + h > self.size.y {
|
||||
return None;
|
||||
}
|
||||
|
||||
if self.skylines[i].width as u32 > width_left {
|
||||
return Some(y as usize);
|
||||
}
|
||||
|
||||
width_left -= self.skylines[i].width as u32;
|
||||
i += 1;
|
||||
|
||||
if i >= self.skylines.len() {
|
||||
return None;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn find_skyline(&self, width: u32, height: u32) -> Option<(usize, AtlasFrame)> {
|
||||
let mut min_height = std::u32::MAX;
|
||||
let mut min_width = std::u32::MAX;
|
||||
let mut index = None;
|
||||
let mut frame = AtlasFrame::default();
|
||||
|
||||
// keep the min height as small as possible
|
||||
for i in 0..self.skylines.len() {
|
||||
if let Some(y) = self.can_add(i, width, height) {
|
||||
let y = y as u32;
|
||||
/* if r.bottom() < min_height
|
||||
|| (r.bottom() == min_height && self.skylines[i].width < min_width as usize) */
|
||||
if y + height < min_height ||
|
||||
(y + height == min_height && self.skylines[i].width < min_width as _)
|
||||
{
|
||||
min_height = y + height;
|
||||
min_width = self.skylines[i].width as _;
|
||||
index = Some(i);
|
||||
frame = AtlasFrame::new(self.skylines[i].x as _, y, width, height);
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: rotation
|
||||
}
|
||||
|
||||
if let Some(index) = index {
|
||||
Some((index, frame))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
fn split(&mut self, i: usize, frame: &AtlasFrame) {
|
||||
let skyline = Skyline {
|
||||
x: frame.x as _,
|
||||
y: (frame.y + frame.height) as _,
|
||||
width: frame.width as _
|
||||
};
|
||||
|
||||
assert!(skyline.right() <= self.size.x as _);
|
||||
assert!(skyline.y <= self.size.y as _);
|
||||
|
||||
self.skylines.insert(i, skyline);
|
||||
|
||||
let i = i + 1;
|
||||
|
||||
while i < self.skylines.len() {
|
||||
assert!(self.skylines[i - 1].x <= self.skylines[i].x);
|
||||
|
||||
if self.skylines[i].x < self.skylines[i - 1].x + self.skylines[i - 1].width {
|
||||
let shrink = self.skylines[i-1].x + self.skylines[i-1].width - self.skylines[i].x;
|
||||
|
||||
if self.skylines[i].width <= shrink {
|
||||
self.skylines.remove(i);
|
||||
} else {
|
||||
self.skylines[i].x += shrink;
|
||||
self.skylines[i].width -= shrink;
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Merge skylines with the same y value
|
||||
fn merge(&mut self) {
|
||||
let mut i = 1;
|
||||
while i < self.skylines.len() {
|
||||
if self.skylines[i - 1].y == self.skylines[i].y {
|
||||
self.skylines[i - 1].width += self.skylines[i].width;
|
||||
self.skylines.remove(i);
|
||||
} else {
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//pub fn pack(&mut self, )
|
||||
}
|
||||
|
||||
impl AtlasPacker for SkylinePacker {
|
||||
fn new(size: UVec2) -> Self {
|
||||
SkylinePacker::new(size)
|
||||
}
|
||||
|
||||
fn frame(&self, id: usize) -> Option<AtlasFrame> {
|
||||
self.frames.get(&id).cloned()
|
||||
}
|
||||
|
||||
fn frames(&self) -> &HashMap<usize, AtlasFrame> {
|
||||
&self.frames
|
||||
}
|
||||
|
||||
fn pack(&mut self, width: u32, height: u32) -> Result<usize, AtlasPackError> {
|
||||
if let Some((i, frame)) = self.find_skyline(width, height) {
|
||||
self.split(i, &frame);
|
||||
self.merge();
|
||||
|
||||
let frame_idx = self.frame_idx;
|
||||
self.frame_idx += 1;
|
||||
|
||||
self.frames.insert(frame_idx, frame);
|
||||
|
||||
Ok(frame_idx)
|
||||
} else {
|
||||
Err(AtlasPackError::NotEnoughSpace)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue