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15 Commits

Author SHA1 Message Date
SeanOMik 763d51ae36
move some stuff out of testbed into lyra-game 2024-03-22 22:55:22 -04:00
SeanOMik 0f11fe2e6d
render: fix spot light culling 2024-03-22 10:46:52 -04:00
SeanOMik e2844a11a6
render: create toggleable debug light cull view 2024-03-20 19:03:39 -04:00
SeanOMik f0b413d9ae
render: resize light grid with window, improve light buffer, add spot lights to the light cull compute
Spot lights are buggy. They get culled when they shouldn't be, maybe still an issue with the light grid :(
2024-03-20 11:41:40 -04:00
SeanOMik 65ff7c4f23
render: retrieve light properties from components 2024-03-19 22:40:15 -04:00
SeanOMik f63a7ae86a
include correct rust install in nix-shell 2024-03-19 21:40:08 -04:00
SeanOMik 834a864544
render: get forward+ rendering working with multiple light sources 2024-03-19 21:08:24 -04:00
SeanOMik 014abcf7e6
render: fix the tile frustum used for culling lights 2024-03-19 21:07:39 -04:00
SeanOMik 76ec9606ec
render: add some fields to the camera uniform 2024-03-17 16:07:24 -04:00
SeanOMik 5c1ce809ff
render: get some lights showing up with tiled forward rendering
For some reason there's weird square in the light source, and the dynamic light is only applied to the top left tile
2024-03-17 15:20:17 -04:00
SeanOMik c73c1a7f43
render: fix segfault in LightCullCompute 2024-03-16 22:58:38 -04:00
SeanOMik 4ce21d4db0
render: dont send the same material to the gpu multiple times, speeding up gpu texture loading 2024-03-16 19:12:32 -04:00
SeanOMik 1818a0b48b
position the camera in a good position in the scene 2024-03-16 18:50:22 -04:00
SeanOMik cfd5cabfbb
render: create light cull compute shader, bind buffers, etc. 2024-03-16 18:39:07 -04:00
SeanOMik 22c08ba66e
render: improve the render buffer wrapper, use it for the camera uniform 2024-03-14 23:08:21 -04:00
24 changed files with 1454 additions and 669 deletions

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@ -13,4 +13,3 @@ lyra-engine = { path = "../../", version = "0.0.1" }
anyhow = "1.0.75"
async-std = "1.12.0"
tracing = "0.1.37"
fps_counter = "2.0.0"

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@ -1,102 +0,0 @@
use lyra_engine::{
ecs::{query::{Res, View}, Component}, game::Game, input::ActionHandler, math::{EulerRot, Quat, Vec3}, plugin::Plugin, scene::CameraComponent, DeltaTime
};
/* enum FreeFlyCameraActions {
MoveForwardBackward,
MoveLeftRight,
MoveUpDown,
LookLeftRight,
LookUpDown,
LookRoll,
} */
#[derive(Clone, Component)]
pub struct FreeFlyCamera {
pub speed: f32,
pub slow_speed_factor: f32,
pub look_speed: f32,
pub mouse_sensitivity: f32,
pub look_with_keys: bool,
}
impl Default for FreeFlyCamera {
fn default() -> Self {
Self {
speed: 4.0,
slow_speed_factor: 0.25,
look_speed: 0.3,
mouse_sensitivity: 1.0,
look_with_keys: false,
}
}
}
impl FreeFlyCamera {
#[allow(dead_code)]
pub fn new(speed: f32, slow_speed_factor: f32, look_speed: f32, mouse_sensitivity: f32, look_with_keys: bool) -> Self {
Self {
speed,
slow_speed_factor,
look_speed,
mouse_sensitivity,
look_with_keys,
}
}
}
pub fn free_fly_camera_controller(delta_time: Res<DeltaTime>, handler: Res<ActionHandler>, view: View<(&mut CameraComponent, &FreeFlyCamera)>) -> anyhow::Result<()> {
let delta_time = **delta_time;
for (mut cam, fly) in view.into_iter() {
let forward = cam.transform.forward();
let left = cam.transform.left();
let up = Vec3::Y;
let move_y = handler.get_axis_modifier("MoveUpDown").unwrap_or(0.0);
let move_x = handler.get_axis_modifier("MoveLeftRight").unwrap_or(0.0);
let move_z = handler.get_axis_modifier("MoveForwardBackward").unwrap_or(0.0);
let mut velocity = Vec3::ZERO;
velocity += move_y * up;
velocity += move_x * left;
velocity += move_z * forward;
if velocity != Vec3::ZERO {
cam.transform.translation += velocity.normalize() * fly.speed * delta_time; // TODO: speeding up
}
let motion_x = handler.get_axis_modifier("LookLeftRight").unwrap_or(0.0);
let motion_y = handler.get_axis_modifier("LookUpDown").unwrap_or(0.0);
let motion_z = handler.get_axis_modifier("LookRoll").unwrap_or(0.0);
let mut camera_rot = Vec3::ZERO;
camera_rot.y -= motion_x * fly.mouse_sensitivity;
camera_rot.x -= motion_y * fly.mouse_sensitivity;
camera_rot.z -= motion_z * fly.mouse_sensitivity;
if camera_rot != Vec3::ZERO {
let look_velocity = camera_rot * fly.look_speed * delta_time;
let (mut y, mut x, _) = cam.transform.rotation.to_euler(EulerRot::YXZ);
x += look_velocity.x;
y += look_velocity.y;
x = x.clamp(-1.54, 1.54);
// rotation is not commutative, keep this order to avoid unintended roll
cam.transform.rotation = Quat::from_axis_angle(Vec3::Y, y)
* Quat::from_axis_angle(Vec3::X, x);
}
}
Ok(())
}
/// A plugin that adds the free fly camera controller system to the world. It is expected that
/// there is a [`FreeFlyCamera`] in the world, if there isn't, the camera would not move.
pub struct FreeFlyCameraPlugin;
impl Plugin for FreeFlyCameraPlugin {
fn setup(&self, game: &mut Game) {
game.with_system("free_fly_camera_system", free_fly_camera_controller, &[]);
}
}

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@ -1,28 +1,8 @@
use std::ptr::NonNull;
use lyra_engine::{assets::gltf::Gltf, ecs::{system::{BatchedSystem, Criteria, CriteriaSchedule, IntoSystem}, Component, World}, game::Game, input::{Action, ActionHandler, ActionKind, ActionMapping, ActionMappingId, ActionSource, InputActionPlugin, KeyCode, LayoutId, MouseAxis, MouseInput}, math::{self, Transform, Vec3}, render::light::{directional::DirectionalLight, SpotLight}, scene::CameraComponent, DeltaTime};
use lyra_engine::{assets::gltf::Gltf, change_tracker::Ct, ecs::{query::{QueryBorrow, Res, View, 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, FreeFlyCamera, FreeFlyCameraPlugin, ACTLBL_LOOK_LEFT_RIGHT, ACTLBL_LOOK_ROLL, ACTLBL_LOOK_UP_DOWN, ACTLBL_MOVE_FORWARD_BACKWARD, ACTLBL_MOVE_LEFT_RIGHT, ACTLBL_MOVE_UP_DOWN}, DeltaTime};
use lyra_engine::assets::ResourceManager;
mod free_fly_camera;
use free_fly_camera::{FreeFlyCameraPlugin, FreeFlyCamera};
#[derive(Clone, Copy, Hash, Debug)]
pub enum ActionLabel {
MoveForwardBackward,
MoveLeftRight,
MoveUpDown,
LookLeftRight,
LookUpDown,
LookRoll,
}
const ACTLBL_MOVE_UP_DOWN: &str = "MoveUpDown";
const ACTLBL_MOVE_LEFT_RIGHT: &str = "MoveLeftRight";
const ACTLBL_MOVE_FORWARD_BACKWARD: &str = "MoveForwardBackward";
const ACTLBL_LOOK_LEFT_RIGHT: &str = "LookLeftRight";
const ACTLBL_LOOK_UP_DOWN: &str = "LookUpDown";
const ACTLBL_LOOK_ROLL: &str = "LookRoll";
struct FixedTimestep {
max_tps: u32,
fixed_time: f32,
@ -93,15 +73,16 @@ 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);
/* let cube_mesh = &cube_gltf.data_ref()
cube_gltf.wait_recurse_dependencies_load();
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()
@ -119,21 +100,6 @@ async fn main() {
Transform::from_xyz(0.0, 0.0, 0.0),
));
/* world.spawn((
separate_scene.clone(),
Transform::from_xyz(0.0, -5.0, -10.0),
)); */
/* {
let cube_tran = Transform::from_xyz(-5.9026427, -1.8953488, -10.0);
//cube_tran.rotate_y(math::Angle::Degrees(180.0));
world.spawn((
cube_tran,
crate_mesh.clone(),
CubeFlag,
));
} */
{
let mut light_tran = Transform::from_xyz(1.5, 2.5, 0.0);
light_tran.scale = Vec3::new(0.5, 0.5, 0.5);
@ -141,39 +107,76 @@ async fn main() {
light_tran.rotate_y(math::Angle::Degrees(25.0));
world.spawn((
DirectionalLight {
color: Vec3::new(1.0, 1.0, 1.0),
ambient: 0.3,
diffuse: 1.0,
specular: 1.3,
enabled: true,
color: Vec3::ONE,
intensity: 0.35
//..Default::default()
},
light_tran,
//cube_mesh.clone(),
));
}
/* {
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((
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: 0.007,
quadratic: 0.0002,
ambient: 0.0,
diffuse: 7.0,
specular: 1.0,
},
Transform::from(light_tran),
cube_mesh.clone(),
));
}
{
world.spawn((
PointLight {
enabled: true,
color: Vec3::new(0.0, 0.0, 1.0),
intensity: 1.0,
range: 2.0,
..Default::default()
},
Transform::new(
//Vec3::new(-5.0, 1.0, -1.28),
Vec3::new(-5.0, 1.0, -0.0),
//Vec3::new(-10.0, 0.94, -0.28),
Quat::IDENTITY,
Vec3::new(0.25, 0.25, 0.25),
),
cube_mesh.clone(),
));
world.spawn((
PointLight {
enabled: true,
color: Vec3::new(0.0, 0.5, 1.0),
intensity: 1.0,
range: 1.0,
..Default::default()
},
Transform::new(
Vec3::new(-3.0, 0.2, -1.5),
//Vec3::new(-5.0, 1.0, -0.28),
//Vec3::new(-10.0, 0.94, -0.28),
Quat::IDENTITY,
Vec3::new(0.15, 0.15, 0.15),
),
cube_mesh.clone(),
));
world.spawn((
SpotLight {
enabled: true,
color: Vec3::new(1.0, 0.0, 0.0),
intensity: 1.0,
range: 1.5,
//cutoff: math::Angle::Degrees(45.0),
..Default::default()
},
Transform::new(
Vec3::new(0.0, 0.2, -1.5),
//Vec3::new(-5.0, 1.0, -0.28),
//Vec3::new(-10.0, 0.94, -0.28),
Quat::IDENTITY,
Vec3::new(0.15, 0.15, 0.15),
),
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((
@ -218,54 +221,30 @@ async fn main() {
} */
let mut camera = CameraComponent::new_3d();
camera.transform.translation += math::Vec3::new(0.0, 0.0, 5.5);
// these values were taken by manually positioning the camera in the scene.
camera.transform = Transform::new(
Vec3::new(-10.0, 0.94, -0.28),
Quat::from_xyzw(0.03375484, -0.7116095, 0.0342693, 0.70092666),
Vec3::ONE
);
//camera.transform.translation += math::Vec3::new(0.0, 0.0, 5.5);
world.spawn(( camera, FreeFlyCamera::default() ));
Ok(())
};
#[allow(unused_variables)]
let fps_system = |world: &mut World| -> anyhow::Result<()> {
let mut counter = world.get_resource_mut::<fps_counter::FPSCounter>();
let camera_debug_plugin = move |game: &mut Game| {
let sys = |handler: Res<ActionHandler>, view: View<&mut CameraComponent>| -> anyhow::Result<()> {
if handler.was_action_just_pressed("Debug") {
for mut cam in view.into_iter() {
cam.debug = !cam.debug;
}
}
let fps = counter.tick();
Ok(())
};
println!("FPS: {fps}");
Ok(())
};
let _fps_plugin = move |game: &mut Game| {
let world = game.world_mut();
world.add_resource(fps_counter::FPSCounter::new());
};
let spin_system = |world: &mut World| -> anyhow::Result<()> {
const SPEED: f32 = 4.0;
let delta_time = **world.get_resource::<DeltaTime>();
for (mut transform, _) in world.view_iter::<(&mut Transform, &CubeFlag)>() {
let t = &mut transform;
t.rotate_y(math::Angle::Degrees(SPEED * delta_time));
}
for (mut transform, _s) in world.view_iter::<(&mut Transform, &mut SpotLight)>() {
let t = &mut transform;
t.rotate_x(math::Angle::Degrees(SPEED * delta_time));
}
Ok(())
};
let jiggle_plugin = move |game: &mut Game| {
game.world_mut().add_resource(TpsAccumulator(0.0));
let mut sys = BatchedSystem::new();
sys.with_criteria(FixedTimestep::new(45));
sys.with_system(spin_system.into_system());
//sys.with_system(fps_system);
//game.with_system("fixed", sys, &[]);
//fps_plugin(game);
game.with_system("camera_debug_trigger", sys, &[]);
};
let action_handler_plugin = |game: &mut Game| {
@ -278,6 +257,7 @@ async fn main() {
.add_action(ACTLBL_LOOK_LEFT_RIGHT, Action::new(ActionKind::Axis))
.add_action(ACTLBL_LOOK_UP_DOWN, Action::new(ActionKind::Axis))
.add_action(ACTLBL_LOOK_ROLL, Action::new(ActionKind::Axis))
.add_action("Debug", Action::new(ActionKind::Button))
.add_mapping(ActionMapping::builder(LayoutId::from(0), ActionMappingId::from(0))
.bind(ACTLBL_MOVE_FORWARD_BACKWARD, &[
@ -308,6 +288,9 @@ async fn main() {
ActionSource::Keyboard(KeyCode::E).into_binding_modifier(-1.0),
ActionSource::Keyboard(KeyCode::Q).into_binding_modifier(1.0),
])
.bind("Debug", &[
ActionSource::Keyboard(KeyCode::B).into_binding(),
])
.finish()
).finish();
@ -337,7 +320,7 @@ async fn main() {
.with_plugin(action_handler_plugin)
//.with_plugin(script_test_plugin)
//.with_plugin(fps_plugin)
.with_plugin(jiggle_plugin)
.with_plugin(camera_debug_plugin)
.with_plugin(FreeFlyCameraPlugin)
.run().await;
}

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

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@ -350,6 +350,7 @@ 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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@ -93,11 +93,24 @@ impl<T: Button> InputButtons<T> {
let hash = Self::get_button_hash(&button);
match self.button_events.get(&hash) {
Some(button_event) => match button_event {
// this if statement should always be true, but just in case ;)
ButtonEvent::JustPressed(b) if button == *b => true,
_ => false,
},
None => false
}
}
/// Update any JustPressed events into Pressed events
///
/// This must be done so that a key does not stay as JustPressed between multiple ticks
pub fn update(&mut self) {
for bev in self.button_events.values_mut() {
match bev {
ButtonEvent::JustPressed(btn) => {
*bev = ButtonEvent::Pressed(btn.clone());
},
_ => {},
}
}
}
}

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@ -102,12 +102,15 @@ impl crate::ecs::system::System for InputSystem {
let queue = world.try_get_resource_mut::<EventQueue>()
.and_then(|q| q.read_events::<InputEvent>());
let mut e = world.get_resource_or_else(InputButtons::<winit::event::VirtualKeyCode>::new);
e.update();
drop(e);
if queue.is_none() {
return Ok(());
}
let mut events = queue.unwrap();
while let Some(event) = events.pop_front() {
self.process_event(world, &event);
}

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@ -38,16 +38,43 @@ impl Projection {
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct CameraUniform {
pub view_proj: glam::Mat4,
// vec4 is used because of the uniforms 16 byte spacing requirement
pub view_pos: glam::Vec4,
/// The view matrix of the camera
pub view: glam::Mat4,
/// The inverse of the projection matrix of the camera
pub inverse_projection: glam::Mat4,
/// The view projection matrix
pub view_projection: glam::Mat4,
pub projection: glam::Mat4,
/// The position of the camera
pub position: glam::Vec3,
pub tile_debug: u32,
//_padding: [u8; 3],
}
impl Default for CameraUniform {
fn default() -> Self {
Self {
view_proj: glam::Mat4::IDENTITY,
view_pos: Default::default()
view: glam::Mat4::IDENTITY,
inverse_projection: glam::Mat4::IDENTITY,
view_projection: glam::Mat4::IDENTITY,
projection: glam::Mat4::IDENTITY,
position: Default::default(),
tile_debug: 0,
//_padding: 0,
}
}
}
impl CameraUniform {
pub fn new(view: glam::Mat4, inverse_projection: glam::Mat4, view_projection: glam::Mat4, projection: glam::Mat4, position: glam::Vec3) -> Self {
Self {
view,
inverse_projection,
view_projection,
projection,
position,
tile_debug: 0
}
}
}
@ -79,26 +106,38 @@ impl RenderCamera {
self.aspect = size.width as f32 / size.height as f32;
}
pub fn update_view_projection(&mut self, camera: &CameraComponent) -> &glam::Mat4 {
/// Calculates the view projection, and the view
///
/// Returns: A tuple with the view projection as the first element, and the
/// view matrix as the second.
pub fn calc_view_projection(&mut self, camera: &CameraComponent) -> CameraUniform {
let position = camera.transform.translation;
let forward = camera.transform.forward();
let up = camera.transform.up();
let view = glam::Mat4::look_to_rh(
position,
forward,
up
);
match camera.mode {
CameraProjectionMode::Perspective => {
let position = camera.transform.translation;
let forward = camera.transform.forward();
let up = camera.transform.up();
let view = glam::Mat4::look_to_rh(
position,
forward,
up
);
let proj = glam::Mat4::perspective_rh_gl(camera.fov.to_radians(), self.aspect, self.znear, self.zfar);
self.view_proj = OPENGL_TO_WGPU_MATRIX * proj * view;
&self.view_proj
//(&self.view_proj, view)
CameraUniform {
view,
inverse_projection: proj.inverse(),
view_projection: self.view_proj,
projection: proj,
position,
tile_debug: camera.debug as u32,
}
},
CameraProjectionMode::Orthographic => {
let position = camera.transform.translation;
let target = camera.transform.rotation * glam::Vec3::new(0.0, 0.0, -1.0);
let target = target.normalize();
@ -111,7 +150,15 @@ impl RenderCamera {
let proj = glam::Mat4::orthographic_rh_gl(-size_x, size_x, -size_y, size_y, self.znear, self.zfar);
self.view_proj = OPENGL_TO_WGPU_MATRIX * proj;
&self.view_proj
CameraUniform {
view,
inverse_projection: proj.inverse(),
view_projection: self.view_proj,
projection: proj,
position,
tile_debug: camera.debug as u32,
}
},
}
}

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@ -1,11 +1,18 @@
use lyra_ecs::Component;
#[derive(Default, Debug, Clone, Component)]
#[derive(Debug, Clone, Component)]
pub struct DirectionalLight {
//pub direction: glam::Quat,
pub enabled: bool,
pub color: glam::Vec3,
pub ambient: f32,
pub diffuse: f32,
pub specular: f32,
pub intensity: f32,
}
impl Default for DirectionalLight {
fn default() -> Self {
Self {
enabled: true,
color: glam::Vec3::new(1.0, 1.0, 1.0),
intensity: 1.0,
}
}
}

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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::{VecDeque, HashMap}, marker::PhantomData};
use std::mem;
use std::{collections::{HashMap, VecDeque}, marker::PhantomData, 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.
@ -101,20 +101,23 @@ impl<U: Default + bytemuck::Pod + bytemuck::Zeroable> LightBuffer<U> {
pub(crate) struct LightUniformBuffers {
pub buffer: wgpu::Buffer,
pub bindgroup_layout: wgpu::BindGroupLayout,
pub bindgroup: wgpu::BindGroup,
pub lights_uniform: LightsUniform,
pub point_lights: LightBuffer<PointLightUniform>,
pub spot_lights: LightBuffer<SpotLightUniform>,
pub bind_group_pair: BindGroupPair,
pub light_indexes: HashMap<Entity, u32>,
dead_indices: VecDeque<u32>,
pub current_light_idx: u32,
}
impl LightUniformBuffers {
pub fn new(device: &wgpu::Device) -> Self {
let limits = device.limits();
// 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 {
label: Some("UBO_Lights"),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
size: mem::size_of::<LightsUniform>() as u64,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
size: max_buffer_sizes,
mapped_at_creation: false,
}
);
@ -123,14 +126,16 @@ impl LightUniformBuffers {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
visibility: wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
ty: wgpu::BufferBindingType::Storage {
read_only: true
},
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
},
],
label: Some("BGL_Lights"),
});
@ -147,209 +152,181 @@ impl LightUniformBuffers {
size: None, // use the full buffer
}
)
}
},
],
label: Some("BG_Lights"),
});
let point_lights = LightBuffer::new(MAX_LIGHT_COUNT);
let spot_lights = LightBuffer::new(MAX_LIGHT_COUNT);
Self {
buffer,
bindgroup_layout,
bindgroup,
lights_uniform: LightsUniform::default(),
point_lights,
spot_lights,
bind_group_pair: BindGroupPair::new(bindgroup, bindgroup_layout),
light_indexes: Default::default(),
current_light_idx: 0,
dead_indices: VecDeque::new(),
}
}
/// Returns the index for the entity, and if this index is new
fn get_index_for(&mut self, missed: &mut HashMap<Entity, u32>, entity: Entity) -> (bool, u32) {
let idx = missed.remove(&entity)
.map(|v| (false, v))
.or_else(||
self.dead_indices.pop_front()
.map(|v| (true, v))
)
.unwrap_or_else(|| {
let t = self.current_light_idx;
self.current_light_idx += 1;
(true, t)
});
idx
}
pub fn update_lights(&mut self, queue: &wgpu::Queue, world_tick: Tick, world: &World) {
// used to detect what lights were removed
let mut missed_lights: HashMap<Entity, u32> = self.light_indexes.drain().collect();
for (entity, point_light, transform, light_epoch, transform_epoch)
in world.view_iter::<(Entities, &PointLight, &Transform, TickOf<PointLight>, TickOf<Transform>)>() {
if !self.point_lights.has_light(entity) || light_epoch == world_tick || transform_epoch == world_tick {
let uniform = PointLightUniform::from_bundle(&point_light, &transform);
self.point_lights.update_or_add(&mut self.lights_uniform.point_lights, entity, uniform);
//debug!("Updated point light");
let (new, idx) = self.get_index_for(&mut missed_lights, entity);
self.light_indexes.insert(entity, idx);
if new || light_epoch == world_tick || transform_epoch == world_tick {
let uniform = LightUniform::from_point_light_bundle(&point_light, &transform);
let offset = mem::size_of::<u32>() * 4 + mem::size_of::<LightUniform>() * idx as usize;
queue.write_buffer(&self.buffer, offset as _, bytemuck::cast_slice(&[uniform]));
}
}
for (entity, spot_light, transform, light_epoch, transform_epoch)
in world.view_iter::<(Entities, &SpotLight, &Transform, TickOf<SpotLight>, TickOf<Transform>)>() {
if !self.spot_lights.has_light(entity) || light_epoch == world_tick || transform_epoch == world_tick {
let uniform = SpotLightUniform::from_bundle(&spot_light, &transform);
self.spot_lights.update_or_add(&mut self.lights_uniform.spot_lights, entity, uniform);
//debug!("Updated spot light");
let (new, idx) = self.get_index_for(&mut missed_lights, entity);
self.light_indexes.insert(entity, idx);
if new || light_epoch == world_tick || transform_epoch == world_tick {
let uniform = LightUniform::from_spot_light_bundle(&spot_light, &transform);
let offset = mem::size_of::<u32>() * 4 + mem::size_of::<LightUniform>() * idx as usize;
queue.write_buffer(&self.buffer, offset as _, bytemuck::cast_slice(&[uniform]));
}
}
if let Some((dir_light, transform)) =
world.view_iter::<(&DirectionalLight, &Transform)>().next() {
for (entity, dir_light, transform, light_epoch, transform_epoch)
in world.view_iter::<(Entities, &DirectionalLight, &Transform, TickOf<DirectionalLight>, TickOf<Transform>)>() {
let uniform = DirectionalLightUniform::from_bundle(&dir_light, &transform);
self.lights_uniform.directional_light = uniform;
let (new, idx) = self.get_index_for(&mut missed_lights, entity);
self.light_indexes.insert(entity, idx);
if new || light_epoch == world_tick || transform_epoch == world_tick {
let uniform = LightUniform::from_directional_bundle(&dir_light, &transform);
let offset = mem::size_of::<u32>() * 4 + mem::size_of::<LightUniform>() * idx as usize;
queue.write_buffer(&self.buffer, offset as _, bytemuck::cast_slice(&[uniform]));
}
}
self.lights_uniform.point_light_count = self.point_lights.buffer_count as u32;
self.lights_uniform.spot_light_count = self.spot_lights.buffer_count as u32;
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[self.lights_uniform]));
// anything left in missed_lights were lights that were deleted
let len = missed_lights.len();
self.dead_indices.reserve(len);
for (_, v) in missed_lights.drain() {
// write zeros in place of this now dead light, the enabled boolean will be set to false
let mut zeros = Vec::new();
zeros.resize(mem::size_of::<LightUniform>(), 0u32);
let offset = mem::size_of::<u32>() * 4 + mem::size_of::<LightUniform>() * v as usize;
queue.write_buffer(&self.buffer, offset as _, bytemuck::cast_slice(zeros.as_slice()));
self.dead_indices.push_back(v);
}
// update the amount of lights, then the array of lights
queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[self.current_light_idx as u32]));
}
}
#[repr(C)]
#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct LightsUniform {
point_lights: [PointLightUniform; MAX_LIGHT_COUNT],
point_light_count: u32,
_padding: [u32; 3],
spot_lights: [SpotLightUniform; MAX_LIGHT_COUNT],
spot_light_count: u32,
_padding2: [u32; 3],
directional_light: DirectionalLightUniform,
#[derive(Default, Debug, Copy, Clone)]
pub(crate) enum LightType {
#[default]
Directional = 0,
Point = 1,
Spotlight = 2,
}
#[repr(C)]
#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct PointLightUniform {
/// The position of the light
/// vec4 is used here for gpu padding, w is ignored in the shader
pub position: glam::Vec4,
/// The color of the light
/// vec4 is used here for gpu padding, w is ignored in the shader
pub color: glam::Vec4,
/// The intensity of the light
/// This works by just multiplying the result of the lighting
/// calculations by this scalar
pub intensity: f32,
/// The constant used in the quadratic attenuation calculation. Its best to leave this at 1.0
pub constant: f32,
/// The linear factor used in the quadratic attenuation calculation.
pub linear: f32,
/// The quadratic factor used in the quadratic attenuation calculation.
pub quadratic: f32,
pub ambient: f32,
pub diffuse: f32,
pub specular: f32,
pub _padding: u32,
}
impl PointLightUniform {
/// Create the PointLightUniform from an ECS bundle
pub fn from_bundle(light: &PointLight, transform: &Transform) -> Self {
Self {
position: glam::Vec4::new(transform.translation.x, transform.translation.y, transform.translation.z, 0.0),
//_padding: 0,
color: glam::Vec4::new(light.color.x, light.color.y, light.color.z, 0.0),
//_padding2: 0,
intensity: light.intensity,
constant: light.constant,
linear: light.linear,
quadratic: light.quadratic,
ambient: light.ambient,
diffuse: light.diffuse,
specular: light.specular,
_padding: 0,
}
}
}
#[repr(C)]
#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub struct DirectionalLightUniform {
/// The direction of the light
pub direction: glam::Vec3,
// gpu padding
pub _padding: u32,
/// The color of the light
pub color: glam::Vec3,
// no padding is needed here since ambient acts as the padding
// that would usually be needed for the vec3
/// The scalar of the ambient light created by this caster.
pub ambient: f32,
/// The scalar of the diffuse light created by this caster.
pub diffuse: f32,
/// The scalar of the specular reflections created by this caster.
pub specular: f32,
pub _padding2: [u32; 2],
}
impl DirectionalLightUniform {
/// Create the DirectionalLightUniform from an ECS bundle
pub fn from_bundle(light: &DirectionalLight, transform: &Transform) -> Self {
//transform.forward()
Self {
direction: transform.forward(),
_padding: 0,
color: light.color,
ambient: light.ambient,
diffuse: light.diffuse,
specular: light.specular,
_padding2: [0; 2],
}
}
}
#[repr(C)]
#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
pub(crate) struct SpotLightUniform {
pub(crate) struct LightUniform {
pub position: glam::Vec3,
pub _padding: u32,
pub light_type: u32, // enum LightType
pub direction: glam::Vec3,
pub _padding2: u32,
pub enabled: u32, // bool
pub color: glam::Vec3,
// no padding is needed here since cutoff acts as the padding
// no padding is needed here since range acts as the padding
// that would usually be needed for the vec3
pub cutoff: f32,
pub outer_cutoff: f32,
pub range: f32,
pub intensity: f32,
pub smoothness: f32,
/// The constant used in the quadratic attenuation calculation. Its best to leave this at 1.0
pub constant: f32,
/// The linear factor used in the quadratic attenuation calculation.
pub linear: f32,
/// The quadratic factor used in the quadratic attenuation calculation.
pub quadratic: f32,
pub ambient: f32,
pub diffuse: f32,
pub specular: f32,
pub _padding3: u32,
pub spot_cutoff_rad: f32,
pub spot_outer_cutoff_rad: f32,
}
impl SpotLightUniform {
/// Create the SpotLightUniform from an ECS bundle
pub fn from_bundle(light: &SpotLight, transform: &Transform) -> Self {
impl LightUniform {
pub fn from_point_light_bundle(light: &PointLight, transform: &Transform) -> Self {
Self {
light_type: LightType::Point as u32,
enabled: light.enabled as u32,
position: transform.translation,
_padding: 0,
direction: transform.forward(),
_padding2: 0,
color: light.color,
cutoff: light.cutoff.to_radians().cos(),
outer_cutoff: light.outer_cutoff.to_radians().cos(),
constant: light.constant,
linear: light.linear,
quadratic: light.quadratic,
ambient: light.ambient,
diffuse: light.diffuse,
specular: light.specular,
_padding3: 0,
range: light.range,
intensity: light.intensity,
smoothness: light.smoothness,
spot_cutoff_rad: 0.0,
spot_outer_cutoff_rad: 0.0,
}
}
pub fn from_directional_bundle(light: &DirectionalLight, transform: &Transform) -> Self {
Self {
light_type: LightType::Directional as u32,
enabled: light.enabled as u32,
position: transform.translation,
direction: transform.forward(),
color: light.color,
range: 0.0,
intensity: light.intensity,
smoothness: 0.0,
spot_cutoff_rad: 0.0,
spot_outer_cutoff_rad: 0.0,
}
}
// Create the SpotLightUniform from an ECS bundle
pub fn from_spot_light_bundle(light: &SpotLight, transform: &Transform) -> Self {
Self {
light_type: LightType::Spotlight as u32,
enabled: light.enabled as u32,
position: transform.translation,
direction: transform.forward(),
color: light.color,
range: light.range,
intensity: light.intensity,
smoothness: light.smoothness,
spot_cutoff_rad: light.cutoff.to_radians(),
spot_outer_cutoff_rad: light.outer_cutoff.to_radians(),
}
}
}

View File

@ -1,13 +1,22 @@
use lyra_ecs::Component;
#[derive(Default, Debug, Clone, Component)]
#[derive(Debug, Clone, Component)]
pub struct PointLight {
pub enabled: bool,
pub color: glam::Vec3,
pub range: f32,
pub intensity: f32,
pub constant: f32,
pub linear: f32,
pub quadratic: f32,
pub ambient: f32,
pub diffuse: f32,
pub specular: f32,
pub smoothness: f32,
}
impl Default for PointLight {
fn default() -> Self {
Self {
enabled: true,
color: glam::Vec3::new(1.0, 1.0, 1.0),
range: 1.0,
intensity: 1.0,
smoothness: 0.75,
}
}
}

View File

@ -4,15 +4,26 @@ use crate::math;
#[derive(Debug, Clone, Component)]
pub struct SpotLight {
pub enabled: bool,
pub color: glam::Vec3,
pub range: f32,
pub intensity: f32,
pub smoothness: f32,
pub cutoff: math::Angle,
pub outer_cutoff: math::Angle,
pub constant: f32,
pub linear: f32,
pub quadratic: f32,
pub ambient: f32,
pub diffuse: f32,
pub specular: f32,
}
impl Default for SpotLight {
fn default() -> Self {
Self {
enabled: true,
color: glam::Vec3::new(1.0, 1.0, 1.0),
range: 1.0,
intensity: 1.0,
smoothness: 0.75,
cutoff: math::Angle::Degrees(45.0),
outer_cutoff: math::Angle::Degrees(45.0),
}
}
}

View File

@ -0,0 +1,244 @@
use std::{borrow::Cow, mem, rc::Rc};
use glam::UVec2;
use wgpu::{util::DeviceExt, ComputePipeline};
use winit::dpi::PhysicalSize;
use super::{light::LightUniformBuffers, render_buffer::{BindGroupPair, BufferWrapper}, texture::RenderTexture};
#[allow(dead_code)]
pub(crate) struct LightIndicesGridBuffer {
index_counter_buffer: wgpu::Buffer,
indices_buffer: wgpu::Buffer,
grid_texture: wgpu::Texture,
grid_texture_view: wgpu::TextureView,
pub bg_pair: BindGroupPair,
}
pub(crate) struct LightCullCompute {
device: Rc<wgpu::Device>,
queue: Rc<wgpu::Queue>,
pipeline: ComputePipeline,
pub light_indices_grid: LightIndicesGridBuffer,
screen_size_buffer: BufferWrapper,
workgroup_size: glam::UVec2,
}
impl LightCullCompute {
/// Create the LightIndiciesGridBuffer object
fn create_grid(device: &wgpu::Device, workgroup_size: glam::UVec2) -> LightIndicesGridBuffer {
let mut contents = Vec::<u8>::new();
let contents_len = workgroup_size.x * workgroup_size.y * 200 * mem::size_of::<u32>() as u32;
contents.resize(contents_len as _, 0);
let light_indices_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("B_LightIndices"),
contents: &contents,
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let light_index_counter_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("B_LightIndexCounter"),
contents: &bytemuck::cast_slice(&[0]),
usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
});
let light_indices_bg_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage {
read_only: false
},
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::StorageTexture {
access: wgpu::StorageTextureAccess::ReadWrite,
format: wgpu::TextureFormat::Rg32Uint, // vec2<uint>
view_dimension: wgpu::TextureViewDimension::D2
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage {
read_only: false
},
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
],
label: Some("BGL_LightIndicesGrid"),
});
let size = wgpu::Extent3d {
width: workgroup_size.x,
height: workgroup_size.y,
depth_or_array_layers: 1,
};
let grid_texture = device.create_texture(
&wgpu::TextureDescriptor {
label: Some("Tex_LightGrid"),
size,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rg32Uint, // vec2<uint>
usage: wgpu::TextureUsages::STORAGE_BINDING,
view_formats: &[],
}
);
let grid_texture_view = grid_texture.create_view(&wgpu::TextureViewDescriptor {
label: Some("TexV_LightGrid"),
format: Some(wgpu::TextureFormat::Rg32Uint), // vec2<uint>
dimension: Some(wgpu::TextureViewDimension::D2),
aspect: wgpu::TextureAspect::All,
base_mip_level: 0,
mip_level_count: None,
base_array_layer: 0,
array_layer_count: None,
});
let light_indices_bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &light_indices_bg_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &light_indices_buffer,
offset: 0,
size: None, // the entire light buffer is needed
}
)
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&grid_texture_view)
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Buffer(
wgpu::BufferBinding {
buffer: &light_index_counter_buffer,
offset: 0,
size: None, // the entire light buffer is needed
}
)
},
],
label: Some("BG_LightIndicesGrid"),
});
LightIndicesGridBuffer {
index_counter_buffer: light_index_counter_buffer,
indices_buffer: light_indices_buffer,
grid_texture,
grid_texture_view,
bg_pair: BindGroupPair::new(light_indices_bg, light_indices_bg_layout),
}
}
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 {
let screen_size_buffer = BufferWrapper::builder()
.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
.label_prefix("ScreenSize")
.visibility(wgpu::ShaderStages::COMPUTE)
.buffer_dynamic_offset(false)
.contents(&[UVec2::new(screen_size.width, screen_size.height)])
.finish(&device);
let shader_src = include_str!("shaders/light_cull.comp.wgsl");
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("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, workgroup_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_tex_pair.layout,
&camera_buffers.bindgroup_layout().unwrap(),
&lights_buffers.bind_group_pair.layout,
&light_grid.bg_pair.layout,
screen_size_buffer.bindgroup_layout().unwrap(),
],
push_constant_ranges: &[],
});
let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Pipe_LightCull"),
layout: Some(&layout),
module: &shader,
entry_point: "cs_main",
});
Self {
device,
queue,
pipeline,
light_indices_grid: light_grid,
screen_size_buffer,
workgroup_size,
}
}
pub fn update_screen_size(&mut 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);
// I hate that the entire bind group is recreated on a resize but its the only way :(
self.light_indices_grid = Self::create_grid(&self.device, self.workgroup_size);
}
pub fn compute(&mut self, camera_buffers: &BufferWrapper, lights_buffers: &LightUniformBuffers, depth_texture: &RenderTexture) {
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("LightCullCompute"),
});
{
let mut pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("Pass_LightCull"),
});
pass.set_pipeline(&self.pipeline);
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, &[]);
pass.set_bind_group(4, self.screen_size_buffer.bindgroup(), &[]);
pass.dispatch_workgroups(self.workgroup_size.x, self.workgroup_size.y, 1);
}
self.queue.submit(std::iter::once(encoder.finish()));
self.device.poll(wgpu::Maintain::Wait);
self.cleanup();
}
pub fn cleanup(&mut self) {
self.queue.write_buffer(&self.light_indices_grid.index_counter_buffer, 0, &bytemuck::cast_slice(&[0]));
}
}

View File

@ -1,4 +1,4 @@
use std::sync::Arc;
use std::rc::Rc;
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: &Arc<wgpu::BindGroupLayout>, i: &Option<ResHandle<Texture>>) -> Option<RenderTexture> {
fn texture_to_render(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: &Rc<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: &Arc
}
impl MaterialSpecular {
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Arc<wgpu::BindGroupLayout>, value: &lyra_resource::gltf::Specular) -> Self {
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<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: Arc<wgpu::BindGroupLayout>, value: &lyra_resource::gltf::Material) -> Self {
pub fn from_resource(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<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));

View File

@ -12,3 +12,4 @@ pub mod camera;
pub mod window;
pub mod transform_buffer_storage;
pub mod light;
pub mod light_cull_compute;

View File

@ -1,4 +1,4 @@
use std::{sync::Arc, num::NonZeroU32};
use std::{num::NonZeroU32, rc::Rc};
use wgpu::util::DeviceExt;
@ -23,13 +23,13 @@ impl RenderBuffer {
pub struct BindGroupPair {
pub bindgroup: wgpu::BindGroup,
pub layout: Arc<wgpu::BindGroupLayout>,
pub layout: Rc<wgpu::BindGroupLayout>,
}
impl BindGroupPair {
pub fn new_from_layout(device: &wgpu::Device, layout: Arc<wgpu::BindGroupLayout>, entries: &[wgpu::BindGroupEntry<'_>]) -> Self {
pub fn create_bind_group(device: &wgpu::Device, layout: Rc<wgpu::BindGroupLayout>, entries: &[wgpu::BindGroupEntry<'_>]) -> Self {
let bindgroup = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: layout.as_ref(),
layout: &layout,
entries,
label: None,
});
@ -39,12 +39,19 @@ impl BindGroupPair {
layout,
}
}
pub fn new(bindgroup: wgpu::BindGroup, layout: wgpu::BindGroupLayout) -> Self {
Self {
bindgroup,
layout: Rc::new(layout),
}
}
}
pub struct BufferWrapper {
pub bindgroup_pair: Option<BindGroupPair>,
pub inner_buf: wgpu::Buffer,
pub len: usize,
pub len: Option<usize>,
}
impl BufferWrapper {
@ -54,7 +61,7 @@ impl BufferWrapper {
Self {
bindgroup_pair: bind_group,
inner_buf: buffer,
len: 0,
len: Some(0),
}
}
@ -64,15 +71,82 @@ impl BufferWrapper {
Self {
bindgroup_pair: bind_group,
inner_buf: buffer,
len: 0,
len: Some(0),
}
}
pub fn from_parts(bind_group: wgpu::BindGroup, bind_group_layout: wgpu::BindGroupLayout, buffer: wgpu::Buffer) -> Self {
Self {
bindgroup_pair: Some(BindGroupPair::new(bind_group, bind_group_layout)),
inner_buf: buffer,
len: None,
}
}
/// Creates a builder for a BufferWrapper
pub fn builder() -> BufferWrapperBuilder {
BufferWrapperBuilder::new()
}
/// Retrieve the layout of the bindgroup associated with this buffer.
///
/// 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)
}
/// Queue's the data to be written to `buffer` starting at `offset`.
///
/// The write is not immediately submitted, and instead enqueued
/// internally to happen at the start of the next submit() call.
///
/// This method fails if data overruns the size of buffer starting at offset.
///
/// See [`wgpu::Queue::write_buffer`](https://docs.rs/wgpu/latest/wgpu/struct.Queue.html#method.write_buffer).
pub fn write_buffer<T>(&self, queue: &wgpu::Queue, offset: u64, data: &[T])
where
T: bytemuck::NoUninit
{
queue.write_buffer(&self.inner_buf, offset, bytemuck::cast_slice(data));
}
/// Sets the buffer's bind group to `index` in the `pass`.
///
/// The bind group layout in the active pipeline when any `draw()` function is called must
/// match the layout of this bind group.
///
/// See [`wgpu::RenderPass::set_bind_group`](https://docs.rs/wgpu/latest/wgpu/struct.RenderPass.html#method.set_bind_group).
pub fn render_pass_bind_at<'a, 'b>(
&'a self,
pass: &'b mut wgpu::RenderPass<'a>,
index: u32,
offsets: &[wgpu::DynamicOffset],
) {
let pair = self.bindgroup_pair.as_ref().expect(
"BufferWrapper is missing bindgroup pair! Cannot set bind group on RenderPass!",
);
pass.set_bind_group(index, &pair.bindgroup, offsets);
}
/// Returns the bindgroup of this buffer, panics if the buffer does not have a bindgroup.
pub fn bindgroup(&self) -> &wgpu::BindGroup {
&self.bindgroup_pair.as_ref().expect(
"BufferWrapper is missing bindgroup pair! Cannot set bind group on RenderPass!",
).bindgroup
}
}
/// Struct used for building a BufferWrapper
///
/// ```nobuild
/// let camera_buffer = BufferWrapper::builder()
/// .buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
/// .contents(&[CameraUniform::default()])
/// .label_prefix("Camera")
/// .visibility(wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT)
/// .buffer_dynamic_offset(false)
/// .finish(&device);
/// ```
#[derive(Default)]
pub struct BufferWrapperBuilder {
buffer_usage: Option<wgpu::BufferUsages>,
@ -198,7 +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 {
@ -214,7 +288,7 @@ impl BufferWrapperBuilder {
BindGroupPair {
bindgroup: bg,
layout: bg_layout,
layout: Rc::new(bg_layout),
}
}
};
@ -222,7 +296,7 @@ impl BufferWrapperBuilder {
BufferWrapper {
bindgroup_pair: Some(bg_pair),
inner_buf: buffer,
len: self.count.unwrap_or_default() as usize,
len: Some(self.count.unwrap_or_default() as usize),
}
}
}

View File

@ -1,4 +1,5 @@
use std::collections::{HashMap, VecDeque, HashSet};
use std::rc::Rc;
use std::sync::Arc;
use std::borrow::Cow;
@ -24,6 +25,7 @@ use crate::scene::CameraComponent;
use super::camera::{RenderCamera, CameraUniform};
use super::desc_buf_lay::DescVertexBufferLayout;
use super::light::LightUniformBuffers;
use super::light_cull_compute::LightCullCompute;
use super::material::Material;
use super::render_buffer::BufferWrapper;
use super::texture::RenderTexture;
@ -45,13 +47,19 @@ pub trait Renderer {
fn add_render_pipeline(&mut self, shader_id: u64, pipeline: Arc<FullRenderPipeline>);
}
pub trait RenderPass {
fn prepare(&mut self, main_world: &mut World);
fn render(&mut self, encoder: &mut wgpu::CommandEncoder) -> Result<(), wgpu::SurfaceError>;
fn on_resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>);
}
struct MeshBufferStorage {
buffer_vertex: BufferStorage,
buffer_indices: Option<(wgpu::IndexFormat, BufferStorage)>,
//#[allow(dead_code)]
//render_texture: Option<RenderTexture>,
material: Option<Material>,
material: Option<Rc<Material>>,
// The index of the transform for this entity.
// The tuple is structured like this: (transform index, index of transform inside the buffer)
@ -68,8 +76,8 @@ pub struct CachedTransform {
pub struct BasicRenderer {
pub surface: wgpu::Surface,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub device: Rc<wgpu::Device>, // device does not need to be mutable, no need for refcell
pub queue: Rc<wgpu::Queue>,
pub config: wgpu::SurfaceConfiguration,
pub size: winit::dpi::PhysicalSize<u32>,
pub window: Arc<Window>,
@ -80,6 +88,7 @@ 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>,
@ -88,16 +97,18 @@ pub struct BasicRenderer {
render_limits: Limits,
inuse_camera: RenderCamera,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
camera_buffer: BufferWrapper,
//camera_bind_group: wgpu::BindGroup,
bgl_texture: Arc<BindGroupLayout>,
bgl_texture: Rc<BindGroupLayout>,
default_texture: RenderTexture,
depth_buffer_texture: RenderTexture,
material_buffer: BufferWrapper,
light_buffers: LightUniformBuffers,
light_cull_compute: LightCullCompute,
}
impl BasicRenderer {
@ -123,7 +134,7 @@ impl BasicRenderer {
let (device, queue) = adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
features: wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES,
// WebGL does not support all wgpu features.
// Not sure if the engine will ever completely support WASM,
// but its here just in case
@ -143,10 +154,7 @@ impl BasicRenderer {
let render_limits = device.limits();
let surface_caps = surface.get_capabilities(&adapter);
let present_mode = surface_caps.present_modes[0]; /* match surface_caps.present_modes.contains(&wgpu::PresentMode::Immediate) {
true => wgpu::PresentMode::Immediate,
false => surface_caps.present_modes[0]
}; */
let present_mode = surface_caps.present_modes[0];
debug!("present mode: {:?}", present_mode);
@ -165,7 +173,7 @@ impl BasicRenderer {
};
surface.configure(&device, &config);
let bgl_texture = Arc::new(RenderTexture::create_layout(&device));
let bgl_texture = Rc::new(RenderTexture::create_layout(&device));
let shader_src = include_str!("shaders/base.wgsl");
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
@ -174,43 +182,15 @@ impl BasicRenderer {
});
let transform_buffers = TransformBuffers::new(&device);
let camera_buffer = BufferWrapper::builder()
.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
.contents(&[CameraUniform::default()])
.label_prefix("Camera")
.visibility(wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE)
.buffer_dynamic_offset(false)
.finish(&device);
let camera_buffer = device.create_buffer_init(
&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[CameraUniform::default()]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
}
);
let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
],
label: Some("camera_bind_group_layout"),
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}
],
label: Some("camera_bind_group"),
});
let depth_texture = RenderTexture::create_depth_texture(&device, &config, "Depth Buffer");
let mut depth_texture = RenderTexture::create_depth_texture(&device, &config, "Tex_Depth");
// load the default texture
let bytes = include_bytes!("default_texture.png");
@ -222,9 +202,12 @@ impl BasicRenderer {
.buffer_usage(wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST)
.visibility(wgpu::ShaderStages::FRAGMENT)
.contents(&[MaterialUniform::default()])
//.size(mem::size_of::<MaterialUniform>())
.finish(&device);
let device = Rc::new(device);
let queue = Rc::new(queue);
let light_cull_compute = LightCullCompute::new(device.clone(), queue.clone(), size, &light_uniform_buffers, &camera_buffer, &mut depth_texture);
let mut s = Self {
window,
surface,
@ -241,6 +224,7 @@ impl BasicRenderer {
render_pipelines: HashMap::new(),
render_jobs: VecDeque::new(),
mesh_buffers: HashMap::new(),
material_buffers: HashMap::new(),
entity_meshes: HashMap::new(),
render_limits,
@ -248,7 +232,6 @@ impl BasicRenderer {
inuse_camera: RenderCamera::new(size),
camera_buffer,
camera_bind_group,
bgl_texture,
default_texture,
@ -257,15 +240,19 @@ impl BasicRenderer {
light_buffers: light_uniform_buffers,
material_buffer: mat_buffer,
light_cull_compute,
};
// create the default pipelines
let mut pipelines = HashMap::new();
pipelines.insert(0, Arc::new(FullRenderPipeline::new(&s.device, &s.config, &shader,
vec![super::vertex::Vertex::desc(),],
vec![&s.bgl_texture, &s.transform_buffers.bindgroup_layout, &camera_bind_group_layout,
&s.light_buffers.bindgroup_layout, &s.material_buffer.bindgroup_pair.as_ref().unwrap().layout,
&s.bgl_texture])));
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.render_pipelines = pipelines;
s
@ -364,18 +351,24 @@ 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")
.data_ref()
.expect("Material resource not loaded yet");
let material_ref = material.data_ref()
.unwrap();
let material = Material::from_resource(&self.device, &self.queue, self.bgl_texture.clone(), &material);
let uni = MaterialUniform::from(&material);
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);
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),
material: Some(material.clone()),
}
}
@ -511,13 +504,10 @@ impl Renderer for BasicRenderer {
}
if let Some(camera) = main_world.view_iter::<&mut CameraComponent>().next() {
let view_proj = self.inuse_camera.update_view_projection(&camera);
let pos = camera.transform.translation;
let uniform = CameraUniform {
view_proj: *view_proj,
view_pos: glam::Vec4::new(pos.x, pos.y, pos.z, 0.0),
};
self.queue.write_buffer(&self.camera_buffer, 0, bytemuck::cast_slice(&[uniform]));
let uniform = self.inuse_camera.calc_view_projection(&camera);
//let pos = camera.transform.translation;
//let uniform = CameraUniform::new(view_mat, *view_proj, pos);
self.camera_buffer.write_buffer(&self.queue, 0, &[uniform]);
} else {
warn!("Missing camera!");
}
@ -529,6 +519,8 @@ 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);
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Basic Renderer's Encoder")
});
@ -588,10 +580,12 @@ impl Renderer for BasicRenderer {
let offset = TransformBuffers::index_offset(&self.render_limits, transform_indices) as u32;
render_pass.set_bind_group(1, bindgroup, &[ offset, offset, ]);
render_pass.set_bind_group(2, &self.camera_bind_group, &[]);
render_pass.set_bind_group(3, &self.light_buffers.bindgroup, &[]);
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(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;
@ -623,8 +617,15 @@ 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

@ -2,6 +2,12 @@
const max_light_count: u32 = 16u;
const LIGHT_TY_DIRECTIONAL = 0u;
const LIGHT_TY_POINT = 1u;
const LIGHT_TY_SPOT = 2u;
const ALPHA_CUTOFF = 0.1;
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@ -16,57 +22,33 @@ struct VertexOutput {
}
struct CameraUniform {
view_proj: mat4x4<f32>,
view_pos: vec4<f32>,
};
struct PointLight {
position: vec4<f32>,
color: vec4<f32>,
intensity: f32,
constant: f32,
linear: f32,
quadratic: f32,
ambient: f32,
diffuse: f32,
specular: f32,
};
struct DirectionalLight {
direction: vec3<f32>,
color: vec3<f32>,
ambient: f32,
diffuse: f32,
specular: f32,
};
struct SpotLight {
view: mat4x4<f32>,
inverse_projection: mat4x4<f32>,
view_projection: mat4x4<f32>,
projection: mat4x4<f32>,
position: vec3<f32>,
tile_debug: u32,
};
struct Light {
position: vec3<f32>,
light_ty: u32,
direction: vec3<f32>,
enabled: u32,
color: vec3<f32>,
cutoff: f32,
outer_cutoff: f32,
range: f32,
intensity: f32,
smoothness: f32,
constant: f32,
linear: f32,
quadratic: f32,
ambient: f32,
diffuse: f32,
specular: f32,
spot_cutoff: f32,
spot_outer_cutoff: f32,
};
struct Lights {
point_lights: array<PointLight, max_light_count>,
point_light_count: u32,
spot_lights: array<SpotLight, max_light_count>,
spot_light_count: u32,
directional_light: DirectionalLight,
}
light_count: u32,
data: array<Light>,
};
@group(1) @binding(0)
var<uniform> u_model_transform: mat4x4<f32>;
@ -77,7 +59,7 @@ var<uniform> u_model_normal_matrix: mat4x4<f32>;
var<uniform> u_camera: CameraUniform;
@group(3) @binding(0)
var<uniform> u_lights: Lights;
var<storage> u_lights: Lights;
@vertex
fn vs_main(
@ -86,7 +68,7 @@ fn vs_main(
var out: VertexOutput;
out.tex_coords = model.tex_coords;
out.clip_position = u_camera.view_proj * u_model_transform * vec4<f32>(model.position, 1.0);
out.clip_position = u_camera.view_projection * u_model_transform * vec4<f32>(model.position, 1.0);
// the normal mat is actually only a mat3x3, but there's a bug in wgpu: https://github.com/gfx-rs/wgpu-rs/issues/36
let normal_mat = mat3x3(u_model_normal_matrix[0].xyz, u_model_normal_matrix[1].xyz, u_model_normal_matrix[2].xyz);
@ -120,32 +102,96 @@ 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);
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.light_count; i++) {
var light = u_lights.data[i];
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);
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/* * u_material.diffuse.xyz*/);
return vec4<f32>(light_object_res, object_color.a);*/
if (u_camera.tile_debug == 1u) {
return debug_grid(in);
}
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);
if (object_color.a < ALPHA_CUTOFF) {
discard;
}
let tile_index = vec2<u32>(floor(in.clip_position.xy / 16.0));
let tile: vec2<u32> = textureLoad(t_light_grid, tile_index).xy;
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 blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light: DirectionalLight, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
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;
let ratio = f32(tile.y) / f32(u_lights.light_count);
return vec4<f32>(ratio, ratio, ratio, 1.0);
/* 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> {
let light_color = dir_light.color.xyz;
let camera_view_pos = u_camera.view_pos.xyz;
let camera_view_pos = u_camera.position;
//// Ambient light ////
var ambient_color = light_color * material.ambient.xyz * material.diffuse.xyz;
@ -165,17 +211,17 @@ fn blinn_phong_dir_light(world_pos: vec3<f32>, world_norm: vec3<f32>, dir_light:
var specular_color = specular_strength * (light_color * specular_factor);
//// end of specular ////
ambient_color *= dir_light.ambient;
/*ambient_color *= dir_light.ambient;
diffuse_color *= dir_light.diffuse;
specular_color *= dir_light.specular;
specular_color *= dir_light.specular;*/
return ambient_color + diffuse_color + specular_color;
return (ambient_color + diffuse_color + specular_color) * dir_light.intensity;
}
fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_light: PointLight, 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>) -> vec3<f32> {
let light_color = point_light.color.xyz;
let light_pos = point_light.position.xyz;
let camera_view_pos = u_camera.view_pos.xyz;
let camera_view_pos = u_camera.position;
//// Ambient light ////
var ambient_color = light_color * material.ambient.xyz * material.diffuse.xyz;
@ -195,67 +241,64 @@ fn blinn_phong_point_light(world_pos: vec3<f32>, world_norm: vec3<f32>, point_li
var specular_color = specular_strength * (light_color * specular_factor);
//// end of specular ////
//// point light attenuation ////
let distance = length(light_pos - world_pos);
let attenuation = 1.0 / (point_light.constant + point_light.linear * distance +
point_light.quadratic * (distance * distance));
let attenuation = 1.0 - smoothstep(point_light.range * point_light.smoothness, point_light.range, distance);
//// end of point light attenuation ////
ambient_color *= point_light.ambient * attenuation;
diffuse_color *= point_light.diffuse * attenuation;
specular_color *= point_light.specular * attenuation;
ambient_color *= attenuation;
diffuse_color *= attenuation;
specular_color *= attenuation;
return (ambient_color + diffuse_color + specular_color) * point_light.intensity;
}
fn blinn_phong_spot_light(world_pos: vec3<f32>, world_norm: vec3<f32>, spot_light: SpotLight, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
let light_color = spot_light.color;//.xyz;
let light_pos = spot_light.position.xyz;
let camera_view_pos = u_camera.view_pos.xyz;
fn blinn_phong_spot_light(world_pos: vec3<f32>, world_norm: vec3<f32>, spot_light: Light, material: Material, specular_factor: vec3<f32>) -> vec3<f32> {
let light_color = spot_light.color;
let light_pos = spot_light.position;
let camera_view_pos = u_camera.position;
let light_dir = normalize(spot_light.position - world_pos);
var ambient_color = light_color * material.ambient.xyz * material.diffuse.xyz;
//if (theta > spot_light.cutoff) {
var ambient_color = light_color * material.ambient.xyz * material.diffuse.xyz;
//// diffuse ////
//let light_dir = normalize(light_pos - world_pos);
//// diffuse ////
//let light_dir = normalize(light_pos - world_pos);
let diffuse_strength = max(dot(world_norm, light_dir), 0.0);
var diffuse_color = light_color * (diffuse_strength * material.diffuse.xyz);
//// end of diffuse ////
let diffuse_strength = max(dot(world_norm, light_dir), 0.0);
var diffuse_color = light_color * (diffuse_strength * material.diffuse.xyz);
//// end of diffuse ////
//// specular ////
let view_dir = normalize(camera_view_pos - world_pos);
let half_dir = normalize(view_dir + light_dir);
//// specular ////
let view_dir = normalize(camera_view_pos - world_pos);
let half_dir = normalize(view_dir + light_dir);
let specular_strength = pow(max(dot(world_norm, half_dir), 0.0), material.shininess);
var specular_color = specular_strength * (light_color * specular_factor);
//// end of specular ////
let specular_strength = pow(max(dot(world_norm, half_dir), 0.0), material.shininess);
var specular_color = specular_strength * (light_color * specular_factor);
//// end of specular ////
//// spot light soft edges ////
let min_cos = cos(spot_light.spot_cutoff);
let max_cos = lerp(min_cos, 1.0, 0.5);
let cos_angle = dot(spot_light.direction, -light_dir);
let cone = smoothstep(min_cos, max_cos, cos_angle);
//// end of spot light soft edges ////
//// spot light soft edges ////
let theta = dot(light_dir, normalize(-spot_light.direction));
let epsilon = spot_light.cutoff - spot_light.outer_cutoff;
let intensity = clamp((theta - spot_light.outer_cutoff) / epsilon, 0.0, 1.0);
//diffuse_color *= intensity;
//specular_color *= intensity;
//// end of spot light soft edges ////
//// spot light attenuation ////
let distance = length(light_pos - world_pos);
let attenuation = calc_attenuation(spot_light, distance);
//// spot light attenuation ////
let distance = length(light_pos - world_pos);
let attenuation = 1.0 / (spot_light.constant + spot_light.linear * distance +
spot_light.quadratic * (distance * distance));
ambient_color *= attenuation * intensity * spot_light.ambient;
diffuse_color *= attenuation * intensity * spot_light.diffuse;
specular_color *= attenuation * intensity * spot_light.specular;
//// end of spot light attenuation ////
ambient_color *= attenuation * spot_light.intensity * cone;
diffuse_color *= attenuation * spot_light.intensity * cone;
specular_color *= attenuation * spot_light.intensity * cone;
//// end of spot light attenuation ////
return /*ambient_color +*/ diffuse_color + specular_color;
/*} else {
return vec3<f32>(0.0);
}*/
return /*ambient_color +*/ diffuse_color + specular_color;
}
fn calc_attenuation(light: Light, distance: f32) -> f32 {
return 1.0 - smoothstep(light.range * light.smoothness, light.range, distance);
}
fn lerp(start: f32, end: f32, alpha: f32) -> f32 {
return (start + (end - start) * alpha);
}

View File

@ -0,0 +1,329 @@
const BLOCK_SIZE: u32 = 16u;
const MAX_TILE_VISIBLE_LIGHTS: u32 = 1024u;
const LIGHT_TY_DIRECTIONAL = 0u;
const LIGHT_TY_POINT = 1u;
const LIGHT_TY_SPOT = 2u;
type vec2f = vec2<f32>;
type vec3f = vec3<f32>;
type vec4f = vec4<f32>;
struct CameraUniform {
view: mat4x4<f32>,
inverse_projection: mat4x4<f32>,
view_projection: mat4x4<f32>,
projection: mat4x4<f32>,
position: vec3f,
tile_debug: u32,
};
struct Light {
position: vec3f,
light_ty: u32,
direction: vec3f,
enabled: u32,
color: vec3f,
range: f32,
intensity: f32,
smoothness: f32,
spot_cutoff: f32,
spot_outer_cutoff: f32,
};
struct Lights {
light_count: u32,
data: array<Light>,
};
struct Cone {
tip: vec3f,
height: f32,
direction: vec3f,
radius: f32,
}
struct Plane {
normal: vec3f,
origin_distance: f32,
}
var<workgroup> wg_min_depth: atomic<u32>;
var<workgroup> wg_max_depth: atomic<u32>;
var<workgroup> wg_light_index_start: atomic<u32>;
var<workgroup> wg_frustum_planes: array<Plane, 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_count: atomic<u32>;
@group(0) @binding(0)
var t_depthmap: texture_depth_2d;
@group(0) @binding(1)
var s_depthmap: sampler;
@group(1) @binding(0)
var<uniform> u_camera: CameraUniform;
@group(2) @binding(0)
var<storage, read> u_lights: Lights;
@group(3) @binding(0)
var<storage, read_write> u_light_indices: array<u32>;
@group(3) @binding(1)
var t_light_grid: texture_storage_2d<rg32uint, read_write>;
@group(3) @binding(2)
var<storage, read_write> u_light_index_counter: atomic<u32>;
@group(4) @binding(0)
var<uniform> u_screen_size: vec2<u32>;
@compute
@workgroup_size(16, 16, 1)
fn cs_main(
@builtin(local_invocation_id) local_invocation_id: vec3<u32>,
@builtin(workgroup_id) workgroup_id: vec3<u32>,
@builtin(global_invocation_id) global_invocation_id: vec3<u32>,
@builtin(num_workgroups) num_workgroups: vec3<u32>,
@builtin(local_invocation_index) local_invocation_index: u32,
) {
// Initialize some shared global values for depth and light count
if (local_invocation_index == 0u) {
wg_min_depth = 0xFFFFFFFu;
wg_max_depth = 0u;
wg_visible_light_count = 0u;
}
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);
// bitcast the floating depth to u32 for atomic comparisons between threads
var depth_uint: u32 = bitcast<u32>(depth_float);
// step 2: find the minimum and max depth for this tile.
// atomically update the workgroup depth
atomicMin(&wg_min_depth, depth_uint);
atomicMax(&wg_max_depth, depth_uint);
workgroupBarrier();
// convert them back into floats
var min_depth: f32 = bitcast<f32>(wg_min_depth);
var max_depth: f32 = bitcast<f32>(wg_max_depth);
// Create the frustum planes that will be used for this time
if (local_invocation_index == 0u) {
// this algorithm is adapted from Google's filament:
// https://github.com/google/filament/blob/3644e7f80827f1cd2caef4a21e410a2243eb6e84/filament/src/Froxelizer.cpp#L402C57-L402C73
let tile_width_clip_space = f32(2u * BLOCK_SIZE) / f32(u_screen_size.x);
let tile_height_clip_space = f32(2u * BLOCK_SIZE) / f32(u_screen_size.y);
let tr_projection = transpose(u_camera.projection);
var planes: array<vec4f, 4>;
// left plane
{
let x = (f32(workgroup_id.x) * tile_width_clip_space) - 1.0;
let p = tr_projection * vec4f(-1.0, 0.0, 0.0, x);
planes[0] = -vec4f(normalize(p.xyz), 0.0);
}
// right plane
{
let x = (f32(workgroup_id.x + 1u) * tile_width_clip_space) - 1.0;
let p = tr_projection * vec4f(-1.0, 0.0, 0.0, x);
planes[1] = vec4f(normalize(p.xyz), 0.0);
}
// top plane
{
let y = (f32(workgroup_id.y) * tile_height_clip_space) - 1.0;
let p = tr_projection * vec4f(0.0, 1.0, 0.0, y);
planes[2] = -vec4f(normalize(p.xyz), 0.0);
}
// bottom plane
{
let y = (f32(workgroup_id.y + 1u) * tile_height_clip_space) - 1.0;
let p = tr_projection * vec4f(0.0, 1.0, 0.0, y);
planes[3] = vec4f(normalize(p.xyz), 0.0);
}
wg_frustum_planes[0] = Plane(planes[0].xyz, planes[0].w);
wg_frustum_planes[1] = Plane(planes[1].xyz, planes[1].w);
wg_frustum_planes[2] = Plane(planes[2].xyz, planes[2].w);
wg_frustum_planes[3] = Plane(planes[3].xyz, planes[3].w);
wg_frustum_planes[4] = Plane(vec3f(0.0, 0.0, -1.0), -min_depth);
wg_frustum_planes[5] = Plane(vec3f(0.0, 0.0, 1.0), -max_depth);
}
workgroupBarrier();
// Step 3: cull lights
// 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.
for (var i = local_invocation_index; i < u_lights.light_count; i += BLOCK_SIZE * BLOCK_SIZE) {
let light_index = i;
let light = u_lights.data[light_index];
if (light.enabled == 1u) {
let position_vs = (u_camera.view * vec4f(light.position, 1.0)).xyz;
if (light.light_ty == LIGHT_TY_DIRECTIONAL) {
add_light(light_index);
} else if (light.light_ty == LIGHT_TY_POINT
&& sphere_inside_frustrum(wg_frustum_planes, position_vs, light.range)) {
// TODO: add the light to the transparent geometry list
if (!sphere_inside_plane(position_vs, light.range, wg_frustum_planes[4])) {
add_light(light_index);
}
} else if (light.light_ty == LIGHT_TY_SPOT) {
let dir_vs = (u_camera.view * vec4f(light.direction, 1.0)).xyz;
let cone_radius = tan(light.spot_cutoff) * light.range;
let cone = Cone(position_vs, light.range, dir_vs, cone_radius);
if (cone_inside_frustum(cone, wg_frustum_planes)) {
// TODO: add the light to the transparent geometry list
add_light(light_index);
if (!cone_inside_plane(cone, wg_frustum_planes[4])) {
}
}
}
}
}
workgroupBarrier();
// Update the global memory with the visible light buffer.
// first update the light grid on the first thread
if (local_invocation_index == 0u) {
wg_light_index_start = atomicAdd(&u_light_index_counter, wg_visible_light_count);
textureStore(t_light_grid, workgroup_id.xy, vec4<u32>(wg_light_index_start, wg_visible_light_count, 0u, 1u));
// TODO: store light grid for transparent geometry
}
workgroupBarrier();
// now update the light index list on all threads.
for (var i = local_invocation_index; i < wg_visible_light_count; i += BLOCK_SIZE * BLOCK_SIZE) {
u_light_indices[wg_light_index_start + i] = wg_visible_light_indices[i];
}
}
/// 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 (wg_visible_light_count < MAX_TILE_VISIBLE_LIGHTS) {
let offset = atomicAdd(&wg_visible_light_count, 1u);
wg_visible_light_indices[offset] = light_index;
return true;
}
return false;
}
fn sphere_inside_frustrum(frustum: array<Plane, 6>, sphere_origin: vec3f, radius: f32) -> bool {
// to be able to index this array with a non-const value,
// it must be defined as a var
var frustum_v = frustum;
// only check the sides of the frustum
for (var i = 0u; i < 4u; i++) {
if (sphere_inside_plane(sphere_origin, radius, frustum_v[i])) {
return false;
}
}
return true;
}
/// Check if the sphere is fully behind (i.e., inside the negative half-space of) a plane.
///
/// Source: Real-time collision detection, Christer Ericson (2005)
/// (https://www.3dgep.com/forward-plus/#light-culling-compute-shader)
fn sphere_inside_plane(sphere_origin: vec3f, radius: f32, plane: Plane) -> bool {
return dot(plane.normal, sphere_origin) - plane.origin_distance < -radius;
}
fn clip_to_view(clip: vec4f) -> vec4f {
// view space position
var view = u_camera.inverse_projection * clip;
// perspective projection
return view / view.w;
}
fn screen_to_view(screen: vec4f) -> vec4f {
// convert to normalized texture coordinates
let tex_coord = screen.xy / vec2<f32>(u_screen_size);
// convert to clip space
let clip = vec4f( vec2<f32>(tex_coord.x, 1.0 - tex_coord.y) * 2.0 - 1.0, screen.z, screen.w);
return clip_to_view(clip);
}
/// Compute a plane from 3 noncollinear points that form a triangle.
/// This equation assumes a right-handed (counter-clockwise winding order)
/// coordinate system to determine the direction of the plane normal.
fn compute_plane(p0: vec3f, p1: vec3f, p2: vec3f) -> Plane {
let v0 = p1 - p0;
let v2 = p2 - p0;
let normal = vec4f(normalize(cross(v0, v2)), 0.0);
// find the distance to the origin
let distance = dot(normal.xyz, p0);
return Plane(normal.xyz, distance);
}
fn point_inside_plane(point: vec3f, plane: Plane) -> bool {
return dot(plane.normal, point) + plane.origin_distance < 0.0;
}
fn point_intersect_plane(point: vec3f, plane: Plane) -> f32 {
return dot(plane.normal, point) + plane.origin_distance;
}
/// Check to see if a cone if fully behind (inside the negative halfspace of) a plane.
///
/// Source: Real-time collision detection, Christer Ericson (2005)
/// (https://www.3dgep.com/forward-plus/#light-culling-compute-shader)
fn cone_inside_plane(cone: Cone, plane: Plane) -> bool {
let dir = cone.direction;
let furthest_direction = cross(cross(plane.normal, dir), dir);
let furthest = cone.tip + dir * cone.height - furthest_direction * cone.radius;
// The cone is in the negative halfspace of the plane if the tip of the cone,
// and the farthest point on the end of the cone are inside the negative halfspace
// of the plane.
return point_inside_plane(cone.tip, plane) && point_inside_plane(furthest, plane);
}
fn cone_inside_frustum(cone: Cone, frustum: array<Plane, 6>) -> bool {
var frustum = frustum;
for (var i = 0u; i < 4u; i++) {
// TODO: better cone checking
if (sphere_inside_plane(cone.tip, cone.radius, frustum[i])) {
return false;
}
}
return true;
}

View File

@ -1,4 +1,4 @@
use std::sync::Arc;
use std::rc::Rc;
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: Arc<wgpu::BindGroupLayout>, view: &wgpu::TextureView, sampler: &wgpu::Sampler) -> BindGroupPair {
fn create_bind_group_pair(device: &wgpu::Device, layout: Rc<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: Arc<wgpu::BindGroupLayout>, bytes: &[u8], label: &str) -> anyhow::Result<Self> {
pub fn from_bytes(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<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: Arc<wgpu::BindGroupLayout>, img: &image::DynamicImage, label: Option<&str>) -> anyhow::Result<Self> {
pub fn from_image(device: &wgpu::Device, queue: &wgpu::Queue, bg_layout: Rc<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: Arc<wgpu::BindGroupLayout>, texture_res: &ResHandle<Texture>, label: Option<&str>) -> anyhow::Result<Self> {
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> {
let texture_ref = texture_res.data_ref().unwrap();
let img = texture_ref.image.data_ref().unwrap();
@ -297,6 +297,66 @@ impl RenderTexture {
}
}
/// Creates a bind group for this texture and returns a borrow to the [`BindGroupPair`]
///
/// This does not create a new bind group if the texture already has one.
/// The view dimension will be the same as the texture dimension.
pub fn create_bind_group(&mut self, device: &wgpu::Device) -> &BindGroupPair {
if self.bindgroup_pair.is_some() {
// could not use an if-let here due to the borrow checker thinking
// that there was multiple borrows to self.bindgroup_pair
return self.bindgroup_pair.as_ref().unwrap();
}
let view_dim = match self.inner_texture.dimension() {
wgpu::TextureDimension::D1 => wgpu::TextureViewDimension::D1,
wgpu::TextureDimension::D2 => wgpu::TextureViewDimension::D2,
wgpu::TextureDimension::D3 => wgpu::TextureViewDimension::D3,
};
let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Depth,
view_dimension: view_dim,
multisampled: false
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
count: None,
}
],
label: Some("BGL_Texture"),
});
let bg = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&self.view)
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&self.sampler)
}
],
label: Some("BG_Texture"),
});
let pair = BindGroupPair::new(bg, layout);
self.bindgroup_pair = Some(pair);
self.bindgroup_pair.as_ref().unwrap()
}
/// Returns the bind group stored inside the bind group pair.
///
/// Panics:

View File

@ -7,6 +7,7 @@ pub struct CameraComponent {
pub transform: Transform,
pub fov: Angle,
pub mode: CameraProjectionMode,
pub debug: bool,
}
impl Default for CameraComponent {
@ -15,6 +16,7 @@ impl Default for CameraComponent {
transform: Transform::default(),
fov: Angle::Degrees(45.0),
mode: CameraProjectionMode::Perspective,
debug: false,
}
}
}

View File

@ -1,28 +1,103 @@
use lyra_ecs::Component;
use glam::{EulerRot, Quat, Vec3};
use lyra_ecs::{query::{Res, View}, Component};
use crate::{math::{Angle, Transform}, render::camera::CameraProjectionMode};
use crate::{game::Game, input::ActionHandler, plugin::Plugin, DeltaTime};
use super::CameraComponent;
pub const ACTLBL_MOVE_UP_DOWN: &str = "MoveUpDown";
pub const ACTLBL_MOVE_LEFT_RIGHT: &str = "MoveLeftRight";
pub const ACTLBL_MOVE_FORWARD_BACKWARD: &str = "MoveForwardBackward";
pub const ACTLBL_LOOK_LEFT_RIGHT: &str = "LookLeftRight";
pub const ACTLBL_LOOK_UP_DOWN: &str = "LookUpDown";
pub const ACTLBL_LOOK_ROLL: &str = "LookRoll";
#[derive(Clone, Component)]
pub struct FreeFlyCamera {
pub transform: Transform,
pub fov: Angle,
pub mode: CameraProjectionMode,
pub speed: f32,
pub slow_speed_factor: f32,
pub look_speed: f32,
pub mouse_sensitivity: f32,
pub look_with_keys: bool,
}
impl Default for FreeFlyCamera {
fn default() -> Self {
Self::new()
Self {
speed: 4.0,
slow_speed_factor: 0.25,
look_speed: 0.5,
mouse_sensitivity: 0.9,
look_with_keys: false,
}
}
}
impl FreeFlyCamera {
pub fn new() -> Self {
#[allow(dead_code)]
pub fn new(speed: f32, slow_speed_factor: f32, look_speed: f32, mouse_sensitivity: f32, look_with_keys: bool) -> Self {
Self {
transform: Transform::default(),
fov: Angle::Degrees(45.0),
mode: CameraProjectionMode::Perspective,
speed: 1.5,
speed,
slow_speed_factor,
look_speed,
mouse_sensitivity,
look_with_keys,
}
}
}
pub fn free_fly_camera_controller(delta_time: Res<DeltaTime>, handler: Res<ActionHandler>, view: View<(&mut CameraComponent, &FreeFlyCamera)>) -> anyhow::Result<()> {
let delta_time = **delta_time;
for (mut cam, fly) in view.into_iter() {
let forward = cam.transform.forward();
let left = cam.transform.left();
let up = Vec3::Y;
let move_y = handler.get_axis_modifier(ACTLBL_MOVE_UP_DOWN).unwrap_or(0.0);
let move_x = handler.get_axis_modifier(ACTLBL_MOVE_LEFT_RIGHT).unwrap_or(0.0);
let move_z = handler.get_axis_modifier(ACTLBL_MOVE_FORWARD_BACKWARD).unwrap_or(0.0);
let mut velocity = Vec3::ZERO;
velocity += move_y * up;
velocity += move_x * left;
velocity += move_z * forward;
if velocity != Vec3::ZERO {
cam.transform.translation += velocity.normalize() * fly.speed * delta_time; // TODO: speeding up
}
let motion_x = handler.get_axis_modifier(ACTLBL_LOOK_LEFT_RIGHT).unwrap_or(0.0);
let motion_y = handler.get_axis_modifier(ACTLBL_LOOK_UP_DOWN).unwrap_or(0.0);
let motion_z = handler.get_axis_modifier(ACTLBL_LOOK_ROLL).unwrap_or(0.0);
let mut camera_rot = Vec3::ZERO;
camera_rot.y -= motion_x * fly.mouse_sensitivity;
camera_rot.x -= motion_y * fly.mouse_sensitivity;
camera_rot.z -= motion_z * fly.mouse_sensitivity;
if camera_rot != Vec3::ZERO {
let look_velocity = camera_rot * fly.look_speed * delta_time;
let (mut y, mut x, _) = cam.transform.rotation.to_euler(EulerRot::YXZ);
x += look_velocity.x;
y += look_velocity.y;
x = x.clamp(-1.54, 1.54);
// rotation is not commutative, keep this order to avoid unintended roll
cam.transform.rotation = Quat::from_axis_angle(Vec3::Y, y)
* Quat::from_axis_angle(Vec3::X, x);
}
}
Ok(())
}
/// A plugin that adds the free fly camera controller system to the world. It is expected that
/// there is a [`FreeFlyCamera`] in the world, if there isn't, the camera would not move.
pub struct FreeFlyCameraPlugin;
impl Plugin for FreeFlyCameraPlugin {
fn setup(&self, game: &mut Game) {
game.with_system("free_fly_camera_system", free_fly_camera_controller, &[]);
}
}

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@ -1,5 +1,4 @@
[toolchain]
channel = "nightly-2023-11-21"
#components = [ "rustfmt", "rustc-dev" ]
channel = "nightly"
date = "2023-11-21"
targets = [ "x86_64-unknown-linux-gnu" ]
#profile = "minimal"

View File

@ -1,24 +1,33 @@
{ pkgs ? import <nixpkgs> { } }:
let
moz_overlay = import (builtins.fetchTarball https://github.com/mozilla/nixpkgs-mozilla/archive/master.tar.gz);
nixpkgs = import <nixpkgs> { overlays = [ moz_overlay ]; };
in
with nixpkgs;
stdenv.mkDerivation rec {
name = "lyra_engine_dev";
nativeBuildInputs = [
pkg-config
openssl
wasm-pack
trunk
valgrind
heaptrack
mold
udev
lua5_4_compat
((nixpkgs.rustChannelOf { rustToolchain = ./rust-toolchain.toml; }).rust.override {
extensions = [
"rust-src"
"rust-analysis"
];
})
];
buildInputs = [
udev alsa-lib libGL gcc
vulkan-loader vulkan-headers vulkan-tools
xorg.libX11 xorg.libXcursor xorg.libXi xorg.libXrandr # To use the x11 feature
libxkbcommon wayland # To use the wayland feature
with pkgs;
mkShell rec {
nativeBuildInputs = [
pkg-config
openssl
wasm-pack
trunk
valgrind
heaptrack
mold
udev
lua5_4_compat
];
buildInputs = [
udev alsa-lib libGL gcc
vulkan-loader vulkan-headers vulkan-tools
xorg.libX11 xorg.libXcursor xorg.libXi xorg.libXrandr # To use the x11 feature
libxkbcommon wayland # To use the wayland feature
];
LD_LIBRARY_PATH = lib.makeLibraryPath buildInputs;
}
];
LD_LIBRARY_PATH = lib.makeLibraryPath buildInputs;
}